Spectra, the Unspoken Word
“The God of Illusion”, “The Grand Scheme”, “The Web-weaver”, “The One in the Middle”
Spectra, the Unspoken Word
“The God of Illusion”, “The Grand Scheme”, “The Web-weaver”, “The One in the Middle”
“Truth is not Spectra’s enemy. Truth is Spectra’s disguise.”
— Herald of Spectra
Balanced upon the silver threads of truth and deception, this silent deity permits indirect domination, not through might… but by misdirection and revelation. Hand in hand goes the art of truth and lies. Without form, without word, Spectra’s will is unknown. Simple facts of being, such as their gender, elude all, even their followers.
Patron of Spies, thieves, politicians, and investigators; Spectra’s followers are drawn to the art of the plot, regardless of its morality. Many are fascinated by puzzles and mysteries, both in solving them and creating new ones. There is no bias from this solitary deity; both sides of the coin are favoured in equal measure. Those who lie, and those who reveal lies, are all sheltered under Spectra’s silent hand.
Common Methods of Worship
Spectra’s followers are influenced by an innate curiosity, drawn to being in places they often shouldn’t be, and investigating things they have no business being involved in. Feeding this curiosity is a common way followers of the grand scheme gain the attention of their patron.
Whilst much is unknown about the Unspoken Word, their enjoyment of a plot is consistently made clear through the boons granted to their followers. Enacting overly convoluted plots is more often than not one of the more common ways a follower of the grand scheme offers praise to Spectra.
Spectra Divinity users can use Raw Magic spells.
Acolyte Summons (T0)
Divinator magic cannot be utilized for freeform at T0, unlike Spellcasting.
Encore – Infamous performers have been critiqued for their usage (whether secretive or not) of this spell during theatre performances. With practice, the user can deepen or pitch up their voice. Although their original voice will still be distinguishable, this spell can help them contribute to an entertaining performance and “get into character”. Performers are known to take soothing supplements or drinks to support their vocal performance. Without continuous practice of this spell, it will result in repetitive cracks during phrases. Just as well, Spectra worshippers often use this as another way to disguise themselves by pairing this spell with a mask.
Dye – A simple spell, albeit with a timer. By setting a palm or a catalyst on an individual’s head, they can slowly alter the color of their hair. However, after a week, the color will start to fade rapidly, notably visible at the roots. Of course, this spell can be utilized on themselves.
Gambler – Those who engage in a card match with a Spectra divinator may find that their cards seem to stack up when they look away repeatedly. This will depend on a D20 roll from the caster, however.
Crystal Ball – When a friend, or foe, looks into a reflective surface, the caster can distort their reflection to look grotesque.
Coin Trick – The caster can pull “coins” from behind someone’s ear, hair, or even sleeve. These coins can be flicked outward like pebbles to create a brief distraction. However, once they hit a surface, they will turn into black mist.
Devoted Summons (T1)
False Image – An illusory summon which can be cast within 30 feet.
Illusions of characters/objects must have been seen prior (e.g., if you attempt to make an illusion of a person, you must have seen them clearly before).
Magnify – By creating a “pinching motion” with one’s hand over an object, the user can create a magnifying effect through their gaze to see miniature details. This can be used like a Spyglass to look further into the distance, up to 200 ft.
Frosting – In times of famine and distress, this ability has been employed for both good and wrongdoing. As one of the stranger spells, this ability pertains to food and drink specifically. Casting on a meal/drink– the user can disguise its appearance.
For example, a small bowl of grain can be illusioned to look like a lavish, 3 tier cake. This has been known to cheer up the peasantry during festivities, or even help to decorate a room on a tight budget. Nonetheless, the taste of the original product will remain, and any added height/length to the food will be transparent. In other words, this spell requires strategic planning and consideration of foods that appear to be the same size/weight. Unfortunately, people have often used this spell to conceal the appearance of poisonous products in drinks and meals.
Gibberish – Typically utilized as a form of strategic trickery. The caster can aim a catalyst, or their palm toward the opponent, and make the words of up to 3 people around them sound like gibberish for up to 10 turns, confusing them. It has a range of 30 ft.
False Sensation – By pointing at a target within 20 ft and casting, the Divinator can make a selected target feel as if an invisible force is punching them in a specific area. Has a cooldown of three turns.
Psychic Shot – The Divinator conjures up a bow that constantly pulses with vibrant energy. They can conjure up to three arrows made of their own mana. These arrows are capable of phasing through armoring, and when striking them, leave them within a state of confusion for two turns. Can only be used once per encounter.
Weighted Burden – The Divinator can focus on a single target's weapon and imbue a false weight upon it, making it seemingly feel heavier and more of a burden to swing. Their blows become increasingly less efficient for three turns, taking an extra hit to break/puncture/stab through armour; if the caster's focus is thrown off, such as by getting stabbed, the summons effect fades away. Has a cooldown of five turns if the focus is thrown off.
Phantom Steps – By casting onto a target, the Divinator can make them hear as if someone is rushing at them on their flank. A shadow and a silhouette will also be visible. If the target doesn't turn toward the sound, they'll continue hearing it until they do, as the sound moves. Has a cooldown of three turns once casted.
Adherent Summons (T2)
Unveil – Focusing on the area around you, you can let out a short burst of magical energy that dispels Illusions within a 10x10 ft range. Has a cooldown of five turns.
Masquerade – The caster can change their face to look different and dissuade their pursuers. They can alter their facial features and make scars disappear or appear, but they cannot change their race. While in passive roleplay, this effect can last about 10 turns. But when entering combat, the caster has only 3 turns before it dissipates.
Hypnotic – The caster creates a series of 10x10, spherical hypnotic patterns to captivate opponents, often utilised as a “barrier” during combative circumstances. If caught, this will stun for one turn. Has a cooldown of four turns.
Puppeteer – The caster takes control of one object (maximum of 200 pounds), puppeteering it and shifting it around. For example, they can take control of a wooden doll and make it walk on its own. If someone is already holding the object, they will have to let go of it. The range is 50 ft.
Mirror – As implied by the name, the caster creates three illusions around an opponent to mirror themselves. One behind them, and two on either side. These illusions will copy every movement of the caster, as well as look identical to themselves. They are mainly used to distract and confuse an individual. After being cast, they can be moved around with concentration. Once they are hit 3 times, they will disappear entirely.
Disciple Spells (T3)
Blinding Fog – A fog which encompasses a cube-shaped area (50x50 ft). Has a cooldown of three turns before it can be cast again.
Phantom’s Drop – An illusory, endless 10x10 ft hole (fake for the caster) is created; people who walk into it will “fall” into the hole, and experience it as if it were real. Once they reach the bottom of the hole, the victim will find themselves above ground, but lying on the floor. It can only affect a maximum of 3 people. It lasts for 10 turns, but if an attack strikes the victim, the illusion is dispelled for said victim.
Wobble – The caster creates a “wobbling” effect on the objects within a room, causing them to sway back and forth. When an opponent looks at an object that is wobbling, they will have their sight taken for three turns. Objects can be up to 60 pounds, and they are limited to a 20x20 area at this level. Has a cooldown of three turns.
Kaleidoscope Eyes – Though similar to “Hypnotic,” these two spells are not the same. By staring a person or an animal in the eyes for two turns (outside of combat), they become more susceptible to the power of suggestion. If they fail a willpower roll (roll may be whatever the caster and victim agree on), they will feel a powerful urge for one day to complete a single task unrelated to attacking someone.
Feast of Crows – As a Spectra divinator, one can summon a maximum of 10 crows by creating a whistle noise. From rooftops, streets, and environmental perches–these crows will latch onto the divinator’s shoulders and arms. Combat-wise, the caster can point toward their targets and send them to peck, flock, and caw. They can only be summoned once per combat. The Crows can also soar at their target with killing intent and slam into their foe with enough force to break open chainmail links. On bare flesh, they will face a wound similar to a dagger puncture. The crow dies afterwards on impact and flies at 50 mph.
Herald Spells (T4)
Spectral Image – The divinator projects an image of themselves or a willing person to be able to walk around, interact with objects and speak to others while others perceive it as real. However, the divinator does not perceive any information gained by reading, only by sight. The clone can fight, but it cannot use a weapon – only hand-to-hand combat. If an attack lands, the image will dissipate. They also cannot spellcast or wear armor. (1000 ft)
Foolish Whispers – The divinator can create a multitude of whispers, murmurs, and sounds to echo within a room (50x50) and confuse opponents for eight (8) turns. Gradually, these whispers will become loud enough that foes will have to yell to hear each other, even within range. Simple sounds can be mimicked, such as footsteps or the clanking sound of armor. The whispers are personalized to each individual, closely replicating the sounds of a loved one, an enemy, or the foe.
Card Trick – Spectra gives the divinator a deck of cards. Passively, black and purple mist will repeatedly swirl around these cards, so some may prefer to utilize them for card tricks and gambling. Nonetheless, these cards are handy for combat. This deck can be summoned once per combat. 10 cards can be sent out at once to their opponent(s) with a range of 50 feet, tracking and honing in on their target.
This spell can be utilized 3 times per combat, with each card being capable of slicing through chainmail links, exposing flesh. When striking bare flesh, it can only embed about an inch deep.
Night Terror – After making skin contact with a target on the same day of casting, the caster may enter their dreams after the selected target falls asleep. The caster may then torment, speak with, or do otherwise. Stuck in a sleep paralysis scenario. No actual harm can be done to either person, as it is all a dream. The caster’s face is never visible.
All On Black – Despite how harmless these dice look, their capabilities contrast. After tossing the dice out, an explosion will be created after 3 turns. When the dice are about to burst, they will begin to rattle on the ground rapidly, and transparent purple bubbles will float off of them. This explosion will span 20x20 ft, causing those nearby to be thrown off their feet and likely creating a small crater in the ground. The dice can be timed, cooked, and sent out at a target. On direct contact, it is capable of denting plating. A total of five dice can be cast. Shrapnel created by this spell is capable of slicing through chainmail links.
The result of a D20 correlates to how many pieces of shrapnel result from the explosion of all the dice.
(e.g., getting 6 in D20 means 6 pieces of shrapnel will escape).
Archon Spells (T5)
Illusionary World – Calling and using the small font of Spectra's powers, the divinator can change the environment around them to whatever they see fit. (200x200 ft) This could include changing whole rooms, or making phantom structures. To the divinator and those around them, they can interact with objects within the illusion. Casters that use “Perceive Magic” within or nearby the Illusion can tell they are within the spell. Once they’ve figured out they’re within an illusion, the “world” will begin to crumble in 10 turns, after which the people inside the spell can finally leave.