>"Kiss my fat ass!"
- Casting materials in inventory?
- What are we capable of without command seals and fleeing?
>You have a fair amount of materials onhand.
>Your Spells are:
>Wall: Based in Kabbalic Imagery, you inscribe particular Hebrew letters on a stone, and toss it in front of you. It will gather surrounding earth into a wall that lasts for a few seconds. Even if it is composed of nothing but loose dirt, this wall can absorb powerful impacts with ease. With stronger rock and such, you would trust it to absorb gunfire. If you could find a way to extend the duration, you could probably create several of these. This spell comes easily to you, and does not greatly tax your mana.
>Freeze: By tossing a talisman inscribed with particular spiritual edicts into a body of water, you can freeze it. A bathtub's worth of water will freeze solid, while larger bodies of water will freeze over top to varying thicknesses. They will then melt naturally. You don't know the exact parameters, but you can freeze a pond well enough to walk on it safely. If you use it on a body of water that is too large, it simply creates a thin sheet that floats away and melts quickly. This is not terribly difficult, but it does draw strongly on your reserves of mana.
>Elemental Conjuration: You can summon quantities of earth and water; a few gallons of each at once. This tends to drain your mana heavily, as you are not actually making it out of nothing, but rather drawing minute amounts of various places over a radius. This implies that if you are too far from the earth or from water, it would not work. The conjured stuff appears in front of you, you can direct where within a couple feet. You struggle with these spells, more than you feel you should. Being near a body of water only makes it slightly easier to summon water.
>Halt: A single-target Germanic curse, this causes the target's feet to stick to the earth, with respect to their momentum. A person at rest will be unable to take a step, while a person running will stumble and perhaps fall. Their feet must be touching the ground for it to work, and the victim must be within sight. Magi can try to resist this, but it may interfere with their concentration otherwise. It can last up to 20 seconds. This spell comes easily to you, but requires some concentration to use, and does not draw too much mana.
>Blind: A variant of the Gandr curse; this in particular attacks the liquids inside the target's eyes, distorting or shutting down their eyesight. It's hard to measure how reliable it will be, but it tends to last a good half minute. Like with Halt, a skilled magi may try to resist this attack, and the target must be within line of sight. This spell is not the easiest, but you are good at it. It can be taxing on your mana, though. A sufficiently powerful magician can create physical effects with this much like Gandr, but you can't seem to get the hang of it.
>Crash: A spell of your own design, merging sacred numerology with what little air magecraft you can control. By touching a computer and focusing for a few moments, you can cause it to experience a crash. It does not work on analogue objects. Some sufficiently advanced systems have shown an ability to resist and simply slow down briefly, you aren't sure what the criteria of that are, but you think it is probably either part quality or program quality. Maybe both. This consumes a lot of mana, and requires a lot of focus.
>Staunch: A spell of Persian origin, this allows you to seal open wounds. It does not stop the pain or heal them, but the blood will stop flowing out. You've never tested it on serious wounds, but you imagine it should be possible with the proper mana commitment.
>Forbidden Zone: You are not sure of this spell's origins, but it shapes earth to be less smooth and more hostile. This can manifest spikes of rock from the dirt, open difficult to traverse holes, or more. The more time you spend with the spell, the greater the effect. It can cover a small patch of ground, but more time results in a larger range. However, nothing compels anyone to fall prey to introduced hazards, and they can be dodged normally. This spell feels easier than it should be for you.
>_