The Sula Incantation

The Sula Incantation was discovered by the Ursalian. The Incantation is used as most widely used means to defend a Arcanist and her assets.


Effect

The Sula Incantation condenses the Weaves of Magic into shields and wards, protecting creatures from harm and making sure objects are safe from nefarious hands.
 
At first the Aegis will only be able to conjure a small shield and temporary wards on objects. But as the Aegis advances in the Sula Incantation, they'll be able to conjure group shields, temporarily improve the efficiency of current shields, and enact powrful wards that explode on contact.

Side/Secondary Effects

Some common side effects the Aegis will exhibit are: skin will have a prismatic sheen to it when exposed to the pseudo-sunlight of Rakasha, skin will be impenitrable or extremely hardened beyond normal means, and emotional distancing-- which can cause the Aegis to have less control on dropping the shields at will.

Manifestation

Once the hand gestures for the Incantation has been complete, then a knotteed bear head will form with a boulder in the maw will appear on the back of the Aegis' hand. If the Aegis is concentration on a spell, then a ball of yellow-orange light will orbit around the Aegis.

Source

The Sula Incantation draws the grounded and sablized elemental power from the Weave of Maelstrom, much like The Zenyki Incantation. It summons the solid and protective nature from the Maelstrom-Weave, unlike the Zenyki Incantaiton's fire and lightning.

Discovery

It was discovered around during the raids from The Kal Empire's Reapers. Most would venture to The Wild Wood for Ursalian Hide to craft their shields. This was because Uraslian Hide was one of the strongest hides in Rakasha, some hunters prefer to have entire armor sets made from their hide.
 
During these times of reaping, one of the Reapers discovered the a orb of light orbiting around the Ursalian prey. Once the Reapers took care of the Urasalian, they took their findings to local Arcanists. These Arcanists started experimenting with the hide and in turn discovered the Incantation was involuntary with the Ursalian, but didn't discover how to invoke the Incantation.
 
As the failed research from the Arcanists continued, a group of Ursalian Arcanists decided to share their findings with other Arcanist groups. They came to an agreement with Felwind Arcanists and, in exchange, would order the Reapers to stop hunting Ursalian for their pelts.
  Aftermath of the exchange.
The Ursalian Arcanists were captured, killed, and skinned for their pelts after they left Felwind. This was because the Arcanist had paid a group of Reapers to do such nefarious acts.
A bear head contained in between a hexagram with focal points made of stone.
The Sula Incantation Symbol by LordGalakrond
Gestures & Ritual
The hand gestues for the Sula Incantation are as follows:
The Arcanist must form their hand into a "L" shape with their pointer finger and middle finger making the edge of the "L", after the "L" shape has been achieved, then the Aegis will drop their middle finger and raise their pinky finger.
Related Discipline
Ursalian
Related School
Weave of Maelstrom
Related Element
Stone
Effect Duration
For 10 minutes
Effect Casting Time
Instantaneous
Range
Touch
Level
Basic Practitioner- Expert
Applied Restriction
An object or person cannot be affected by the Sula Incantation twice.
  Example
For example, you cannot have Orbital Shield and Supportive Ward affecting you at the same time. The Aegis must have one or the other.
Sula Incantation Traits
  • ●○○○○
    • Orbital Shield:
      By expending 2 Stamina, you create a protective force that surrounds you, manifesting as an orb that orbits around you. When you cast this Incantation, you gain resistance dice of a number of d6's equal to you Sula Incantation rank against the next Strike or Incantation that would hit you. Additionally, when a creature Strikes you, creatures within 5ft of you takes Echo damage equal to the damage resisted.   As you progress in rank with the Sula Incantation, Orbital Shield's reverberating blast extends by an additional 5ft.
     
  • ●●○○○
    • Supportive Ward:
      Requires: 1 Weave Surge Check; Concentration, up to 10 minutes   You create a ward that helps allys you choose within 60 feet. Creatures you have chosen gain the following benefits while you have concentration:  
      • 3d8 temporary hit points that lasts for the duration of the feature.
      • Creatures also have Resistance Dice equal to 3d8 to Physical damage against nonmagical weapons.
      • Creatures also gain additional Resistance Dice equal to 3d8 against one element of your choice: Jolt, Echo, Scorch, Corrosion, Frost, and poison damage.
        As you progress in rank with the Sula Incantation, Supportive Ward's effects increases by 1d8.
    •  
    • Reflective Burst:
      Along with 2 Stamina, and your Countermove, you summon a barrier of arcane force to protect you. When you are hit by an Strike or targeted by the Soul Seeker feature. Until the start of you next turn, you have a +5 bonus to your Armor Rating, including against the initial strike. Additionally, you take no damage from Soul Seeker.   As you progress in rank with the Sula Incantation, Reflective Burst's Armor Rating bonus increases by 1.
     
  • ●●●○○
    • Barrier:
      Requires: a piece of cured leather   You touch a willing creature who isn't wearing armor. A protective field surrounds the target for a number of hours equal to your Spellcasting Attribute + your Sula Incantation rank.
      For the duration, the target's Armor Rating becomes 3 + its Dexterity attribute pool. The feature ends if the target dons armor or if you dismiss it.
    •  
    • Hidden Land:
      Requires: 1 Weave Surge Check; Concentration; ashes from a burned leaf of mistletoe and a sprig of spruce.   You can mask from detection for a number of hours equal to your Sula Incantation. Creatures you choose within 50 feet of you has a +5 bonus to Stealth checks. can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or any trace of passage.
     
  • ●●●●○
    • Create Ward:
      Requires: 1 Weave Surge Check; Incense and powered diamond worth 200 Gildings, which the Incantation consumes   You inscribe a sigil that creates a magical effect as a 1 hour Ritual. This sigil can either be on a surface such as a table or a section of floor, on a wall, or within an object that can be closed -- such as a book, a scroll, or a treasure chest.
      The glyph can only cover an area 10 feet in diameter. If the surface or object moves more than 10 feet from where you cast the glyph, it fails and the Incantation ends without being triggered.   The glyph can be spotted with a successful Arcane + Awareness check against your Spell Weave DC.   You decide what triggers the sigil when its placed. When inscribed on a surface, the most typical triggers include touching or standing on it, removing another object covering it, approaching within a certain distance of it, or manipulating the object on which the sigil is inscribed. Triggers inscribed within an object include opening the object, approaching a certain distance of the object, and seeing or reading the sigil. Once triggered, this feature ends.   You can refine the trigger so the glyph activates only under certain circumstances or according to physical characteristics such as height or weight. A creature kind for example, the ward could be set to affect Elder Things or Elvyn.
      You can even set a password on it for you allies. But regardless of where, or how it triggers. You must choose what it does:
      • Runic Explosion:
        When triggered, Ursa's Symbol erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity + Arcane check against your Spell Weave DC. On a failure, each creature takes 5d12 either Corrosion, Frost, Scorch, Jolt, or Echo damage. Or half as much damage on a success.   When you reach fifth rank in the Sula Incantation, you can give the one of the following conditions: Corroded (1d12), Coldsnap (1d12), Burned (1d20), Jolted (2d10), or Stunned.
      • Store Incantation:
        You bind another Incantation of fourth rank or lower as part of creating the ward, expending the Weave of Magic required, but not the Stamina. The Incantation being used must target a single creature or an area. The feature being stored has no immediate effect when used in this way.   When triggered, the stored Incantation is used. It targets the creature that triggered the glyph or the area is centered on that creature. If the feature summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the feature requires concentration, it lasts until the end of its full duration.
     
  • ●●●●●
    • Elemental Ward:
      Requires: 1 Weave Surge Check; Concentration, up to 1 minute   You gain Immunity to either Corrosion, Frost, Scorch, Jolt, or Echo damage while you have concentration.
      The choice of damage immunity is up to you and when you take damage of another source other than the one you've chosen, you may use 1 Stamina as a Countermove to change the Immunity instead. This changes the current Immunity until the end of your next turn.
    •  
    • Ursa's Symbol:
      Requires: 2 Weave Surge Checks; Mercury, Phosphorus, Diamond, and Opal with a total value of 1000 Gildings, which the Incantation consumes.   You inscribe a ward on a surface or object as a 1 minute ritual. After which you regain your Weave of Magic spent.
      If you choose to inscribe a surface, the Symbol can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in place; if the object is moved more than 10 feet from where you used this feature, the rune is broken, and the feature ends without being triggered.   Ursa's Symbol is invisible, requiring an Arcane + Investigataion or Awareness check (whichever is higher) against your Spell Weave DC to find it.   You decide what triggers the ward. The most typical triggers include touching or stepping on it, removing another object covering it, approaching within a certain distance of it, manipulating the object that holds it. For wards inscribed within an object, the most common triggers are opening an object, approaching within a certain distance of it, or seeing or reading the ward.   You can further refine the trigger so the ward is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or species (for example, the symbol could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the ward, such as those who say a certain password.   When you inscribe the ward, choose one of the options below for its effect. Once triggered, the ward glows in a 60 foot sphere with dim light instantaneously. Each creature in the sphere when the ward activates is targeted by the effect.  
      • Death:
        Each target must make a Vigor + Arcane check against your Spell Weave DC, taking 6d20 Wychblight damage on a failure, or half as much damage on a success.
      • Discord:
        Each target must make a Mind + Arcane check against your Spell Weave DC. With a failure, the targets are incapable of meaningful communication with other creatures for 1 minute. During this time, it has a penalty to Strikes and checks equal to the creature's Charisma Attribute pool.
      • Hoplessness:
        Each target must make a Charisma + Arcane saving throw. On a failure, the target becomes overwhelmed with despair for 1 minute. During the duration, it can't attack or target any creature with harmful abilities, Incantation, or magical effects.
      • Pain:
        Each target must make a Vigor + Endurance against your Spell Weave DC or they take 1d20 Force damage and are afflicted with Blight (1d6) for 1 minute on a failed save.
      • Sleep:
        Each target must make a Mind + Endurance check against your Spell Weave DC or it falls unconscious for 10 minutes. The target wakes up if it takes damage or if someone uses 1 Stamina to wake it.
      • Stagger:
        Each target must make a Mind + Endurance or it becomes Stunned for 1 minute on a failed save.
      • Terror:
        Each target must make a Mind + Arcane check against your Spell Weave DC or become Feared for 1 minute on a failed save. Initially when feared, the target drops whatever it is holding and must move at least 20 feet away form the ward if its able to on each of its turns.


Cover image: by LordGalakrond