The Diligent and Studious Magician, Vol. 1 by Jawl Highwind

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[COLOR="DarkRed"][FONT="Lucida Console"][SIZE="5"]The Diligent and Studious Magician, Volume 1[/SIZE][/FONT][/COLOR]                [SIZE="1"][COLOR="DarkRed"][[/COLOR][COLOR="Black"]DSM-I[/COLOR][COLOR="DarkRed"]][/SIZE][/COLOR]

by [COLOR="Sienna"][SIZE="4"]Jawl Highwind, Lily of Calimport, Invoker[/SIZE][/COLOR]

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[SIZE="5"][COLOR="DarkRed"][FONT="Lucida Console"]Table of Contents[/FONT][/COLOR][/SIZE]

[COLOR="Sienna"]Introduction by William Bell[/COLOR] . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 1

[COLOR="Sienna"]The Lost Art[/COLOR] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 2

[COLOR="Sienna"]The Common Properties of First Tier Evocations[/COLOR] . . . . . . . . . . . . . . .Page 3

[COLOR="Sienna"]Specializing in Evocation: The Path to Efficiency and Success[/COLOR] . . . . . Page 4

[COLOR="Olive"]Glossary[/COLOR]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  Page 5

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[FONT="Arial Black"][COLOR="Sienna"]Page 1[/COLOR][/FONT]

Since the day I've met her, Ms. Jawl Highwind has continued to impress me with her work, diligence, and focus. As one of the first members of the Archaeological Society, she quickly distinguished herself through her keen observations and notes on all obstacles we have faced thus far. Highwind was the first member of our Society to publish a formal work for public reading, and she continues her work today with this text, The Diligent and Studious Magician. Her notes are original and insightful. Any magician, from the novice who has just conjured her first ball of light, to the high wizards who can reshape landscapes, can take a page out of Ms. Highwind's techniques shown in this text.

It has been amazing to work with her, and I am honored to be her colleague.

William Bell

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[COLOR="Sienna"][FONT="Arial Black"]Page 2[/FONT]

[FONT="Courier New"][SIZE="7"]The Lost Art[/SIZE][/FONT]

by Jawl Highwind, Invoker[/COLOR]

[SIZE="5"][FONT="Arial"]A[/FONT][/SIZE][SIZE="3"] vast and timeless force is the Weave, whose higher mysteries belong only to Mystra. In ages past, vast empires were raised on the merit of their arcane prowess, only to have their secrets fade into obscurity. For any Wizard to claim they know all there is to know is to show the limits of their own power. Therefore, if I were to tell you that there was a ninth school of specialized magic, many of you would reject this text outright. Those of you who wish to learn the secrets of Invocation, read on, for I will lay bare this obscure yet powerful Art.

[/SIZE][SIZE="5"][FONT="Arial"]My[/FONT][/SIZE][SIZE="3"] own history in the Art is humble. In the lands of my birth there are few oppourtunities for female practitioners, and fewer yet for the young and secluded. When I decided to begin this journey through the mystic Art, then, you can well imagine that, conversely, my obstacles were numerous. Few were willing to teach me, and those that were had no talent or tact; I would either become a mediocre mageling, or be exposed as an apprentice and suffer the punishment of my father. My time was taken with the duties of any merchant's daughter; education and etiquette. My defenders, under parental employ, would disclose any secret meetings or arcane experiments. Under the circumstances, I would have been justified to surrender myself to the dreary life of a wealthy aristocrat.

[/SIZE][SIZE="5"][FONT="Arial"]Perhaps[/FONT][/SIZE][SIZE="3"], had I not discovered the book, my path would have been set there. The book was plain, white leather bindings with cheap copper decoration. To see it in a collection that I had previously explored from top to bottom was nothing short of a miracle. The title drew my eye instantly, and forgetting the watchful eye of my bodyguards I quickly opened the pages. To my dismay, I saw no informative texts; only the journal of a clerical servant of Mystra from a far distant land. As I continued to read, the gravity of this discovery soon became quite clear. I spent much of my time deciphering the clever language and foreign idiosyncracies of this journal, proclaiming it nothing more than fiction whenever I was asked.

[/SIZE][SIZE="5"][FONT="Arial"]For[/FONT][/SIZE][SIZE="3"] you see, this text once belonged to none other than the great Beovarmus, known throughout Faerun as the Laughing Wizard. Yes, I am a student of Beovarmus himself. Surely I will not need to familiarize you with the man who, by legend, caused such mirth as to drop the scroll from Jergal's boney jaw. This text was a journal of the great cleric, whose study of the Art and discovery of its ancient secrets left the arcane community reeling from the immense impact. This is the journal I found myself in possession of, and within it lay the secret to my studies.

[/SIZE][SIZE="5"][FONT="Arial"]Beovarmus[/FONT][/SIZE][SIZE="3"] was not truly a Wizard, and his journal did not instruct me in the lessons every Wizard must undertake. Rather, it granted me insights into a facet of the Art that lay forgotten by all but the most obscure practitioners. Invocation, I decided, would be my specialization and the answer to my predicament, for in this journal I found the name of a living Invoker who I knew to live in Calimport. This man I found and convinced to take the risk of training me in the ways of the Invoker. Several years passed, and by the time I left home I had mastered the second circle of the Arcane with a proper Calishite specialization in flame and air.

[/SIZE][SIZE="5"][FONT="Arial"]What[/FONT][/SIZE][SIZE="3"] the average Wizard or scholar understands as Evocation is, in fact, two schools that are related yet distinct. Evocation, the common name for spells which manipulate and create energy, refers in fact only to the creation of this energy. The manipulation of these energies, elements, and forces which already exist is properly referred to as Invocation. It is unknown whether the obscuring of Invocation is due to purpose or simplification, but the truth of the matter is that the ninth school is the true strength of what is called the school of Evocation. To understand how this works practically, I will give two examples of spells within the Evocation school.

[/SIZE][SIZE="5"][FONT="Arial"]The[/FONT][/SIZE][SIZE="3"] first is Magic Missile, a spell common enough that any Wizard without it should certainly be shot with it, so that they properly understand their folly. What makes Magic Missile such an excellent example is its origin; it is composed of magically-charged kinetic energy, something that cannot exist naturally but can only be created through motion. It is impossible to have kinetic energy without motion. Evocation creates this energy through the weave, delivering concussive or pure magical force into the target.

[/SIZE][SIZE="5"][FONT="Arial"]The[/FONT][/SIZE][SIZE="3"] second is Gust of Wind, a spell of the Invocation school and a personal specialty of mine. It is comprised solely of the element of Wind, and uses this for its primary effect; a Gust. The air around the caster is manipulated through will, and is funneled towards a target of the caster's specification. When it reaches the end of this funnel, it erupts powerfully and can knock objects to the ground or open unlocked doors. Gust of Wind is an example of Invocation because it does not create the Wind, merely directs it.

[/SIZE][SIZE="5"][FONT="Arial"]Invocation[/FONT][/SIZE][SIZE="3"] is a powerful concept for any Evoker to attempt to understand. As a tool for focusing spells of the Evocation school, it is invaluable. By fathoming the deepest core aspects of this school, a practitioner is capable of achieving oneness with their magic and improving their overall efficiency when wielding the elements. However, there is more to Invocation than simply drawing a distinction between creation and manipulation. Invocation is inherent in all magic.

[/SIZE][SIZE="5"][FONT="Arial"]If[/FONT][/SIZE][SIZE="3"] you will consider the Weave itself as a source of energy, a gift from Mystra, then the study of Invocation is a way to better appreciate the value of such a gift. Each and every spell that exists is sourced by the Weave, and so to understand the relationship between Invocation and energy is to understand Magic and the Weave. Consider all spells in relation to their ultimate source; is it not affinity for the Weave that grants you the ability to pierce the planes and call on distant power? To conjure a creature requires a portal, but that portal is formed by the Weave. To seclude yourself within illusion is to bend light with the Weave, but it can also clear away that veil by granting you insight through divination. All Magic is Invocation of the Weave.

[/SIZE][SIZE="5"][FONT="Arial"]With[/FONT][/SIZE][SIZE="3"] this insight, I leave you to explore your own study of the Art, and try to consider the deepest ramifications of this shift in perception. Evocation and Invocation are available to all practitioners, and opposed by no school, and so any Wizard is capable of studying Evocation in greater detail. Improve yourself and your magic through a closer affinity to the Weave, and by understanding the underlying factors that grant you the gift of the Art.[/SIZE]

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[COLOR="Sienna"][FONT="Arial Black"]Page 3[/FONT]

[FONT="Courier New"][SIZE="7"]The Common Properties of
First Tier Evocations[/SIZE][/FONT]


by Jawl Highwind, Invoker[/COLOR]

[SIZE="5"][FONT="Arial"]Amongst[/FONT][/SIZE] [SIZE="3"]the most numerous and widely known spells in any Wizard's repertoire are those belonging to the school of Evocation. Most often, when a layman considers the Wizard, they think of the blazing fireball or the unerring Magic Missile. Without question, the school of Evocation is not one of subtlety and tact, but studious control over immense forces of energy. Evocation itself, however, is most often misunderstood as being uncontrolled and dangerous. In truth, nothing requires more control and focus than a ball of combustive flame being cast over the heads of your allies, into the ranks of the enemy beyond. The daunting and volatile elements, the minute details of manipulating and forming energy, and the mental acquity necessary for proper control make the school of Evocation one of untold potential and peerless value to any Wizard. Therefore, this short essay is intended to familiarize and educate in regards to the three Common Properties of First Tier Evocations, being defined as Evocation spells in common usage and belonging to the First, Second, or Third circle of arcane magic.[/SIZE]

[SIZE="5"][FONT="Arial"]As[/FONT][/SIZE] [SIZE="3"]previously mentioned, most non-practitioners of the Art will consider something akin to the Fireball when they imagine a Wizard. This is in part due to the fact that Evocation is a school valued by all Wizards, and that the majority of Evocations call upon elemental energies. Amongst the elements used in First Tier Evocation magic are: Fire; Ice; Earth; Electricity; Air; Light; Shadow; and Sound. It is most obvious in spells such as Fireball and Lightning Bolt, but spells such as Horizukaul's Boom and Gust of Wind are also elemental in their nature. In fact, within the First Tier of Evocation there is only one spell which is not directly sourced from elemental energies of one source or another. Darkness is a spell composed of the shadow element, while both Light and Flare are composed of differing forms of Light energy. Only Magic Missile does not directly call upon an element for its composition due to its nature as a force-based spell.[/SIZE]

[SIZE="5"][FONT="Arial"]The[/FONT][/SIZE] [SIZE="3"]core of the Evocation school is the creation and manipulation of energy and forces. The First Tier of Evocation is an excellent example of this, primarily due to its simple elemental nature. Spells such as Cloud of Bewilderment, Gust of Wind, Flame Weapon, or Horizukaul's Boom are direct manipulations of energy prevalent in the Prime Material Plane, and require no creation whatsoever. Combust, Ice Dagger, Electric Loop or Jolt, Fireball, Lightning Bolt, and Scintillating Sphere are all manipulations of energy not typically found in the Prime Material, but which are common enough to require only a minor initial charge of energy in order to form the spell. Darkness, Flare and Light, Magic Missile, and Shelgarn's Persistant Blade are all creations of elemental energy through the efforts of the caster.[/SIZE]

[SIZE="5"][FONT="Arial"]The[/FONT][/SIZE] [SIZE="3"]raw power of the energy wielded by a student of the Art is possessed of boundless potential. Control and focus is vital to the Art, but nowhere more so than with Evocation. The third property common to the clear majority of First Tier Evocation spells is that they are directly targeted on a specific location, creature, or object. It is not a property unique to this school, but again, nowhere is it more necessary. Evocation relies on powerful and basic energies to fuel its magic, and unleashing these energies without direction is a dangerous and wholly immoral act. Therefore, Evocation relies on a direct target in order to cast. There is one exception in the First Tier: Shelgarn's Persistant Blade constructs a dagger from the earth element, which is an independant and persistant effect (hence the name) with no specific target.[/SIZE]

[SIZE="5"][FONT="Arial"]Evocation[/FONT][/SIZE] [SIZE="3"]is both a simple and complex school: Simple, in its use of basic and core elements and the manipulation of these energies for effect; Complex, in the application of these energies with proper control and education. To understand the underlying factors which compose Evocation spells, you must have a mind clear to focus on your task and the intellect to keep pace with the wild forces at your command. Master Evocation, and the secrets of the Weave will become clear to you.[/SIZE]

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[COLOR="Sienna"][FONT="Arial Black"]Page 4[/FONT]

[FONT="Courier New"][SIZE="7"]Specializing in Evocation:
The Path to Efficiency and Success[/SIZE][/FONT]


by Jawl Highwind, Invoker[/COLOR]

[SIZE="5"][FONT="Arial"]Evocation[/FONT][/SIZE][SIZE="3"] is a school of simplicity and practicality. Like any aspect of the Art, it requires determination and study in order to grasp its more complex applications. Controlling the elemental forces of nature and the inherent forces that shape our universe is the primary goal of the Evoker, whose abilities can crush entire armies or demolish immense structures. In order to specialize in Evocation, you must understand what is being studied and why you are studying it. Are you seeking the answers to the source of magic? Do you wish to improve your self-control and drive? Do you seek raw, elemental power? Is your wish to see hordes of enemies driven before you with a single spell? Or do you understand what Evocation truly is, and wish to explore its few yet powerful subtleties? Before you lies a great resource; the Truth of Evocation, that will grant you the insights necessary to specialize in this aspect of the Art.

[/SIZE][SIZE="5"][FONT="Arial"]Understand[/FONT][/SIZE] [SIZE="3"] what it is to wield the power of Evocation. As a Wizard, there are countless creatures you may summon, or portals you may open. You may shape and control the minds of others, or deceive them with grand illusions. You may ward against any creature or force, or tamper with the intricacies of death and its energy. To wield Evocation, however, is to transcend the mere choice; An Evoker has insight into timeless forces, energies both pure and transcendental, the core tenets of magic itself. The use of this school is a matter of base and simple reasoning, with applications determined only by the intellect of the wielder. This is a school worth specializing in because of the practicality and efficiency of an Evoker in his or her natural element. Further, Invocation, the lost school and ally to Evocation, is the purest Art from which all Magic is understood, for all magic is an Invocation of the Weave.

[/SIZE][SIZE="5"][FONT="Arial"]Therefore[/FONT][/SIZE][SIZE="3"], when a Wizard specializes in Evocation they are tapping into the most vast powers imaginable. In order to wield such power properly, there are many things that a specialist must learn. Primary amongst the concerns of an Evoker is the matter of Focus; an unfocused Evoker is likely to harm their allies, their surroundings, or their own bodies. Consider the threat of a fireball that could not be directed against a specific target. The fireball of a Wizard with concentration will always be more accurate and reliable than a breath of acid or a sweeping cone of flame from the hands. It is the looming danger of losing Focus that gives an Evocation specialist their first major benefit; self control. Evokers must understand their abilities and practice tirelessly to control them. There is a responsibility that comes with the use of magic, and nothing can be learned without effort and focus. The specialized study of Evocation will increase your focus on all forms of magic and in mundane matters as well.

[/SIZE][SIZE="5"][FONT="Arial"]For[/FONT][/SIZE] [SIZE="3"] an Evoker, the sheer variety of spells available can be staggering. Spells belonging to every natural element and many forces of pure energy are at the fingertips of an Evoker, who may be tempted to focus on only one or few aspects. It is a detriment to proper study, however, to restrict oneself to only Fire, or only Lightning. The variables of the Evocation school allow a Wizard to apply themselves to any task with ease: Combust will debilitate a single powerful target, persisting based on the efficiency of application by the caster; Fireball will eliminate scores of enemies at once, sending terror into the enemy ranks or destroying key targets; Magic Missile will be effective against creatures resistant to the elements. No matter the purpose, Evocation will always have a powerful and forceful means of meeting that purpose. An Evoker will begin to think on a grander scale, considering the far reaching consequences of their actions and making more careful judgments. They are gifted with a unique perception of the world around them, and how to manipulate their surroundings for the maximum benefit.

[/SIZE][SIZE="5"][FONT="Arial"]The[/FONT][/SIZE] [SIZE="3"] use of Evocation for minor tasks is a waste of energy, and the Evoker understands this. Their actions reach out over the most distance and to the most direct effect. A fireball is as effective against one foe as it is against many. Specializing in Evocation allows you to consider many different conditions at once. In order to defeat a horde of enemies, you cannot think of them one at a time or you will be eliminated; rather, you are expected to consider them both individually and as a group. Consider a debilitating Gust of Wind, followed by a Cloud of Bewilderment, to defend a flank against incoming enemies. The shape of battlefields can be determined by the actions of the Evokers on either side, and the force of an explosion does not need to see an invisible enemy to defeat them.

[/SIZE][SIZE="5"][FONT="Arial"]Applying[/FONT][/SIZE] [SIZE="3"] Evocation in battle is a simple task, but their are unique applications in other situations as well. A persistant blade is excellent way to disarm a trap or explore around a corner for danger. A Light spell can help guide you along a darkened road, while Darkness can conceal you and your actions from prying eyes. The studious Evoker will consider the core and basic factors of the spells in their repertoire, and apply them in any manner that suits a given situation. Many spells have alternative applications and can be as valuable inside of combat as outside. As an Evoker, it is not enough to simply cast a spell and await its immediate effect; one must also consider the casting and result so that it can be improved. Learning and education itself will benefit from the ways of an Evoker, if only due to the care and consideration inherent in the school.

[/SIZE][SIZE="5"][FONT="Arial"]At[/FONT][/SIZE] [SIZE="3"] its core, Evocation is a school of wild possibilities bound only by the strength and control of the caster. As your own mental prowess grows, so too will your ability to call on more powerful spells with different and unique applications. The elements and forces in the universe are available for the manipulations and intentions of a diligent Wizard, but Evocation improves ones affinity for these forces in important ways. Specializing in Evocation is a certain and efficient path towards self-improvement, and will grant the specialist Wizard insights into the basis on which all magic is formed and studied.[/SIZE]

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[COLOR="Sienna"][FONT="Arial Black"]Page 5[/FONT]

[FONT="Courier New"][SIZE="6"]Glossary[/SIZE][/FONT][/COLOR]

[SIZE="4"]Cloud of Bewilderment[/SIZE] - [SIZE="3"]A poison gas-based Second Circle spell that stuns and blinds a group of targets. A ball of noxious gas is formed from manipulation of the air in the caster's hands, and is then cast outwards into a persistant cloud. It is highly effective against targets with weak bodies such as goblins or elves. Its range is 8 meters while the cloud itself can be closer to 12 meters in diameter, and it requires both verbal and somatic components.[/SIZE]
Note: Targets that do not breath are immune to this spell.

[SIZE="4"]Combust[/SIZE] - [SIZE="3"]A fire-based Second Circle spell that conflagrates a single target when touched. A powerful concentration of fire energy is directed at the target, which assures the initial eruption of flame. After casting, the fire may only be ended naturally, or with a Dispel-type abjuration; it does not have a duration. It requires both verbal and somatic components.[/SIZE]

[SIZE="4"]Darkness[/SIZE] - [SIZE="3"]A shadow-based Second Circle spell that shrouds an area in thick, magical darkness. The caster gathers shadow energy onto a single spot from which it spreads out to create the surface area. The effect is persistant over a short duration and effectively conceals anything within the area of effect. It can be used defensively, offensively, or for concealment and stealth. Its range is between 35-40 meters while the surface area of the darkness is between 10 and 13 meters. It requires a verbal component, but no somatic component.[/SIZE]

[SIZE="4"]Electric Jolt[/SIZE] - [SIZE="3"]An electricity-based cantrip that directly harms a single target. Electricity is gathered between the fingertips and cast forward unceremoniously at the intended recipient. Its range is 20 meters, it requires both verbal and somatic components, and it cannot be avoided by mundane means.[/SIZE]

[SIZE="4"]Fireball [/SIZE]- [SIZE="3"]A fire-based Third Circle spell that directly harms any targets in its burst radius. A volatile mass of pure flame energy is gathered in ball form and unleashed at a target. When it reaches the target, it explodes with incredible heat. Its range is the longest of any Third Circle Evocation at 40 meters, and the radius of the explosion is roughly 5-7 meters. It requires both a verbal and somatic component.[/SIZE]

[SIZE="4"]Flame Weapon[/SIZE] - [SIZE="3"]A fire-based Second Circle spell that gathers the element of flame around a chosen weapon. Prolonged application requires a less concentrated initial charge, but the fire energy is kept alive by magic alone; it will only end with its duration, or if dispelled. It has excellent applications against creatures resistant to physical harm, as well as ice-based creatures or elementals. The target weapon must be touched to initiate the spell, and it also requires a verbal component.[/SIZE]

[SIZE="4"]Flare[/SIZE] - [SIZE="3"]A light-based cantrip that effects the sight of a single target. The caster gathers a brief burst of positive energy in the palm and casts the hot light into the eyes of the recipient. Its range is 20 meters, its effect persists for a full minute, and it requires a verbal component.[/SIZE]
[SIZE="4"]
Gedlee's Electric Loop[/SIZE] - [SIZE="3"]An electricity-based Second Circle spell that directly harms a single or group target. Electric energy is gathered in a circular pattern which, when released, cycles through all creatures in a 2 meter radius. It has the potential to briefly stun living targets with the sudden charge. Its range is between 7-8 meters, and it requires both verbal and somatic components.[/SIZE]

[SIZE="4"]Gust of Wind[/SIZE] - [SIZE="3"]An air-based Third Circle spell that pushes creatures to the ground within its radius of effect (7 meters). It is one of the most versatile and effective spells in the Evocation school. Air and wind energy is directly funneled in a single direction, erupting in a powerful and sudden gust at its intended target point. Gust of Wind is capable of opening doors or pushing objects, and blowing away any gas or cloud-like spells. Its range is 20 meters, and it requires both a verbal and somatic component.[/SIZE]

[SIZE="4"]Horizukaul's Boom[/SIZE] - [SIZE="3"]A sound-based First Circle spell that directly harms a single target and may damage their hearing temporarily. Air pressure is mixed with raw sonic energy to produce a loud, concussive projectile. As a spell to damage an enemy it is unremarkable, although it can be effective at disrupting a spellcaster's ability to hear their own verbal components. Its reliable range is 7-10 meters, and it requires both verbal and somatic components.[/SIZE]

[SIZE="4"]Ice Dagger[/SIZE] - [SIZE="3"]An ice-based First Circle spell that directly harms a single target. It is not an actual dagger, but a gathering of cold energy to create a shard of ice. This shard is then directed to a single target at a speed relative to its distance. This spell is particularly effective for novice wizards as it is very easy to master quickly. Its effective range is 6-8 meters, and it requires both verbal and somatic components.[/SIZE]

[SIZE="4"]Light[/SIZE] - [SIZE="3"]A light-based cantrip that creates a bright, harmless light source on a single target. The light is created when cast, indicating it does not require external light sources to be manipulated. It requires direct contact to cast, a verbal component, and has a long duration.[/SIZE]

[SIZE="4"]Lightning Bolt[/SIZE] - [SIZE="3"]An electricity-based Third Circle spell that directly harms any targets in a straight line in front of the caster. It is a powerful, concentrated bolt that extends as far as its range will allow, passing through any number of creatures. Its range is 20 meters at the most, and it requires both verbal and somatic components.[/SIZE]

[SIZE="4"]Magic Missile[/SIZE] - [SIZE="3"]A force-based First Circle spell that directly harms a single target several times. Each circle of magic mastery a caster obtains will allow him to use another missile on the target (A third circle wizard will fire three missiles). The missile is composed of magically-charged kinetic energy which has two primary applications: first, as a concussive, non-lethal means of subduing a target; second, as a energy-based projectile capable of dealing damage. The range of each missile is 40 meters, it requires a verbal and somatic component, and the missiles cannot be avoided by mundane means.[/SIZE]

[SIZE="4"]Scintillating Sphere[/SIZE] - [SIZE="3"]An electricity-based Third Circle spell that directly harms targets in its burst radius. A collection of electric energy is gathered into a ball and unleashed on a target. It explodes on contact, and the electric energy disperses into any nearby objects or creatures. Its range is between 18-20 meters, and it requires both verbal and somatic components.[/SIZE]
[SIZE="4"]
Shelgarn's Persistant Blade[/SIZE] - [SIZE="3"]An earth-based First Circle spell that summons a dagger. This spell is not consistant with the Properties of Evocation Spells, but it is an Evocation. Persistant Blade has several applications as it is a non-living servant that can easily distract enemies. Its range is 8 meters at casting, it requires both verbal and somatic components, and its duration is very short.[/SIZE]