In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
[break] This form of magic allows the user to surround either a part of their body or their whole body with mana to mirror animal-like traits. Users of this magic are heavily focused on melee style fighting. They often are naturally much physically stronger than your typical human. The aura they take on can be any animal that might be found in the wild, legend has it that even mythical like animal themes have been used by masters of the Beast Aura element. [break][break]
[attr="class","header2"]Strengths
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+4 Power upon creation and every rank up
Starts with a single free Strength type Physical Perk that counts towards the physical perk cap
Can naturally have 6 Physical Perks unlike the typical 4 that normal players have
Natural senses are enhanced to be double that of a natural person, this stacks with animal instincts if the perk is taken
Is able to uses make shift weapons such as chairs, brooms etc can do damage one rank lower than the characters rank
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[attr="class","header2"]Weaknesses
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Range is limited to 2m, this increases by 2m per rank capping at 10m
Cannot utilize perks that increase the range or size of abilities
Unable to utilize golem magic spec
If using a weapon found on the floor as a makeshift weapon magical backing via aura will be needed, after two rounds it will take two more rounds before it will accept an aura around it.
Makeshift weapons such as brooms can be used for two rounds before breaking these weapons don't break the maximum physical damage a mage can do per round.
[break] This form of magic allows the user to generate and manipulate darkness at will. Dark Magic has been described as the polar opposite of Light Magic, and one of the fundamental properties of this magic is that it has low speed and requires more time to cast spells. With the ability to create small black holes to absorb other spells, the magic while not the most versatile has its uses. [break][break]
[attr="class","header2"]Strengths
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+4 Durability upon creation and every rank up
Starts with an endurance perk of their choice. This will count towards the 4 total physical perks a player can have but not towards their cap in general.
While in combat spells using the dark element gain +5 in durability, at Grand rank this will increase to +10.
It can create small black holes to absorb spells. The spell must be +5 in durability to the opposing spells main stat in regards to clashing. So for hex and curse vs a dark spell it would be 5 durability over the opponents power.
Three times a thread; if a dark mages durability is the exact same or over a light mage's power, then they are able to negate the light mages spell with one of their own.
Once per thread a dark mage may create a black hole that will swallow a single spell of the spell rank they have cast, this will increase to twice per thread when the dark mage reaches grand.
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[attr="class","header2"]Weaknesses
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All spell’s speeds are decreased by 50%. This is reduced to 25% at grand rank
Spells are unable to healing spec
When Clashing with Light spells, Dark spells will take -10 to power this reduces to -5 at grand.
To negate a spell you must cast one of same rank or higher and mention that you are negating in your post notes. This means that to negate two grand spells you must cast two grand spells.
[break] This rare form of magic allows the user to generate and manipulate light at will. Light Magic has been described as the polar opposite of Dark Magic, and one of the magic's fundamental characteristics is its high-speed property in regards to its attack-based spells. The element also gives a slight increase to their speed allowing them to gain a slight edge in battle. [break][break]
[attr="class","header2"]Strengths
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+25% spell speed and range to attack creation spells that use light, this will increase to 50% at grand
Starts with a free speed perk that does count towards the physical perk cap but not towards the perk cap in general
+4 Power upon creation and every rank up
Users start with an additional +5 m/s base speed at creation, this increases to +10 m/s at grand
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[attr="class","header2"]Weaknesses
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-10 to power when clashing with durability based spells this reduces to -5 at grand.
Unable to use defence creation specialization
When clashing with dark spells light spells take -10 to power this changes to -5 to grand.
Three times a thread if a dark mages durability is the exact same as or over a light mages power they are able to negate the light mages spell with one of their own.
[break] This form of magic allows users to manipulate space at will. To use it to its full potential, specific spells are required, which are stored within grimoires. Due to its limitless reach, this magic is usually used for transportation. Spells function by opening and closing portals in various areas that they can see or have previously marked with their magic.
[break][break] While these portals seem to appear instantly, they actually take the time to form at a position based on the distance of the caster and the speed of a spell of the same rank. For instance, if the caster used a spell on an area 100 meters away using a spell that moved at 50 m/s it would take 2 seconds before that portal would form. [break][break]
[attr="class","header2"]Strengths
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Double element Perk costs 1 perk slot instead of the normal 2
Spells can appear in an instant like manner due to the nature of spatial magic, allowing 25% spell speed increase this increases to 50% at Grand.
Spatial mages naturally gain +5 control upon creation and an additional +5 when ranking up
Spatial skills can redirect incoming attacks if their control is +10 than the opposing magic user’s power stat, lowering to only needing +5 at grand rank. Spells must be of equal rank to redirect.
Spatial mages are able to open a portal to another location that the mage has had a thread in previously, this allows them to enter other threads when reinforcements have been requested at half the time of a regular mage would need to wait. (1 round if in the same board and 2 rounds if in another board respectively)
Spatial mages are naturally able to create markers invisible to the naked eye allowing them to open portals in unique locations at a moments notice, these markers can only be placed in the line of sight of the mage but when set they can be used even if the mage has their back turned to them.
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[attr="class","header2"]Weaknesses
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You must take double element as a required perk
If a person has +5 sensory than the spatial mage's control they will be able to sense the formation of a portal and any marker placement within a 25m sensory range, if the person has +10 sensory than the spatial mage’s control they can sense these formations and markers within a 50-meter radius
Spatial mage are unable to use attack creation magic specialization
Spatial mages are unable to use hex and curse magic specialization
Portal sizes are limited by 50% the normal max construct size of its rank, this increases to 75% at Grand.
Spatial and Void spells of equal rank when clashing, despite the difference in power, will cancel each other out.
A spatial mage must have visual on the location that they are trying to open a portal or have placed some sort of marker on that area.
[break] The sister element of the highly desired Spatial Magic; Void magic is known for its pure destructive nature. Unlike Spatial that connects two points of space, a void opens a rift into an abyss like area, from which nothing ever returns once they enter. This causes void to have the unique ability on the forum to completely "destroy" an object, meaning if it is destroyed by a void user's spell that item cannot be repaired by conventional means. They must create a void entity and launch it at their target or have a marker act as a medium. Void will mimic damage like chemical burns on a person, at grand rank, they could theoretically completely erase limbs or even a person whole.
[break][break] Void mages can create rifts in a fixed range from themselves. While these rifts seem to appear instantly, they actually take the time to form at a position based on the distance of the caster and the speed of a spell of the same rank. For instance, if the caster used a spell on an area 100 meters away using a spell that moved at 50 m/s it would take 2 seconds before that rift would form. [break][break]
[attr="class","header2"]Strengths
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Spells can appear in an instant like manner due to the nature of this magic, allowing 25% spell speed increase this increases to 50% at Grand.
Void users start with +5 power and gain an additional +5 when they rank up.
Void’s spells naturally will gain +5 power when clashing with other magic spells, this will increase to +10 at grand.
Void’s spells can completely negate spatial spells of equal rank, despite the difference in the two mage's power. This is due to the nature of the two elements.
Void mages are naturally able to create markers invisible to the naked eye allowing them to open rifts in unique locations at a moments notice, these markers can only be placed in the line of sight of the mage but when set they can be used even if the mage has their back turned to them allowing them a more trap like mechanic.
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[attr="class","header2"]Weaknesses
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If a person has +5 sensory than the void mage's control they will be able to sense the formation of a rift and any marker placement within a 25m sensory range, if the person has +10 sensory than the void mage’s control they can sense these rifts and markers within a 50-meter radius
Does not gain additional power when clashing with spatial mages
Void mages are unable to form rifts directly on people or inside living creatures
Void mages are unable to utilize the healing magic specialization
Void mages are unable to utilize the hex and curse magic specialization
Void mages are unable to utilize the restraining magic specialization.
A void mage must have a visual of the location that they are trying to open a rift or have placed some sort of marker on that area.
Void spells can be easily negated through the use of a spatial mage's spell of equal rank, even if the void spell user has more power.
[break] This form of magic allows the user to infuse their mana into a corpse and control them. There are two types of corpses that the user is capable of making: the first are corpses of regular individuals that can be gathered to create an army and are easily manipulated, and the second are “special corpses” with strong magic power that are used to assist the user. [break][break] Wraith users can take the dead bodies of NPCs and even Players and turn them into these “special corpses”. They do this by stating in the thread that said corpse dies that they are adding it into their grimoire. They will then be required to turn that into a spell. They can naturally learn all that corpses spells but are required to by spell points still to access them but do not have to pay gold or word training [break][break]
[attr="class","header2"]Strengths
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Special Corpses gain an extra pool of stats that they can distribute among the golem’s stats. This pool is equal to 10% of their original stat pool, this increases to 15% once the Wraith user becomes Grand rank.
Special Corpses have a mana pool equal 50% to their previous life’s pool. This increases to 75% at Grand rank.
Special Corpses can learn all their previous life’s spells though the Wraith user will still need to pay the spell points for these; however, they are not required to pay gold or do training via wordcounts.
Special Corpses auto can start with a single spell from their previous pool that is equal to one rank below their current rank. If the corpse is junior rank than they will still get a single junior rank spell.
Special Corpses are able to hold onto who they once were as long as a special rite is performed. (What the rite is must be stated in your magic description)
Wraith users start with +5 to their control at creations as well as when they rank up
Wraith users gain +10 to their mana at creation and again when they rank to Senior
Wraith users gain Sage of golems with an advance perk at Senior
Wraith users are able to gain wraith NPC's that will follow the normal NPC rules but are tied to a plot item.
Special Corpses that didn't have stats before their deaths will have the following mana per rank
User may only have two special corpses out at a single time, this is increased to three once the user is grand rank
If a special corpse runs out of mana the caster will have to pay from their pool
Special Corpses are unable to be resummoned in the same thread once destroyed in combat
Special Corpses cannot have mana reduction perks apply to them nor do these perks apply to the wraith user if they are the ones having to pay for said spell’s use.
Wraith magic users can only have the golem spec unless they have another element to utilize.
As wraiths are golems they are unable to be dual elemented unless it is a special corpse that has two elements
NPC's claimed via dungeons/missions/events etc to be special corpses must at least have elements and specializations or they are treated as normal corpses
Special Corpses that don't have stats when claimed in missions/dungeons/events etc are classed as having base stats of the rank the npc is and are given 5% of the stats to be distributed
Wraith users can only claim people/things they see perish within their missions/dungeons, exceptions can be made for things that die in events with one of the site owners permission
Special Corpses can can only ever be placed on relics
Regular equipment will have normal corpses on them
Wraith spells can only be upgraded if on equipment
Spells inside a grimoire are stuck at the rank they are made regardless if they are a special corpse or normal corpse
[break] This form of magic allows the user to copy another mage's spells. For the user to use another mage's spells, they are first required to touch the mage's grimoire. The spells that are copied can match those of the original owner. [break][break]
[attr="class","header2"]Strengths
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These mages do not have any set magic specs but can use the spec of any spell that they copy.
Start with two niche perks from different specs and can gain an additional one when ranking up.
Can copy two spells from a grimoire when they touch the book
Can create three junior spells using any copper tier element when starting. They will still need to pay for these spells via gold or training plus spell points
Have the ability to learn copied spells in the same thread which they copied them due to said spell already being approved by staff
Upon creation, they may pick a single stat. They will gain +4 in that stat at creation and each time they rank up.
When they roll spells as a reward from a dungeon/event they will be able to make custom spells
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[attr="class","header2"]Weaknesses
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Once imitation spells are approved they are unable to change rank or be modified in any way
If an imitation mage has not seen the spell in action it will require 50% additional spell points than the spell would originally cost
Imitation mages are only able to copy a single grand spell per grimoire they touch
Imitation mages are only able to touch a single grimoire two times max, for a total of four spells from that grimoire.
Imitation mages cannot touch the same grimoire twice in a single thread
Imitation mages can copy spells from grimoires from plot/staff ran NPCs and other Players
Imitation mages are unable to copy wraith spells
Imitation is unable to utilize the trap spec to any spell they rng
Imitation mages are unable to rng Cosmic, Sword, Storm or Paint spells, they must see these spells in actions or touch the person's grimoire
Custom spells are completely RNG, this means you would roll to find out what teir the element can come from then roll to find out what element you must make it
[break][break] Utilizing this Magic, the user can control and manipulate the invisible force of gravity. A magic that excels at changing the battle conditions around them, making it hard for an enemy to be able to effectively counter. [break][break]
[attr="class","header2"]Strengths
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Gravity spells are naturally able to ignore 5 points of the enemy’s abilities durability, increasing to 10 points at Grand rank.
Gravity magic users gain a +5 in control at creation, they gain +3 to control every time they rank up.
The amount of weight gravity spells are able to lift by rank is increased by 50%. This increases to 100% at Grand Rank.
Pressure crafted items will gain a +5 to durability this will increase to +10 at grand and +15 at archmage
Pressure crafted items are able to create weapons that deal rank damage of the spell clashing will be power vs power while if they make a shied it will be able to protect against x1 spell rank of damage clashing will follow normal supplementary construct rules.
Gravity skills are able to redirect incoming attacks if their control is +10 than the opposing magic user’s power stat, lowering to only needing +5 at grand rank.
Once per thread Gravity users are able to redirect a spell without the need to clash so long as the spell is of the same rank or lower, this increases to twice per thread at Grand Rank.
AOE gravity spells will naturally decrease the speed of spells and players alike caught within them by -2m/s this increases to -5m/s for grand rank spells and -10 m/s for Archmage rank spells
Can be redirected one of two ways, the first is by the dominant hand being stretched out as an attack gets close to redirect it with accuracy to where the gravity user wants it. The second is to allow it to get within three inches of the gravity user it will be sent in a random direction.
Once per thread a gravity mage can redirect an item towards them naturally, this increases to twice at senior and three times at archmage.
Those with Gravity will be able to use their element to produce a psudo-flight and/or windwalking effect for themselves alone, this effect will only last for two rounds and they can fly to the hight of a balance golem of the same height. This can be done 1 per thread, however, it will be increased to three rounds and twice per thread at grand. (note that this will not stack with other elements that can do the same and a training thread of 10,000 words will be required.)
Gravity abilities are considered invisible to the naked eye, a person needs to have a sensory stat to sense the spells.
Gravity spells have their speeds reduced by 50%. This is reduced to only 25% at Grand Rank.
Gravity mages are unable to utalize healing magic specialization
Gravity mages are unable to utilize trap magic specialization
Gravity mages are unable to utilize golem magic specialization
Gravity spells that are AoE cost 25% additional mana from the natural base amount of mana (rounded up)
Redirection abilities that clash can only be utilized once every four posts. This decreases to once every two posts at grand rank
Redirection can only be done to spells of the same rank or lower
Pressure Craft spells require 10 more control than a regular spell this reduces to 5 at grand
Gravity is unable to decrease a person's speed to below 5 m/s
To use pressure craft the magic spec supplementary construct is required
Pressure crafted items are unable to use the advanced perk sturdy equipment
Pressure crafted items are unable to use the ammo rules
When using the psudo-flight/windwalking function of gravity the mage will find that their base speed will be reduced by 50% this however can be mitigated completely with a 10,000 word training thread. This training can be done over the maximum of three threads and after an additional 5,000 words of training is approved then the reduction in the air will be 25%.
When using the psudo-flight/windwalking function of gravity the mage will not be able to carry another
[break] While this magic at first glance appears to be nothing more than plant magic, World Tree Magic does so much more. It is one of the only known magic with the ability to absorb mana from those around it and grow off this mana. It’s known for its dangerous restraining magic and utility use. The magic is highly versatile.
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[attr="class","header2"]Strengths
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World Tree spells can naturally steal 10 mana from a person per individual spell that touches a post. This increases to 15 mana once the mage reaches Grand Rank.
World Tree mages start naturally with the Area of Triumph Perk, this does not count towards your starting perk cap
World Tree mages start naturally with the advance perk tightly bound this does not count towards the advanced specialization perks cap.
World Tree mages Gains +1 in all stats upon starting and gains +1 in all stats every rank up
World tree single target spells are increased by 50% the usual size of a piece of ammo of their rank. Example: Junior ammo is 3m they would be able to create up to a 4.5m piece of ammo, this increases to double at grand rank
If the tree creates flowers or fruit then they can be used within the spells as can things like pollen and spores
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[attr="class","header2"]Weaknesses
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A World Tree spell may only drain from a target once a post, ie spells that strike the same target multiple times will still only get that one time drain.
Elements that are heat-based, fire, for example, will naturally gain +10 in power against World Tree spells
Unable to gain any mana perks that reduce the cost of spells or drain mana.
Must start with restraining magic specialization
World Tree mages are unable to utilize the trap magic specialization
World tree spells must have trees involved in some way even if using flowers, fruit, pollen or spores
[break] This form of magic allow the user to turn themselves invisible, erase their presence. The magic also is unique for the fact that it is able to cause the user to even become ethereal like and cause incoming attacks, objects, or abilities to slip right through them. Outside of the ability to cause objects and spells to slip through them, Permeation mages are able to shape their magic into various shapes and objects to suit their needs.
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[attr="class","header2"]Strengths
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If a permeation mage has +10 control than their opponants spell of the same rank, the spell can completely bypass through the enemy’s spell. This can only occur once per page, this increases to twice per page at grand and three times per page at archmage.
Twice per thread, you are able to become completely intangible causing all forms of magic or objects to bypass you without any issue, no matter the rank or power, this will increase to three times per thread at archmage.
Intangibility will only last a single round but this increases to two rounds at grand.
Permeation mages start with a +5 to their control stat and gain an additional +5 when they rank up
Through the use of the Transformation spec, players can cause non magical items to become intangible or permeable, at archmage they would be able to do this to magical items.
Spells are all naturally invisible. Players will need a certain amount of sensory to be able to see the spell's use.s
[break] Ethereal Magic is the magic of utilizing the natural energy found throughout the world. It is an odd magic that knows no true shape or utilization. Its ability to sense mana signatures is unparalleled and users often find themselves in roles akin to scouting. The magic is one of the few in the world that can drain mana from those that it touches naturally. This magic is often a dull cool color (blue, purple, green) and almost appears like gas or just natural aura.
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[attr="class","header2"]Strengths
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Ethereal spells can naturally steal 5 mana per person that they touch each round, this increases to 10 mana once the mage reaches grand and goes directly into the user’s pool.
The user gains +5 Sensory stat upon creation and every time they rank up
Ethereal spells have the unique trait to naturally bypass any object or structure be it magical or non-magical if magical the ethereal mage must have +5 power over the opposing mage's power stat to be able to bypass it.
Ethereal mages are able to become incorporeal for a single round, this increases to being for two rounds at grand and for three rounds at archmage, unlike their permeation counterparts an ethereal mage will not appear invisible but almost in a semi-translucent with a gentle glow making them seem more celestial/demonic depending on the colour of their mana. This can happen once per thread but increases to twice per thread at Grand.
Ethereal mages that take the sensory magic specialization upon creation or have the specialization upon gaining the element gain an advanced sensory spec of their choice for free which does not add to their starting perk cap
Ethereal mages can see through an illusion regardless of rank or interferrence once per thread, this increases to twice per thread at senior and three times per thread at archmage.
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[attr="class","header2"]Weaknesses
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Ethereal spells durability, naturally have a -10 in their durability stat. This is lowered to -5 once the mage hits grand
If an object or structure is magically backed then it will be lowered by a single-tier on a successful clash
Ethereal spells are unable to bypass magically backed structures, items or creations that are of higher rank than themselves
A spell may only drain from a target once a post, spells that strike the same target multiple times will still only get that one time drain
Ethereal mages are unable to use perks that are able to mana drain
Free sensory perk can not be taken if the sensory magic specialization isn't taken upon creation or the mage doesn't have sensory magic specialization upon gaining the element
[break] Spectra Magic is the ability to absorb magic attacks and release the collected magic at will. These releases are in the form of concentrated magic attacks that can be used in all shapes and sizes. The magic is rather reckless and dangerous to use on its own, oftentimes it needs supporters to heal the user since they have to be damaged by a spell to intake its mana
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[attr="class","header2"]Strengths
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Spectra mages gain the Vampiric Magic perk for free. This counts towards your maximum allowed number of mana perks. This increases to twice at senior instead of the normal grand and three times at archmage.
Spectra mages gain Sturdy Body perk for free. This does not count towards your maximum allowed number of physical perks.
Spectra mages gain +5 Power each time you are hit by a spell, even if it does no damage, this can stack up to 4 times maxing out at +20.
Spectra magic users can send spells of the same rank or lower back at the original caster at one rank lower, if the spell is higher than them it is sent back at 2 ranks lower.
Spectra mages that are hit with spells of the same rank or lower take damage 1 rank lower
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[attr="class","header2"]Weaknesses
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Mana cap only increases by 5 for every 5 points in Stamina instead of the normal 10.
Spectra mages Lose 5 mana per post while in combat on top of their sustain. This effect stops once the player's mana has reached 20% of their max mana. This effect increases to 35% at Senior Rank, then 50% at Grand Rank. (This replaces your normal mana regen and cannot be negated with mana regen perks)
Spectra mages are unable to utilize the Healing magic specialization.
Spectra mages are unable to utilize the Golem magic specialization.
To send magic back you must hit you to be sent back.
Spectra mages being hit by magic above their own rank take full damage if they lose a clash
[break] An odd form of magic that allows one to create compasses that can aid in combat in some interesting means. The magic is known for having one of the highest sensory abilities out of all magic, aiding their user to sense and find nearly all targets. It also has the unique ability to change/alter directions of incoming attacks and spells at will. The magic has limited attack abilities, notably using the hands of the compasses as spears.
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[attr="class","header2"]Strengths
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Double element perk costs 1 perk slot instead of the normal 2
Compass mages naturally gains +5 sensory upon creation and gain +5 whenever they rank up.
Once per page can redirect a spell of the same rank or lower without a clash, this increases to twice per page at grand and three times per page at Archmage
Compass Mages naturally start with a sensory Advanced Perk of their choice
Compass mages can see through an illusion regardless of rank or interferrence once per page
Able to redirect incoming attacks if their control is +10 than the opposing magic user’s power stat, lowering to only needing +5 at grand rank, this is only applied if your spell is of equal rank or higher than the opposed one. This can only occur once every three posts.
Can be redirected one of two ways, the first is by the dominant hand being stretched out as an attack gets close to redirect it with accuracy to where the compass user wants it. The second is to allow it to get within three inches of the compass user they can designate a direction it is to go, failing to do so will send it back in the direction it came from. (Note: this doesn't act like homing)
Spells are all naturally invisible. Players will need a certain amount of sensory to be able to see the spell's use.
Compass mages are unable to use the golem creation magic specialization
Compass mages are unable to use the supplementary construct magic specialization
Compass mages are unable to use the transformation magic specialization
While it can attack, the magic itself is not built for attack purposes, due to this, all spells will lose -10 in power when clashing with another spell. This is lowered to only -5 once the player hits grand rank.
[break] A more advance and rarer version of the common wind/air magic that is found throughout the kingdom. Those that use this magic are able to manipulate the invisible forces of wind to an extent that other wind users could never dream of. The magic is highly versatile in use and due to its invisible nature it can be extremely dangerous.
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[attr="class","header2"]Strengths
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Wind can be harsh when it moves quickly, but when pressurized it can make people feel like they've been hit by a mountain when hit by it. It is because of this when utilizing the knock-back feature within spells air pressure users will gain an additional 2 meters, this will increase to 5 at Grand
Spells gain +5 in power against those that have a power affinity, this will increase to +10 once the player reaches grand.
Those using Air Pressure will be able to condense their mana under their feet for a psudo-flight and/or windwalking effect for themselves only, this effect will only last for two rounds and they can fly to the hight of a balance golem of the same height. This can be done 1 per thread, however, it will be increased to three rounds and twice per thread at grand. (Note this will not stack with other elements that allows the same effect)
Spells are all naturally invisible. Players will need a certain amount of sensory to be able to see the spell's use.
As people are aware wind seems to weaken when hitting a durable surface, with this in mind when an air pressure spell faces a durability based spell they will find that the power stat of their spells will be reduced by -10 this will decrease to -5 at grand.
Air pressure can not utilize the golem magic specialization.
Air pressure can not utilize the supplementary constructs magic specialization.
Due to the fierce nature of air pressure it is unable to utilize the trap specialization.
Unless within a dual specialized spell knock-back will automatically be attached to attack creation air pressure spells.
When using the psudo-flight/windwalking function of air pressure the mage will find that their base speed will be reduced by 50% this however can be mitigated completely with a 10,000 word training thread. This training can be done over the maximum of three threads and after an additional 5,000 words of training is approved then the reduction in the air will be 25%.
When using the psudo-flight/windwalking function of air pressure the mage will not be able to carry another