Spell Draw
Name: Origin and Element
Source: Kara no Kyokai
Chapter: Source
Cost: Free
Origin and Element are attributes of the soul and one's deepest being in this world. Everyone has one of each, some people have more, but this just helps you decide on the importance of your own ones.
An Origin is like a concept, a word, that is at the core of your character. It might describe a secret side of you that you rarely show, it might show influence through every action you take or it might just be something you really love about yourself. Taboo for someone who feels a forbidden love, Worthlessness for someone who seems to be a complete failure, Nostalgia for a man who considers his memories dearly important. An Origin by itself doesn't have much of an effect, merely lying unawakened. Some kinds of magecraft can eventually build on your Origin, such as a Taboo Origin Holder eventually learning to invest that effect into an item that inhibits the taboos of others. But these usually require quite high level skill and have subtle effects outside of extensive experimentation. You have an Origin of your choice, a normal one that is Unawakened and gives noreal boons but has no real hindrance either.
An Element is more important, at least for a Magus. It describes something like your affinity for certain kinds of magic, significantly increasing talent in that area. Or rather, most Magi find it quite difficult to learn all but the most general magecraft outside of their Element. Far from impossible but much more inefficient. Most people have an Affinity for one of the five primary elements- Fire, Water, Earth, Air and Ether. These ascribe to much more than just basic elementalism. Fire might cover consumption, energy transfer or fuel. Earth may relate to cultivation and embedding of energy. Water covers the flow and cycle and combination of things. And so on. You have a moderately strong affinity for an Element of your choice. One of the primary five is recommended but if you know of an alternate choice, you can pick one, as long as it's not superior to the primary five. No Average Ones with talent for all five Elements and no uniquely powerful Element.Click to expand...Spell Draw
Name: Mouthpiece
Source: Warhammer Fantasy: Beastmen
Chapter: Illusion
Cost: 100 CP
You speak the will of the Dark Gods, and the Horned Children listen and revel in your preachings of the Four Ruinous Powers. The chieftains, Wargor, and Beastlords heed your wisdom with attentiveness, and none but other Bray-Shaman will challenge you or even seek you harm. This now extends outwards, as a cloud of influence you spread amongst similar societies. The superstitious and overly-religious will heed you, the rational leaders will listen, and the hateful will avoid for fear of divine retribution. But watch for those that threaten your faith - the worshippers of a heathen god will not be so easily swayed by your holy connections.Spell Draw
Name: Terrarian
Source: Terraria
Chapter: Source
Cost: Free
Your body has been transformed similarly to the protagonist of the video game Terraria. You gain quantified Health and Mana, a HUD to track them, an Inventory with 50 slots, crafting knowledge, peak human stamina, and drops from enemies and jars like hearts, stars, and loot. Items can be shrunk, stacked, and instantly recalled. Recipes become visible when the right station is nearby—and it starts with Terraria logic, but can evolve over time.Spell Draw
Name: Basic Magecraft - Hypnosis
Source: Tsukihime
Chapter: Control
Cost: 100 CP
The standard four practices of Magecraft: Reinforcement, Gradation Air, Hypnosis, and Formalcraft. This is the foundation of the modern systems used by Magi in this day and age. You do not start with any of these—The Mage's Association is largely uninvolved with events in Misaki, and Atlas is more concerned with Alchemy and Mystic Codes than the modern Magecraft systems.
You must purchase each one for 100 points, which makes you adept in that particular field—not total mastery, but enough to be a threat against something unprepared for it. Hypnosis is a basic form of mental manipulation that most other magi and supernatural beings can resist with ease, but can be used to manipulate and erase the memories of ordinary human beings, which enables them to operate in secret.
Spell Draw
Name: Magic Circuits
Source: Kara no Kyokai
Chapter: Source
Cost: Free
The pathways through which magical energy mixes, flows, and is expended. The circuits appear on your soul, though physical reflections can be found within your physical body, and generate heat when in active use. All magus have these circuits and they can sometimes be found in lesser forms even outside of magus lineages. As a benefit of entering this world, you've got at least the potential to use magic. You're not particularly exceptional in terms of your circuits with just this but you're no cripple either. You've got a fairly standard 20 circuits in your body, each one of decent but not exceptional quality. If you began a magical education, your teacher would likely remark that you're decent but nothing remarkable.