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Untamed Sparkling Flitter
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Here are the rules for Duellum Potestatis. If any of y'all have ever read Eivr it's a mix between the Dream and Thaumaturgical schools from that.
Every turn in Duellum Potestatis, a mage can do all these 3 things:
1)move,
2)attack, and
3)speak two words of power.
This means that you can cast two single-word spells (these are usually just utility or very weak attacks) or cast a single double-word spell (the usual method of casting) OR begin to cast a potentially very lengthy multi-word spell! These are obviously very hard to pull off and can be interrupted but sometimes it's worth it.
The other important thing to keep in mind is attunement.
Most aggressive spells build attunement. Most defensive spells reduce it.
The more attunement you have, the stronger your defensive spells.
The less attunement you have, the stronger your aggressive spells.
This means that if you spend a lot of time casting aggressive spells they will slowly lose effectiveness and your defensive spells will grow stronger and stronger. If you spend a lot of time dodging or blocking your shields will begin to fail, but your attack spells will strike harder and stronger.
There are some spells that have elements of attack and defense that go the opposite way: for example, Trasus Fugo can be used offensively but will reduce attunement, meaning that it will further bolster aggressive spells. Other spells will not affect the balance at all in any sort of way.
If you take a turn to equalize your attunement and not cast any spells, it returns to neutral.
Spells you have never used before and are untrained can be used in combat, but at a risk of failure and at great penalty to effectiveness. With a full or empty attunement bar, however, that may not matter.
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