Tier Level: 
4
Spell Type: 
💪 Empowerment
Stat Cost: 
8 Soul
Spell Cast Speed: 
8
Range & Area: 
self, draws from all allies
Duration: 
1d6 rounds
Cast Roll: 
Challenging Arcana -2
Effects: 

This spell is a part of the Synergy spell chain and is found in the Synergy rune stone.

Backed up against a wall, the situation around them dangerous and desperate, the caster finally finishes casting asking for aide from anything that might help. The Nephilim, the very negative symbol of life magic responds with one goal, to aide the navitamancer that cast the spell. The Nephilim did not fall because they were weak. They fell because they were desperate, and being desperate they did what had to be done, they took what they needed and used it to survive. No other force knows the feeling of plight and desperation like the Nephilim, and for the navitamancer they are prepared to take for them what is needed to help the navitamancer overcome the dangerous situation before them. 

When this spell is cast the navitamancer identifies the trait they need most in this moment, be it Stamina, Arcana, Agility, Immunity, or any other trait bonus. That trait is then drawn from every ally simultaneously without exception and without request. For each ally the spell rolls 1d6 to determine how much of that trait is taken. The trait cannot be reduced below zero. Should an ally have less than the rolled amount available only what remains above zero is taken, and should an ally have nothing to give the spell passes over them without penalty. The Nephilim are many things but they do not create debt where none can be paid. Also only values from traits can be taken, not from stats, nor powers, nor the life and energy that sustain the ally. The Nephilim are not here to cause them harm, they simply are acting to empower their caster.

Every point taken from every ally is doubled by the Nephilim's power and given to the navitamancer. A party of four allies each contributing their share of a trait could hand the navitamancer anywhere from a modest boost to an extraordinary surge of capability depending on what each ally carries and what the dice determine. The navitamancer stands taller, hits harder, casts fiercer - carrying not just their own power but the amplified echo of everything their allies had to give.For 1d6 rounds the navitamancer operates with this borrowed and amplified power while their allies fight on with whatever remains of the taken trait. When the duration ends the taken trait points return to each ally exactly as they were given. The Nephilim's taking was never permanent. Even they understood that you cannot keep taking from the same wells forever.

Rune Stone Effect: 

N/A

Requirements: 
Grounded Power