This spell is a part of the Synergy spell chain and is found in the Synergy rune stone.
With the casting of this spell the navitamancer calls upon the positive symbol of life energy, the Seraphim, to aide their comrades in battle. Through the power of the Seraphim, the navitamancer can endow a bit of their power to one chosen ally. To endow is to give. Not to lend, not to loan with expectation of return, not to share while keeping something for yourself. To give. The Seraphim understand this better than any force in existence for they are the symbol of life energy at its most generous, its most outwardly directed, its most willing to pour itself into another without reservation. When a navitamancer calls upon the Seraphim's Endowment they are asking the Seraphim to carry something of themselves across to another, to take what the navitamancer offers and make it into something greater than what it was, and to place it in the hands of someone who needs it more. When this spell is cast the navitamancer chooses one of their own trait bonuses to endow; Immunity, Arcana, Agility, or any other trait bonus they possess. This must be a trait bonus specifically. Not a stat. Not a power. Not a Soul pool or a Vitality reserve or a measure of Runic Power. Those things belong too deeply to the person who carries them to be given away even by the Seraphim. But a trait, the refined and practiced expression of capability built over time and experience, that the Seraphim can carry. The trait must also have a value to give, you cannot give what you do not possess. The navitamancer loses that trait bonus for the spell's duration, given instead to the ally chosen by the navitamancer. Any amount of one trait given is doubled when the ally receives it. Only one trait can be given, only one trait can be received, but the amount from that trait is any amount you the navitamancer are willing to part with, as long as it will not leave you with less than zero. For every 1 trait point given, 2 points of that trait are endowed to your ally for the spell's duration. You, the navitamancer, must spend the spell's duration without those points, while your ally is empowered by them. When the duration ends the trait bonus returns to the navitamancer. The Seraphim's endowment was a gift for the moment it was needed. It was never meant to be permanent.Â
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