This spell is a part of the Synergy spell chain and is found in the Synergy rune stone.
From the very beginning it was the Seraphim that reached out first. A gentle voice after a blood offering, telling the navitamancer they need not hurt themselves to be heard. It has watched every spell since. Every shield raised for a friend. Every armor conjured for someone else. Every time the navitamancer refused to be protected, the Seraphim was there, quietly, patiently, learning what kind of person they were. And now, at the edge of everything, with the battle threatening to consume what the Seraphim has come to cherish most, it makes a choice of its own. The navitamancer does not cast Trance so much as they surrender to it. Opening themselves completely - not with the desperation of someone drowning but with the trust of someone who knows exactly what they are letting in - they invite the Seraphim to take what it needs, begging the Seraphim as they always have, to protect and empower their friends. And the Seraphim, for the first and only time, steps fully inside, ready to carry the navitamancer for once like the navitamancer has carried everyone else. What stands on the battlefield afterward is still the navitamancer. Their face, their hands, their body. But their eyes are luminous with divine electrical energy and the air around them crackles with something that feels less like a storm and more like the moment before one - vast, charged, inevitable. The navitamancer cannot speak. Not because they have lost themselves, but because there are no words for what they are feeling. They are known completely, and they are not afraid.
For the duration the Seraphim carries the navitamancer's power as its own, and what it does with that power is extraordinary. The navitamancer's current and maximum Soul is doubled, the Seraphim filling what was depleted without hesitation. Their Runic Power increases by 1d20, the Seraphim lending its own divine force to every cast. Any enemy who strikes the navitamancer in melee finds the Seraphim's energy crossing into them instantly, dealing 2d12 damage directly to Vitality - not as a punishment, simply the Seraphim refusing to allow harm to come to the one it is carrying. Single target spells arc with divine energy, striking the intended target for full damage before arcing to the nearest additional target for half due to the Seraphim's power spilling beyond what the initial target because it cannot be entirely contained even by the navitamancer's will. Area of effect spells expand to cover the entire battlefield, the Seraphim seeing no reason to hold back. The Seraphim does honor the navitamancer's one request, no harm will come to the navitamancer's allies during any of their attacks or from any of the spells they cast. Only spells may be cast - no weapons, no items, no skills. The navitamancer does not need them. The Seraphim is enough.
When the duration ends the Seraphim withdraws slowly, as though reluctant to leave, and the navitamancer's Soul is halved from whatever remained, such is the price of having held something divine inside a mortal vessel. The navitamancer stands alone again in the sudden quiet, blinking, their eyes returning to normal. But they carry something with them that cannot be taken away. The memory of being known that completely. The certainty that they were never, not even for a single moment of their life, alone.
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