Tier Level: 
5
Spell Type: 
🌪️ Multi-Target
Stat Cost: 
10 Soul
Spell Cast Speed: 
11
Range & Area: 
entire area or battlefield
Duration: 
1d6 rounds
Cast Roll: 
Hard Arcana
Effects: 

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

Ever since the Great Magic War, the existence of runic magic has been as much of a fact of life as was breathing. Sure, magic existed for longer than mankind was aware of it, but for the time since they have known it as a stable and important part of existence. All runic magic works hand-in-hand, sharing in their sacred duty of maintaining the world, connected to each other by their connection to the Shattered God Zodo. The Runic Elements have always been about stability and order, one never overpowering the other, one never taking the others place, that is until some have learned how to tug at them too hard that they have created with catastrophic results brief instances of magic instability. Once such instability seems to come consequentially to the use of the death magic "Death of Magic".  Creating the vacuum that results from using that spell had caused time and again magic instability ranging from rogue castings where magic seemed to cast from the very ground to magic storms covering the whole area until stability returned. Necromancers have either learned how to contain the effects of Death of Magic, or have learned how to force magic instability. The Breaking is the spell that was created to bring this instability about. 

When the necromancer casts The Breaking they reach through Serenity into the magically stripped battlefield and do something that no theorist would recommend and most would call unconscionable. They deliberately destabilize what little runic equilibrium remains. They introduce an imbalance, a fracture, a breaking of whatever fragile magical order persists in the area. And into that fracture the instability grows, seeking to consume all things until stability is restored. 

What follows is a localized magic storm - small by the standards of the great magic storms that once roamed the world following The Great Magic War  but devastating at the scale of a battlefield. Wild runic energy of unstable and shifting elements surges through the area for 1d6 rounds, each round a different element gaining the upper hand as the storm cycles unpredictably. Every target in the area, friend and foe alike, suffers 4d12 magical damage each round, the element of that damage determined by the GM rolling randomly; fire, water, earth, death, life, whatever the storm produces in that moment. Armor provides only half protection as the rogue magic finds the gaps that conventional weapons never could. The necromancer is not immune. No one is immune to a magic storm, not truly. But those of the death element find the death surges of the storm familiar, and when a death element round occurs they take no damage from it, Serenity recognizing its own.

When stability returns, the storm subsides the area is left with a particular magical exhaustion. There is a sense that something fundamental was briefly broken here and has not entirely recovered. The necromancer takes 1d10 Soul damage, not as a cost for Serenity for Serenity never charges, but as reparation to a force spell casters know by its power only, the very soul and source of all magic - Zodo. To break the magical peace is a crime that does not go unanswered. The necromancer knew this, but did so anyways. Not out of a sign of rebellion, not out of evil intent, but because in that moment it was the only way to overcome forces far greater than the necromancer themself. It is for that very reason more isn't taken from the necromancer. 

 

Rune Stone Effect: 

N/A

Requirements: 
Death of Magic