Quick Facts:
Full Name: Spellbreaking
Practiced: Worldwide
Gained Through: Current Practitioners, Books
Ability: Negate Spells/Magic
Use: Defense
Risks: Fainting +
Overview:
Spellbreaking is the art of weaving oneās amra to create aila, which may be used to negate, counteract, or destroy the magic or spells of any type of mage. The magic is often practiced with another discipline, which will allow for a deepened understanding of magical disciplines and how they work. Spellbreaking, unlike other forms of magic, has no offensive application. Destroyed spells canāt be captured by the spellbreaker, and turned on another combatant. Instead, spellbreaking is an entirely defensive practice.
How it Works:
Sometimes, breaking a spell is as simple as distracting the mage trying to weave it. However, this practice is not associated with ātrueā spellbreaking, and players will not be awarded points for ruining a mageās plans in this manner. Instead, ātrueā spellbreaking is practiced by weaving oneās amra into a set of symbols, which negates the aila of another mage.
The symbols used in spellbreaking are similar in their appearance to those used in the magical discipline of summoning. They are often positioned within, around, or just outside of the perimeter of a circle, (although on some occasions, it may be a square, rhombus, rectangle, or oval).
When a spellbreaker draws the symbols needed to destroy magic, their amra leaves their bodies and enters each symbol. The aila that is captured in each symbol will glow faintly; brightening when the spellbreaker has created a grouping, which will actually counteract magic.
Most of spellbreaking is simply rote memorization of the symbols needed to counteract certain types of magic. (Or a personal symbol, which is meaningful to each mage, and may be used to counteract a specific type of magic). Perhaps the most difficult aspect of spellbreaking is aligning the drawn symbols in such a way where they will be able to do their job.
It is for this reason that many spellbreakers draw on parchment, so that they may hold it in front of them, and protect themselves from offensive spells. In other instances, the symbols will draw the magic in the air to them, thus eliminating the threat. It all depends on how the spellbreaker ātaskedā and wrote their work.
Initiation:
Spellbreaking may be learned in either of two ways. The first is through extensive research in books, and years spent practicing, until an individual gets it right. The easiest way, however, is to have a current practitioner teach the initiate. Most often, this is done by āunbinding,ā an individual, opening up their amra channels, which will allow for them to counteract all forms of magic. After this has been done, the current practitioner will explain the basis of all magic, how spellbreaking works, and the shapes of the symbols they know, and what they do.
Risks:
The greatest risk associated with spellbreaking is the fact that the symbolic design of the mageās work will not counteract the threat of magic, which surrounds the practitioner, leading to their untimely demise.
Overuse:
Being that a spellbreaker weaves their amra into each of the symbols they create; the spellbreaker expels a small portion of themselves, making them susceptible to overuse. Listed below are a few examples of the types of things that may occur at the different levels of overuse.
Mild Overuse-
Ā· Headaches
Ā· Nausea
Ā· Cramps
Ā· Sweaty Palms
Ā· Dilated Pupils
Moderate Overuse-
Ā· Shivering
Ā· Cold Sweats
Ā· Chattering Teeth
Ā· Hallucinations
Extreme Overuse-
Ā· Vomiting
Ā· Fainting
Skill Progression:
Novice (1-25)
Ā· A novice struggles to grasp everything that spellbreaking is, causing them to make several mistakes when drawing their symbols. They may forget certain symbols altogether, or they may draw uneven or shaky lines. As a result, the vast majority of their castings do not work.
Competent (26-50)
Ā· At this level, a spellbreaker can negate simple spells, and magical forms. They are successful about 25% of the time, and are beginning to master basic symbols.
Expert (51-75)
Ā· At this level, a spellbreaker can negate more complex spells and magical threats. They are successful about 50-75% of the time. They have mastered all of the basic symbols, and are beginning to learn more complex forms.
Master (76-100)
Ā· The individual who has mastered spellbreaking faces little threat from offensive magical forms, as long as they stay alert and prepare themselves for onslaught. They are successful in negating magic about 75-95% of the time, and have mastered basic, complex, and extremely intricate patterns and symbols. They have come to the point where they can task a āspellbreaking codeā with more than one thing, and negate as well as counteract two-three different forms of magic at once.