# Pastebin v3Gjl8xN Cuàn: DC: N/A. Potency: N/A. The caster takes a moment to focus, ignoring all else around them in order to better prepare themselves for channeling the magic of the Court. This requires no roll, but the player must declare they are channeling. Whilst channeling, taking any action, including attempting to avoid a hit or taking damage, will remove the benefit of channeling. If the caster is successful in channeling, the caster gets +2 to their next psuedo-anomaly roll or their next potency roll. Jiāqiáng shílì: DC: 1. Potency: N/A. The caster floods their ally with anima, boosting their abilities to superhuman levels. This is not without its risks, however, as channeling that much energy through a single human invites disaster. The targetted ally gets a bonus to one physical stat, ranged, melee /or/ their pseudo-anomaly checks for casting magic equal to one half the caster's anomaly roll. However, if a perils or phenomena result is incurred, it affects both the caster and the target, and if the target themselves incurs perils or phenomena, a +10 is applied to the roll on the chart for each person bolstering them. (NOTE: You cannot use the benefits of bolstering to cast your own Jiāqiáng shílì spell) Xiělínlín de dāo: DC: 2. Potency: -2. The caster manifests a swarm of terracota knives, each wreathed in blood, directing the swarm to hurtle towards a target. A skilled user can ignite the blood to cause further damage, and even drain the anima of their target to heal their own wounds. The target enemy suffers a -2 to any attempts to evade the attack. Overbleed: If the caster rolls a 3 or above, they successfully ignite the blood, causing 1 additional point of damage. If the caster rolls a 4 or above, they heal 1 point of PHealth that they have lost. Zhēnzhī shāngkǒu: DC: 2. Potency: N/A. The caster manipulates the flesh of their target to stem the flow of blood and knit flesh back together, healing damage in the blink of an eye. This, however, is often an incredibly painful process. The target regains lost PHealth equal to half the anomaly roll, rounded up. However, the target also loses an equal amount of MHealth. Overbleed: If the caster rolls a 4 or above, the target does not lose MHealth. Gāo ěr jiàn: DC: 3. Potency: 0. A pair of ceramic broadsword blades appear, each laced with anima-draining runes that hack and slash at the caster's foes. The runs that run across the blades direct the stolen anima back into the caster, granting extra fuel for their next attack. Overbleed: If the caster rolls a 5 or above, their next anomaly roll /or/ academics/science roll (player's choice) gains +X, where X is equal to half the damage suffered by their target (rounded up). This can only be used to boost rolls to use Court magic. Xuè mángmù: DC: 3. Potency: 0. The caster aggravates the blood vessels in the target's eyes and ears, severely hampering their ability to percieve their surroundings. A skilled, or lucky, caster can render their target completely deaf-blind temporarily. The target suffers -X to their perception, and all attack rolls equal to half the potency roll of the caster. These lost points regenerate at a rate of 1 per round. Overbleed: If the caster rolls a 5 or above, the target is rendered deaf-blind until half their lost points are recovered. Lèguān de dàdāo: DC: 4. Potency: +2. A massive, claymore-sized blade formed of terracota and anima-infused blood is formed from thin-air, and used to devastating effect against the foes of the caster. If the attack recieves enough power, the blood in the blade surges outwards in a short wave of gore, blasting those nearby, whilst a particually skilled caster can cause the blade to shatter into a swarm of shards and attack their target once again. The target enemy gains a +2 to any attempts to evade the attack. Overbleed: If the caster rolls a 5 or above, all enemies within a short radius of the original target suffer a +X attack, where X is the damage the target suffered. If the caster rolls a 6 or above, they may immediately make a Xiělínlín de dāo attack against the original target. An anomaly roll is not required for this, but no Overbleed effects happen, the caster simply rolls for potency. This extra attack cannot be evaded. To cast magic, the user must first roll 4df+3, looking to match or beat the DC of the spell in question, then rolls academics or science to determine potency of the spell.