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Greater Vein

Deep elemental study offers battle wards, mana theft, faster movement, spell interruption, charged vessels, and destructive weather. Its protections complement its attacks, while some workings demand care with equipment or mana.

Who can study it: Wizard.

Use SPELLS for ready workings, SPELLS ALL for every learned working, and SPELLS CATALOG Greater Vein to browse this tradition in game. Filter with SPELLS BUFF, WARD, BOLT, or SONG (plurals work too); combine a filter with ALL to include learned workings that are not ready. SPELLS <catalogue code> explains a working and your current ability to cast it.

Workings

Working Use Targets
3280 Leaded Slumber Warding control A hostile creature
3247 The Snapping Ring Warding attack A hostile creature
3214 Rune Ward Protection Yourself or a named companion
3281 Heavy Air Warding control A hostile creature
3248 Hand of Gales Bolt attack A hostile creature
3215 Fleet Current Support Yourself or a named companion
3282 Slipstream Protection Yourself
3249 Element's Favor Protection Yourself
3216 Titan's Sinew Empowerment Yourself or a named companion
3283 Stoneflight Bolt attack A hostile creature
3250 Packbearer Utility Yourself
3217 Rimeglass Utility The room
3284 Gathered Vein Empowerment Yourself
3251 Stone Fist Warding attack A hostile creature
3218 Quickfire Support Yourself
3285 Veindrinker Warding control A hostile creature
3252 Vessel Charge Utility A held wand
3219 The Opened Vein Area warding Hostile creatures in the room
3286 Whitefire Warding attack A hostile creature
3253 Spellplate Protection Yourself
3288 Starfall Area maneuver Hostile creatures in the room
3223 The Sundering Warding control A hostile creature
3258 Quickened World Support Yourself
3293 Turnback Protection Yourself
3263 The Held Hour Utility Yourself

3280 Leaded Slumber

Use: Warding control · Targets: A hostile creature · Mana: 1

Leaden elemental sleep holds a hostile creature still. The target can resist the warding.

3247 The Snapping Ring

Use: Warding attack · Targets: A hostile creature · Mana: 1

A ring of raw element snaps shut around one creature. It is a damaging warding attack.

3214 Rune Ward

Use: Protection · Targets: Yourself or a named companion · Mana: 1

A rune ward improves Guard for you or a companion. It helps defend against aimed attacks.

3281 Heavy Air

Use: Warding control · Targets: A hostile creature · Mana: 2

Dense air briefly holds a creature mid-motion. The effect is a short interruption rather than an ongoing change to its movement speed.

3248 Hand of Gales

Use: Bolt attack · Targets: A hostile creature · Mana: 3

Hurls a thunderclap of wind as an aimed bolt. A forceful hit can knock the target down.

3215 Fleet Current

Use: Support · Targets: Yourself or a named companion · Mana: 3

The air helps you or a companion bear exertion, reducing stamina costs while the ward lasts.

3282 Slipstream

Use: Protection · Targets: Yourself · Mana: 3

A personal lattice of deflection improves Guard against aimed attacks.

3249 Element's Favor

Use: Protection · Targets: Yourself · Mana: 4

Turns elemental favor into stronger personal Resolve against hostile wardings.

3216 Titan's Sinew

Use: Empowerment · Targets: Yourself or a named companion · Mana: 4

Lends borrowed might to you or a companion, improving Attack while it lasts.

3283 Stoneflight

Use: Bolt attack · Targets: A hostile creature · Mana: 6

Hurls a conjured boulder as an aimed bolt at one hostile creature. Bolt accuracy and the target's evasion determine whether it lands.

3250 Packbearer

Use: Utility · Targets: Yourself · Mana: 5

Conjures a floating carrier that follows you. Items placed in it do not weigh on your carried load while the carrier remains.

3217 Rimeglass

Use: Utility · Targets: The room · Mana: 5

Glazes the room's footing with treacherous rime. Creatures entering can slip, and those knocked down struggle to stand.

3284 Gathered Vein

Use: Empowerment · Targets: Yourself · Mana: 7

Gathers your elemental focus into a personal enhancement of warding Focus. This improves hostile warding accuracy.

3251 Stone Fist

Use: Warding attack · Targets: A hostile creature · Mana: 8

A stone fist crushes one hostile creature through a warding contest. It deals direct damage rather than holding the creature still.

3218 Quickfire

Use: Support · Targets: Yourself · Mana: 7

Briefly shortens casting recovery. Elemental fatigue prevents an immediate repeat when the surge ends.

3285 Veindrinker

Use: Warding control · Targets: A hostile creature · Mana: 10

Drinks mana from a hostile creature and adds the stolen mana to your well. A creature with no pooled mana offers nothing to take.

3252 Vessel Charge

Use: Utility · Targets: A held wand · Mana: 8

Feeds another charge into a suitable held wand by spending your mana. The wand's working and charge capacity limit what it can accept.

3219 The Opened Vein

Use: Area warding · Targets: Hostile creatures in the room · Mana: 15

Fans gathered elements across hostile creatures in the room. Each creature resists its own warding attack.

3286 Whitefire

Use: Warding attack · Targets: A hostile creature · Mana: 11

Ignites one hostile creature through a damaging warding. A forceful success can leave a burning bleed.

3253 Spellplate

Use: Protection · Targets: Yourself · Mana: 11

Layers raw element around you as personal protection. It improves Guard and Resolve.

3288 Starfall

Use: Area maneuver · Targets: Hostile creatures in the room · Mana: 19

Calls burning stone down across hostile creatures in the room. It tests their physical readiness and can knock them down.

3223 The Sundering

Use: Warding control · Targets: A hostile creature · Mana: 18

Tears several active workings from a hostile creature by sundering its elemental bonds. A stronger successful warding removes more.

3258 Quickened World

Use: Support · Targets: Yourself · Mana: 20

Quickens your armed combat by shortening attack recovery. It is a personal speed ward, distinct from Quickfire's casting surge.

3293 Turnback

Use: Protection · Targets: Yourself · Mana: 23

Adds a little Guard and sometimes grants a second defensive chance against an incoming hit. When it intervenes, the better outcome stands.

3263 The Held Hour

Use: Utility · Targets: Yourself · Mana: 28

Immediately ends your current recovery and stun. It can be invoked during recovery, but requires a long interval before another use.

Choosing a circle and using the guide · Casting and magical defenses