Litmus
Litmus is a very interesting spell, one that swiftly turns the air in the entire field toxic to the senses. To be clear, Litmus brings about a wave of blue fog from either side of the field, a fog that uses the similar lighting system in most common infrastructure; that alone causes some initial confusion of expectation to the targets. After some inhalation of this blue mist that covers the entire field or a range of 110 meters, the targeted humans will experience severe disorientation, disconnection from their concentration, and full hallucinations that last for as long as the mist persists, without affecting the wielder who invoked the spell or their allies. The mist itself is actually not harmful or toxic to the health of the body. Instead, the mist enters the lungs and eventually has a profound and interesting effect on the brain that most mages do not fully understand. Litmus has proven to not be dangerous or harmful for those affected by the mist, and the hallucinations that occur are temporary. Essentially, this spell summons a blue magic mist that causes all opponents on the field to hallucinate, making it very easy for the casting wielder to take advantage of the situation as it will last for some time. The obvious disadvantage is that this blue mist blocks out a lot of natural external light, which can make it hard to see the very opponents that have been affected at a range. Litmus only affects human targets, not animals or summons.
Predecessor Spells: Harmonics
Evolutionary Forms: Part of Dark Node
Evolutionary Forms: Part of Dark Node
Effect
Attack Form: Homing Projectile
Attack Type: Area Wind Sensory Shift
Glyphring: False
Attack Type: Area Wind Sensory Shift
Glyphring: False
Manifestation
The blue fog rolls in, phasing right through physical objects and the Siriean dome. The fog uses the same lighting system as seen in many dark rooms within training academies, so the fog itself glows and provides its own source of light while blocking out the rest. As soon as this mist is inhaled, disorientation kicks in, and the human affected will immediately have trouble concentrating or focusing in terms of using their magical circuits. Shortly after and for the next 40 seconds, intense random, often abstract hallucinations occur and remain until the mist fades away. The hallucinations and disorientation may still take time afterwards to dwindle down.
Source
Personal MP
Average MP usage: 20%
Average MP usage: 20%
Discovery
While discovery of the spell is still unknown, a newer recent application has been used for this spell. In Sprawn Valley, the effects of Litmus can last longer and remain stronger because the body is protected from any potential harmful effects. So, instead of certain wielders attempting to get access to certain classes of hallucinogen drugs, simply recasting Litmus appears to be more popular among those who wish to fade out their own reality, still coming with the cost of MP boosters. However, because the use of this magic is considered illegal outside of an official battle, Leray agents still stop those who use Litmus for recreational porpoises if used outside of personal homes or in open public settings.
Related Element
Sensory Shift
Effect Duration
Average of 45 seconds
Effect Casting Time
3-5 seconds.
Range
110 Meters (full area within a Siriean dome)
Level
N/A
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