Via Jus

From Unwritten Legends Wiki
Via Jus Arcane Magic
This circle is available to Wizards.

One of the four elemental magicks, this via deals with the elemental force of wind. This circle is mutually exclusive to Via Teg.

Shortname Name Cost Description
vj01 Gust 1 Can extinguish a lit object, remove wetness, and remove unusual scents.
vj03 Spark 1 Electricity offensive bolt spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast to have it take additional roundtime and do more damage. This spell's offensive and damage quality are improved by focus items.
vj06 Gale 5 Stuns the target. You must wait a short while after casting this spell before you may cast it again. You may charge this spell to have it take additional roundtime and inflict a longer stun. A second roll against Conditioning and Endurance is made following a successful hit. Should the roll succeed, the stun will last for four times the length taken to cast it. Should the roll fail, the stun will last for three times the length taken to cast it.
vj09 Arc Impulse 5 Deals electricity damage over time to random limbs on the target.
vj12 Wind Shear 8 A shield of wind that protects the caster, occasionally strengthening in response to the caster being attacked. Gives a magical bonus to defense that scales with Sorcery and Reasoning. If the caster is attacked, has a chance to give a temporary reduction to all damage.
vj15 Instill Electricity 12 Adds a temporary electricity flare to a weapon that scales with Sorcery and Reasoning.

Adds a temporary electricity resistance to armor equal to its cutting resistance.

Adds a temporary electricity resistance to a person that scales with Sorcery and Reasoning.

When cast on the wizard, allows the wizard to build affinity to its element by successfully casting offensive Via Jus spells and on a successful wind shear hardening. At 10 charges of affinity, the wizard's next Via Jus spell will be modified as follows:

  • Spark - Negates a portion of aiming penalties that scales with Sorcery and Reasoning.
  • Gale - Causes the target to fall prone as well as be stunned.
  • Arc Impulse - Adds an amount to offense that scales with Sorcery and Reasoning.