Soul Warp

Soul Warp is an intermediate offensive spell, exclusive to Eidolons and those in possession of a Forbidden Tome or Relic Tome. The creator of the spell is unknown, but it is widely believed to have been created by a Daemon during the Second War, under the instruction of a Daemon general for use in combat. Eventually it made its way into Arkangel societies, and gained standard use in both groups. Though this spell is not well-known by Mortals nor Beastkin, it is considered forbidden due to its nature.

Notable non-Immortals who are able to use this spell include Risel Faust and Eidol Weissgreen.

Description and Effects
Casting this spell will summon a semi-translucent magic circle under the target, without any outward manifestations. The effect of this spell locates the target's soul and forcibly warps its shape, which will cause pain wherever there is mana present in the body. This makes the spell especially useful for disrupting an enemy's casting process. The target will feel the effects of the spell without seeing any visible manifestation, but the caster will be able to see the target's soul temporarily, during the duration of the spell. Due to this effect, the spell can also be used as a non-offensive locating spell, by casting the magic circle as translucent and using the temporary soul visibility to locate the targets. When used in this way, the spell does not cause any damage to the targets caught in the magic circle. It is only possible to cast this spell close to the ground, therefore it cannot be used against airborne targets.

Cast time for this spell is around 30 seconds for a one-target offensive cast, or around one minute if it's being casted over a large area for soul detection. Due to the nature of the spell, it does not take as much mana as the typical intermediate rank spell would, although its nature also prevents it from being chain cast. Typical duration time starts at 1 minute, and can be extended upwards of 10 minutes. The spell will be interrupted, however, if the flow of mana is broken after casting; thus the spell can be stopped prematurely, either on purpose or by enemy tactics.