SCM Library[2.5.4] Arctic Dragon - 500 CU [2.9] Giant Sea Turtle - 75 CU [2.12] Golem, Greater - 200 CU [2.27] Sea Serpent, Greater - 300 CU [2.28] Sea Serpent, Lesser - 40 CU |
Races
Intelligent beings able to work magic, Races are the choices Characters have of what to be.
Templates are not a Race in and of themselves, but a modification that goes on top of another Race. For example, a Dragoon is the child of a dragon and a non-dragon. The base Race's values are used, then the modifications of the Template are added as well.
DC modifications can never become negative; if an Angel casts a +1 Restore, their -3 DC to all Restore will not cause it to be -2, rather, it will be 0.
Angel |
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Desc This powerful Race looks like humans, but stronger, faster, and equipped with large, beautiful, feathery wings. Note: Most Angels have sworn an oath never to use modern weaponry (i.e. they use swords, not guns.) |
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Racial Spell Second Pool: 50 SS Racial DC Modifications: -3 Restore |
Dragoon |
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Desc The Dragoon race was originally formed from the spawn of a human and a Fire Dragon mating, but at this point the race is maintained by Dragoons breeding with other Dragoons. They are both stronger and faster than normal humans and have scaly skin and vaguely reptilian features. There are Dragoons from each of the 7 Fire Dragon tribes (one for each element.) Their scales are representative of their tribe (e.g. Red for Fire, Blue for Water, etc), and tribes are fiercely loyal to each other, and sometimes hostile to opposing ones (e.g. Earth/Air, Fire/Water). |
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Racial Spell Second Pool: 80 SS Racial DC Modifications: -1 Transfigure, -2 to the Element of their tribe; this cannot be changed, it is determined at birth |
Dwarf |
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Desc Hardy and difficult to kill, Dwarves are powerful combatants, especially when they wield their famous enchanted weaponry. Dwarven arms and armor is not only of the finest workmanship, but the finest enchantments as well, although Dwarves aren't as skilled at conventional wizardry as most other races. |
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Racial Spell Second Pool: 30 SS Racial DC Modifications: -1 Enchant, -2 Weapon |
Elf |
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Desc Tall, graceful, and fair, Elves are especially skilled in magic. They aren't as strong as humans, but they make up for it with incredibly long lifespans and agility. |
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Racial Spell Second Pool: 90 SS Racial DC Modifications: -2 Converse, -1 Plant |
Goblin Shaman |
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"Rerouting magic through a goblin's brain is the surest way to throw it wildly off course." -MtG Flavor Text, Goblin Flectomancer Short and wiry little guys with greenish or reddish skin, determined to fight everything with fire. |
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Racial Spell Second Pool: 30 SS Racial DC Modifications: -1 Weapon |
Human |
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Desc The humans are the dominant race, most likely only because there are so many of them. Men, with their advanced technology and terrible machines of war, often put off the other Races and are not the most liked people around. However, most of the Races have sworn an Oath of Allegiance to the humans, so it's not too much to worry about. |
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Racial Spell Second Pool: 60 SS Racial DC Modifications: -1 Transfigure, -1 Weapon |
Kyrnii |
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Desc Sometime known as Water Spirits, Kyrnii are small and weak physically, but they are giants in the fields of magic and the mind. |
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Racial Spell Second Pool: 90 SS Racial DC Modifications: -1 Mind, -1 Water |
Merperson |
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Desc Merpeople look just like humans, although perhaps with a blue tint to their skin. However, they live underwater, and when they are submerged, they can transform their two legs into a single, fish-like tail to aid them swimming. Merpeople can survive both above and below the water, but their bodies require a good bit more water than a human's and will die within a day if they can't get any water. |
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Racial Spell Second Pool: 100 SS Racial DC Modifications: -2 Water |
Minotaur |
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Minotaurs were a freak invention. Some crazy sorceress was dumped by her non-magical boyfriend. She didn't want to kill him outright, so instead, she mated with a bull, and had the first minotour twins. The birthing process killed her, but the two minotaurs(being the most intelligent minotaurs ever) went out and killed her ex-boyfriend. Then they mated with regular bulls, showing why only a small minority of minotaurs are smart(and you really don't want to know how they come about). Half-man, half-bull, Minotaurs aren't the most intelligent beings around, but they're terribly good fighters, and not to be trifled with. |
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Racial Spell Second Pool: 30 SS Racial DC Modifications: -1 Empower, -1 Weapon |
Rider - Template |
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Desc Anyone bonded to a Dragon takes on the Rider template as they slowly become closer with their dragon. Their features become more angular, their body becomes physically tougher, and their ears invariably become pointed. |
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Racial Spell Second Pool: +20 SS Racial DC Modifications: -2 in the Element of the Dragon (Fire Dragon = tribe element; Shadow Dragon = Dark; Frost Dragon = Water; Arctic Dragon = Water; Wind Dragon = Air). |
Skyrin - Template |
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Desc In recent history, magic-users were persecuted for their abilities. A small group of them combined their skill and ingenuity to create a new Race to disguise themselves, calling it "the Skyrin." These mages chose the common form of a squirrel, so as to be inconspicuous, but gave themselves white fur so they could tell other Skyrin from normal squirrels. The Skyrin were designed for survival, and their abilities reflect this design. Alternate Form: Skyrin can return to the form of their former Race at will, as well as change back into squirrel form. Any objects the Skyrin is holding or wearing while in their former Race form mold into them as they transform into Skyrin, coming back out as they transform back. This allows them to keep ahold of any protective magical trinkets and other such useful items while in squirrel form, and keep their benefits as well. Magical Luck: While in Skyrin form, coincidence is on their side. Bullets that would normally fly straight at them luckily miss, guns backfire, falling objects barely avoid hitting them, and so on. <exact stats, need internet to look them up, go here> Displacement: A Skyrin is almost never where he appears to be. His image is displaced anywhere from a few decimeters to up five meters in any direction from where he actually is. This illusion is very convincing, covering all senses but touch. It also covers things like footprints, displacing those images as well to create a continuous, flawless illusion. Skyrin Heritage: The Skyrin trait is not passed on genetically - a Skyrin's child will be of their former Race, without the Skyrin Template. The only way to pass on the Skyrin Template is through a complex ritual, involving one Skyrin casting a DC 11 spell-like casting upon a willing candidate. This ritual takes two hours to perform. A Skyrin can only do this once a month. |
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Racial Spell Second Pool: +60 SS Racial DC Modifications: -1 Light, -1 Converse |
Troll |
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Desc Large humanoids made of Stone, Trolls are sometimes difficult to tell from Lesser Golems or nondescript Gargoyles, and in warm weather, there isn't much of a difference. However, when it's cold enough out (under 0 degrees Celsius), they're intelligent as any human, becoming smarter as the temperature gets cooler. |
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Racial Spell Second Pool: 20 SS Racial DC Modifications: -2 Heat, -1 Empower, -1 Earth |
Vampire - Template |
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“Following the Jewish tradition, a dispenser of schmaltz (liquid chicken fat) is kept on the table to give the vampires heartburn if they get through the garlic defense.” -Calvin Trillin More intelligent than Lesser Vampires, racial Vampires (also known as Greater Vampires) are not only harder to kill, but can also use magic. They can, like the lesser ones, transform into a bat thrice a day (using "<turn into a bat>"), and they recover health at the rate that they deal damage with their blood drain. Also, their weaknesses are not so pronounced. Small amounts of garlic are harmless, although a room covered with it will still repel them. Indirect sunlight doesn't harm them, but direct sunlight still burns their flesh and will kill them if they can't get out of it within five minutes. Silver is only slightly more effective than other metals on them, (it's still worth using, though). A stake through the heart will still kill them. Defensive Form: Greater Vampires (apart from their weaknesses) are terribly difficult to kill, making them nearly immortal. If they are hurt enough that would normally kill them, they turn into a cloud of green gas, which renders most attacks against them ineffective. They remain in this defensive cloud form for twenty four hours before returning to normal, fully healed. If they are killed in the cloud form, they are dead for good. This defensive form only activates if they are killed without any of their weaknesses. If there is garlic or sunlight around, they are killed with silver, or they're slain with a stake through the heart, then the defensive form will not activate. Create Spawn: Anyone bitten (but not killed) by a Vampire becomes a Vampire within 24 hours. The bite of a Greater Vampire is irresistible - if an attempt is made, it is futile. A person who can work magic becomes a Greater Vampire, retaining all the skills and magic they had before and taking on the Vampire template. They are not controlled by the Vampire who bit them. Any basically human-sized humanoid with no magical ability (including normal humans) become Lesser Vampires (losing any skills or powers they had in life) under the complete mental domination of the Greater Vampire. A Vampire can control only up to twice his Rank Level in spawn at any one time, although if some of his spawn die, he can bite new ones. Any spawn that would be created over that limit are created free, but they still lose their old skills and powers. If the Greater Vampire holding domination over some Lesser Vampires is killed, the Lesser Vampires are freed, but they do not regain anything, nor do they revert back to their former selves. A Creature that is not basically human-sized and humanoid cannot become a Vampire, even if bitten. |
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Racial Spell Second Pool: +0 SS Racial DC Modifications: -2 Levitate, -1 Air, -2 Converse |
Werewolf - Template |
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"All of us are God's creatures... just some are more creature than others." -Anonymous These people look just like any normal person of their former Race - until the full moon comes out. Then they are forcibly transformed into a large, powerful wolf. They transform back into their normal form at dawn. Werewolves who learn to work magic might gain a limited control over their transformation. With a DC 9 spell-like casting, they can transform themselves into their wolf form if there is not a full moon. However, they must remain in that form until dawn, unless they master the second technique of turning back. A Werewolf may return from wolf form, even at a full moon, with a DC 13 spell-like casting. Create Spawn: Anyone bitten (but not killed) by a Werewolf becomes a Werewolf within 24 hours. The bite of a Werewolf is irresistible - if an attempt is made, it is futile. A Character (PC or NPC) becomes a Werewolf by taking on the template, retaining all the skills and magic they had beforehand. They are not controlled by the Werewolf who bit them. Creatures cannot become Werewolves. |
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Racial Spell Second Pool: -10 SS Racial DC Modifications: -1 Animate, -1 Creature, +1 Transfigure |
Wraith - Template |
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Desc Wraiths are rare entities that are created through a plethora of different circumstances. A Mind without a body, Wraiths are at the same time weak and invincible. They have no physical bodies with which to affect the world around them. Since they have no mouths to speak or arms to wave, many Verbal and Somatic components of spells are beyond the reach of most Wraiths, making almost every spell harder to cast. This is a small price to pay, however, for near invulnerability. Wraiths are merely the presence of a mind: they cannot be harmed in their natural state very easily. For example, throwing a fireball at them won't hurt them. Also, the Enemy Component does not apply to them; only Mind, which is harder to affect. The easiest way to determine that a Wraith is in the area is the distinct cold feeling that permeates the area. Anyone who has ever come into contact with a Wraith before would know the unmistakable chill one gets when a Wraith is near. Becoming a Wraith: As a Wraith is a Mind without a body, if you can manage to separate the Mind Component from the rest of the body, then a Wraith is created. Many methods are used, and not all are totally reliable. Taking a Host: A Wraith's greatest strength and its greatest weakness is its ability to take a host. It takes up residence in the mind of another person, giving them influence over a body, which removes most of their handicaps. A Wraith can possess any willing Host, which must be a Character. (A Wraith cannot possess a Creature.) However, for a Host that is NOT willing, or a Host that is unaware they are about to be possessed, the following rules must be followed: A Wraith can easily get into the mind of a person who is 2 or more Rank Levels lower than they without making any sort of check. If they have 1 less Rank Level, or equal Rank Level, they must make an opposed check. This check, which is rolled by the judge, is equal to the roll of a six-sided die and the person's Rank Level. So if a Wraith Warlock (RL 3) tries to possess a Human Caster (RL 2), and the Wraith rolls a 4 (4 + 3 = 7), while the Human rolls a 3 (3 + 2 = 5), the Wraith successfully possesses the Human. The Wraith's roll total must exceed the Hosts'. A Wraith cannot possess an unwilling host of a higher Rank Level. Regardless, the possession process takes 6 seconds to complete. The Wraith-Host Relationship: A Wraith and a Host are like two Minds possessing the same body. Hence, they share the same Self/Ally/Enemy Component for spellcasting purposes. They are, though, still two people, and therefore each retain their own casting abilities. With only having one body as their only limitation, they can both cast and maintain a spell each, making a Wraith with a magic-using Host a formidable enemy. The Wraith and the Host enjoy a mental connection, allowing them to speak with each other, and if they wish, even share thoughts and minds. They both can have control over the body, depending upon which is dominant. In a willing relationship, the Wraith has secondary standing in the body, with the Host being able to expel the Wraith if he wishes. Expulsion, like possession, takes 6 seconds total. In an unwilling relationship, the Wraith is in command. The Host is only able to use his body if the Wraith allows him. The Wraith may leave the body if he wishes, which also takes 6 seconds. Fighting Possession: An unwilling Host can attempt, once per day, to fight for dominance. He makes an opposed check, just as if the Wraith was attempting to possess him, except in this case his roll must exceed the Wraith's. If he wins, he is able to become dominant in the relationship. This means he has control over his body, he can expel the Wraith if he wishes (takes 6 seconds), aand the Wraith cannot leave the body, even if he wishes to. Killing a Wraith: Wraiths are famously difficult to kill. If a Wraith can get out of the Host even a split second before the Host dies, it escapes unscathed. Once in its Wraithly disembodied form, it's nearly impossible to harm them. The best way to kill a Wraith is to kill the Host with them still in it. This is fatal to the Wraith, and they die then and there with the Host. Extra Power: Since a Wraith is more powerful than its Net DC Reduction implies, when an equation (such as Point Cost) would use a Net DC Reduction, instead use the normal value +1. (So a Human Wraith has a total reduction of 4, but it would count as 5 due to this ability.) |
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Racial Spell Second Pool: +0 SS Racial DC Modifications: -2 Mind |
Creatures
Less intelligent than the Races and unplayable by PCs and NPCs, creatures are nonetheless beasts of magic.
Balrog - 200 CU |
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"You shall not pass!" -Gandalf wannabe, last words Known as Demons of Fire, Balrogs are fearsome combatants in existance. Taking the form of a large, muscular humanoid wreathed in flame with a whiplike tail and a menacing face, a Balrog is a formidable foe both physically and magically. |
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Magical Powers: Unlimited use of the following spells: "Lumvizwo", "<insert Nullify Self spell here>" |
Basilisk - 100 CU |
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"My, what big eyes you have, Grandma!" A gigantic snake with evil-looking yellow eyes. Anyone who gazes directly into these eyes is subject to their magic: they can try to turn you to stone. In addition, the snake's venom is highly toxic - just a scratch could kill you. |
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Magical Powers: Unlimited use of the spell "<insert Transfigure Enemy to stone spell here>" provided that they can maintain eye contact |
Centaur - 4 CU |
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You don't even want to know how these came about. Half human, half horse, the centaur is an ideal scout or sentry. They're effectively elite cavalry, with control over themselves even master riders only wish they could have of their mounts. |
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Magical Powers: None |
Diggums - 15 CU |
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Diggums' pants always have a buttoned flap in the back. Guess why. A dwarven cousin that has given up their magic and their conscience, the Diggums have evolved several characteristics that make them the ultimate thieves. Their digging skill from which their name comes is unmatched: they literally unhinge their jaws and eat the dirt and stone in their way, and then it emerges flatulently out the other end. Their spittle hardens to become as tough as rock when it leaves their mouth, and also glows in the dark if they need to see underground. Their hair, when plucked, sets into a stiff rigor mortis, typically used for picking locks. Finally, if they don't drink any water for long enough, their pores open up widely to attempt to suck in moisture from the air, which can be helpful in the desert - or if they need to scale a wall. |
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Magical Powers: None |
Dragon |
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Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup. Arguably the most feared magical beast, the Dragon makes an amazing ally in magic or in combat. Resembling a giant winged lizard, their tough, fireproof scales covering their body protect them from pretty much anything but explosives, and their huge wings allow them to fly with surprising agility. These wings may also be a weakness, as the membrane is susceptible to projectiles their scales normally protect them from. Even if their wings are ripped to shreds, Dragons are tough enough to continue the fight on the ground. There are many types of dragons, each with different capabilities, but sharing the same basic shape and power. Dragons have a collective, ancient wisdom, making them formidably intelligent. At birth, their minds begin to scratch the surface of this wisdom, while afters centuries the full knowledge of all dragons before them becomes accessible. This knowledge is not is specifics, such as where a certain ancient artifact is hidden, but rather in skills, tactics, and general history. When a Dragon is born, this collective wisdom gives them enough intelligence to be thought of as a conscious individual, although young dragons can be at once childish and anciently wise. Tribes: Dragons divide themselves into seven tribes, and are terribly loyal to their own. There is a Dragon Tribe for each of the elements (Earth, Air, Fire, Water, Light, Dark, Energy), with scale colors representative of that (e.g. blue for water, red for fire, etc). There are fierce rivalries between certain opposing tribes (e.g. fire/water, light/dark, earth/air), and strong loyalties to members of their own tribes, but they are pretty much neutral to other non-rival tribes (e.g. fire and earth wouldn't mind working together.) Eggs: A Dragon egg is a rare and valuable item. However, the egg will only hatch for a person the Dragon within deems worthy. Even inside an egg, Dragons are intelligent enough to choose wisely in this. (In game, this means Dragons will only choose PCs.) Dragons eggs have been known to stay unhatched for centuries as the right person is waited for. The eggs are hard as rock, and often look like it, except colored based on the Tribe of the dragon inside. When a Dragon believes it has found the right person, it will wait for about 24 hours, observing them, and ensuring that they have not made a false decision. Once it is sure, it will hatch. If the person reacts favorably (i.e. willing to be Bonded), the dragon will allow the person to touch him. Once the first touch is made, there is a powerful jolt of electricity (harmless, but it feels potent), and the Bond is forever made. If the person does not react favorably when he first sees the Dragon, then the Dragon will fly away, becoming an Unbound Dragon. An egg has one hundred years in order to find the right person. If a person is not found, either because the egg is isolated, or because it is surrounded by unworthy people, the egg will hatch after 100 years, becoming an Unbound Dragon. The Bond: Once a person becomes Bonded to a dragon, they immediately take on the Rider template as their relationship with the Dragon fundamentally alters their physiology. Their mind and the Dragon's mind become irrevocably connected. This connection, based on the desires of the Dragon, can range from thought-to-thought communication, to pictorial connections, to full-on mind fusion, where both think and feel as one. Breaking the Bond: The Bond can only be broken by death - of either the Dragon or the Rider. If it is the Rider who dies, the Dragon is typically consumed by grief and dies. If the Dragon dies, the Rider will most likely survive the pain, but he will have a terrible emotional emptiness that he will carry with him for the rest of his life. Once bonded to one Dragon, you cannot every bond to another, even if your original Dragon dies. |
Fire Dragon - 500 CU |
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If you can't take the heat, don't tickle the dragon. The most common of all Dragons, the Fire Dragon possesses a natural breath weapon, able to shoot forth a cone of flame (approximately 20 meters long) to engulf its enemies. They can produce enough of this flame to breath fire (maintained for 6 seconds or so) once every minute. This flame is strictly nonmagical; it's a naturally evolved ability using a gland containing combustible fluid, located in their long, sinuous necks. Naturally, Fire Dragons are inherently fireproof. In addition, most Fire Dragons have learned to empower their flames using magic, increasing its intensity, even manipulating it to its will. Fire Dragons are called so because the breathe fire, not because of what Tribe they belong to. There are Fire Dragons of each Tribe, each with scale colors according to their Tribe. |
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Magical Powers: Unlimited use of the following spell effects: "Lumvieio Chaeio" (mold the fire how they wish, for example, around a corner, fill a room, into a thin, far-reaching line), "Lumvieio Strfuo" (strengthen their fire by up to 50%). |
Frost Dragon - 500 CU |
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The men thought, since Frost Dragons couldn't breathe fire, the beasts would be vulnerable. The men were wrong. Often mistaken for an Arctic Dragon, the Frost Dragon is actually closer to a Fire Dragon. Its physical body and abilities mirror the Fire Dragons, except it has no nonmagical firey breath weapon. Instead, it is able to produce from its maw a breath of frigid air, which causes intense pain, giving the Frost Dragon its chance with sharp teeth and long claws. Frost Dragons belong to the Water tribe. |
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Magical Powers: Unlimited use of the following spell effect: "<insert spell to chill air dramatically>" |
Wind Dragon - 600 CU |
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They say lightning never strikes twice. Over the village that had insulted the Wind Dragon, lightning struck 42 times that afternoon. An elusive Dragon, said by some to be a myth, the Wind Dragon is a spirit of the weather. Wind Dragons can travel between the Material Plane (where we live) and the Ethereal Plane, an alternate reality almost touching our own. When they travel to the Etheral Plane, it gives them a ghostly look and making them literally untouchable on the Material Plane (where we live). Its breath weapon is a magical bolt of lightning, and it has a limited control over the weather. Wind Dragons belong to the Air tribe. |
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Magical Powers: Unlimited use of the spell "<insert lightning bolt here>" as their breath weapon, Thrice per day, may use the spell "<insert spell to create small storm, using Energy, Water, Air, etc>" (duration), Thrice a day can use "Egonuo Mvoseo" (become incorporeal, lasts for up to 60 seconds per use). |
Arctic Dragon - 500 CU |
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Scorpiox got up and crawled towards the egg and watched it hatch. Slowly, the shell began to crumble away. After the shell had fallen away, all that remained was an opaque frozen membrane. He could see the silhouette of a tiny creature inside. The creature struggled to break through and eventually, it did. A small black head poked out with it's eyes clenched shut. After moving it's head around it began to work away at the membrane. Once fully exposed, it showed that the entire body was black as night. The wings were also black but had icy blue veins running through them. The eyes opened. They were ice blue, just like the veins in the wings. The dragons claws were webbed and it also had icy blue veins running through the webbing. The dragon yawned as it turned toward Scorpiox. Its tongue, like the veins was icy blue. Scorpiox reached out to touch the dragon, and his had was shocked when he touched the dragon. As he pulled his hand back in pain, Scorpiox saw that his hand in addition to being shocked had frostbite on it. The Fire Dragon's polar opposite, the Arctic Dragon lives in ice-cold water. It can swim as well as a normal dragon can fly, and can fly about as well as a normal dragon can swim, which is fair enough. An Arctic Dragon's magical breath weapon is a cone of ice, typically encasing the enemy, leaving them at the mercy of the Dragon. Arctic Dragons belong to the Water tribe. |
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Magical Powers: Unlimited use of the spell "<insert spell to do cone of cold, using Water, Levitate or Transfigure, Heat, etc>" |
Ent - 40 CU |
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"A-lalla-lalla-rumba-kamanda-lindor-burúme" -Entish for "hill." Powerful and ancient, these giant creatures look like any large tree; however, they hide a powerful punch. These trees can get up and walk - they are known as tree-herders, and shepherds of the forest. They have unimaginable strength as well as unimaginable wisdom, for they live longer than most trees, with thousands of years of experience at their disposal. However, their knowledge is in a different form than most humans would think. Since life is so long, they might not even have paid attention to a war a hundred years ago - the war was begun n and ended in the blink of an eye to them. |
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Magical Powers: None |
Faerie - 1 CU |
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"No, we're not Pictsies. We don't even like them! Why does everyone like the Pictsies?" -Annoyed Faerie Standing about 10 cm tall, a Faerie is mostly useless in combat, except for playing pranks. They will do nearly anything for a laugh. But joking aside, Faeries also have a limited magical ability. They are also helpful in magic, able to hold onto your spells while you cast others... |
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Magical Powers: Able to use Imbvidro (Enchant for a minute) on any Component that currently is under the effect of a spell. A Faerie can only use this ability once every ten minutes. |
Gargoyle - 5 CU |
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Wait for it... Wait for it... Waaaaaaaait for it... Immensely patient creatures made of stone, Gargoyles are known to stay in one position for decades at a time. Mostly, they are mistaken for similar stone carvings - until they attack. They see magically, sensing what is around them, so light and dark have little meaning to them. They make perfect sentries for castles and such, because no one ever suspects them. Also, Gargoyles have difficulty speaking (Converse Level 2), so occasionally misunderstandings can arise. |
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Magical Powers: None |
Giant Sea Turtle - 75 CU |
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Open wide! A giant turtle whose shell is so large, it is often mistaken for a small island. Also amazingly old and patient, Giant Sea Turtles often stay in one place for years, allowing vegetation to grow on their backs, looking like a real island. Inside the shell, there are several strange growths which function as walls for several rooms, making a Giant Sea Turtle ideal transport. These rooms are supplied with air by the Giant Sea Turtle, meaning they can survive as long as the turtle underwater (i.e. indefinitely.) They still need food, though. The Turtles can filter-feed, getting plankton/algae, but the people within would need supplies. |
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Magical Powers: None |
Goblin Warrior - 1 CU |
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"He's smart for a goblin. He can do two things: hit and run." -MtG Flavor Text, Goblin Raider A short, wiry creature that will follow orders to the death (their favorite kind, in fact.) Also known as the mage's "favorite fearless fodder." |
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Magical Powers: None |
Golem, Lesser - 10 CU |
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Go get me a soda! A Golem is a human-sized figure made of clay, given life by a small written spell placed in their head. They are very strong and difficult to harm, since they're made of clay, and also never need to rest. They will follow orders to the letter, so as long as you are very specific, a Golem is a powerful servent. Creating a Golem: The creation of a Lesser Golem is very similar to the casting of a spell. The DC is 7, and the incantation is "Thianaimbeio". However, the creation of the required piece of paper (which must be done by the final caster of the spell) to place in the head is very complex at takes two weeks to complete, during which time nothing else can be pursued (training must stop, etc.) Once the paper is complete, the creation of the Golem is merely a matter of of shaping the clay (with the paper inside), then casting the final spell. The Golem's eyes immediately open, and it is conscious as soon as it is created. From then on, it carries out any orders it is given, giving higher precedence to older orders for contradictions. Typically, the Golem is given its first orders as soon as it is created. These orders usually contain clauses to prevent anyone but its creator from ordering it, and have lots of failsafes. |
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Magical Powers: None |
Golem, Greater - 200 CU |
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Go get me a REALLY BIG soda! A Greater Golem is a much larger and stronger version of a Lesser Golem. These are as large or larger than the tallest skyscrapers, terrible and mighty behemoths. Greater Golems are usually made of rock or metal, making them even tougher than the Lesser ones. They, too follow orders as best as they can. Creating a Golem: The creation of a Greater Golem is very similar to the casting of a spell. The DC is 13, and the incantation is "Thianaimbzwo". However, the creation of the required piece of paper (which must be done by the final caster of the spell) to place in the head is very complex at takes two weeks to complete, during which time nothing else can be pursued (training must stop, etc.) Once the paper is complete, the creation of the Golem is merely a matter of of shaping the clay (with the paper inside), then casting the final spell. The Golem's eyes immediately open, and it is conscious as soon as it is created. From then on, it carries out any orders it is given, giving higher precedence to older orders for contradictions. Typically, the Golem is given its first orders as soon as it is created. These orders usually contain clauses to prevent anyone but its creator from ordering it, and have lots of failsafes. |
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Magical Powers: None |
Griffin - 20 CU |
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Lord of the Flying Jungle that Always Tells the Truth... or something to that effect. With the body and tail of a lion and the head and wings of an eagle, a Griffin is a capable aerial unit. They are highly intelligent, but listen less to what people say than how they say it. This means it is next to impossible to lie to them, making dealing with Griffins a difficult business. With their intelligence and strength, a Griffin is a beast to be reckoned with. |
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Magical Powers: None |
Hydra - 70 CU |
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Killing one of these takes a herculean effort. A huge, reptilian creature with three snakelike heads. This alone makes it powerful in combat, but its real strength is in its regenerative powers. If one of its heads is sundered from its head, the Hydra is able to regrow it. Not only that, it has so completely mastered this ability that it grows two heads instead of one, making it even more powerful than it was before. The only way to defeat a Hydra for sure is to go for the body, not the heads. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
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Magical Powers: Modified use of "Egoeio Ficzeo" three times a day - can regrow two heads whenever one is cut off. |
Kraken - 700 CU |
|
The Lord of the Depths... and depth charges!! Come on!! A gigantic undersea beast composed mostly of long, powerful tentacles, a Kraken grows larger than any ship yet built. Its tentacles can be used to encircle a ship and either crush it, or drag it down under the water, letting the pressure do the work for them. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
|
Magical Powers: None |
Leprechaun - 1 CU |
|
There's a small sect of Leprechauns who horde cereal instead of gold, but we don't talk about them much. Tiny, Irish-looking men who love rainbows, the color green, drink, and gold. However, they are essentially useless, except if you need a safe place to store your gold. |
|
Magical Powers: Leprechauns only know of a secret plane that can be reached only through the end of a Rainbow. This is where they store their gold, but they can hide anything that fits in their small pot (holds about 4 liters) there if you can convince them to. A Leprechaun is the only known creature that can guide one to the end of a Rainbow. There, thrice a day, they can cast "Egonuo Mvoseo," which allows them to disappear and retrieve their pot of gold. Each Leprechaun has his own extraplanar pocket (just large enough to hold their pot of gold), so another Leprechaun can't lead you to a different one's stash of gold. Also, Leprechauns are notoriously difficult to capture. Thrice a day, if nobody is looking at them, they may cast "Egonuo Mvoeio." They can do this if you even blink, so be careful. |
Leviathan - 1000 CU |
|
"I agree with Hobbes. I should be the ruler! I am strong enough!" -one particularly well-read and intelligent Leviathan Colossal undersea worms, Leviathens grow to be kilometers long. They are nearly invulnerable due to their size, but conversely are extremely slow. They can only move at most 2 kilometers per hour, which is quite a strain for them. Typically, a Leviathan burrows in one spot for protection, then raises its head out to catch prey. Considering it is kilometers long, it can reach quite far with this, making it effective for naval combat. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
|
Magical Powers: None |
Lochie - 25 CU |
|
At least there aren't any Lochie Centaurs... A horse-sized Loch Ness Monster, a Lochie makes ideal cavalry for Mermen and other sea units. Lochies can also fight on their own, as they are very fast and maneuverable swimmers, in addition to a powerful bite attack. |
|
Magical Powers: |
Lorax - 10 CU |
|
"I am the Lorax, I speak for the trees!" -the original Lorax himself An old friend of the Ents, a Lorax has a way about him that aids nature. Any magic-user that is within shouting distance of the Lorax gains a DC reduction of -1 to both Plant and Creature. (This bonus does not stack if additional Loraxes are used.) In addition, any Ents within shouting distance of a Lorax are worth 10% more in combat. (Again, this does not stack if additional Loraxes are used.) |
|
Magical Powers: |
Medusa - 40 CU |
|
"You're so beautiful... you think I'm lying? Look at yourself in this here mirror..." -a clever adventurer A stunningly beautiful woman with long, thick hair. On a closer inspection, though, the hair is actually made up of many tiny snakes, each dangerously poisonous. Any person they make eye contact might also turn to stone. There's a 10% chance that anyone with eye contact with the Medusa turns to stone, but if the gaze attack fails, that person is immune to the Medusa's gaze for the next 24 hours. |
|
Magical Powers: When a Medusa has eye contact, she can use "Fohsieio Cha__grudro" to transform that person into stone. This attack, however, only is effective 10% of the time, and if a person resists the gaze attack, they are immune to it for the next 24 hours. |
Phoenix - 15 CU |
|
It turned out that it wasn't a burning bush after all, but a mischievous Phoenix. The Ten Plagues are still to be accounted for... A large bird that looks somewhat like an eagle - except its wings are totally covered in flame. However, the Phoenix controls the heat of this fire - if it likes you, you may touch it and not get burned. If it is in battle, beware - the fire is extremely hot and dangerous. Phoenixes also have a limited ability to teleport themselves small distances, helpful tactically. Finally, if a Phoenix has developed a true emotional bond with a person (typically only followers), its tears will provide powerful healing. |
|
Magical Powers: Magical fire coat. Thrice a day, a Phoenix may use "Egonuo Mvoeio" to teleport itself up to 10 meters. Once per week, a Phoenix may cry magically potent tears for someone it truly loves. These tears act as "<ueber healing spell>" on the person the Phoenix cries upon. |
Pictsie - 20 CU |
|
Anyone who's ever come into contact with the Pictsies will tell you that they steal anything that's not nailed down. If it is nailed down, they'll steal the nails, too. A group of fairies that got kicked out of Fairyland for being drunk, the Pictsies are essentially the anti-fairies. They have nothing to do with little dainty wings, no, they are stout, little men with red hear and skin so covered with blue tattoos that no one knows the color beneath. Pictsies are incredibly strong, fast, and determined, and are always ready for battle, making these little blue men formidable opponents. Ten Pictsies could easily defeat a hundred soldiers in battle - they are that powerful. It is said that a Pictsie can get into or out of anywhere (except, of course, pubs... they have trouble getting out.) In reality, most of this ability is based upon a powerful teleportation ability that allows them to slip between the Planes. Pictsies love to fight, steal, and drink. They believe this world is heaven, so they are nearly fearless since they think they're already dead. However, Pictsies are terrified of lawyers and pointy hats, and won't approach within 100 meters of either of their own free will (which they have an excessive amount of). |
|
Magical Powers: Twice a day, a Pictsie can use "Egonuo Mvosieio" to slip between the Planes. |
Piranha Shoals - 40 CU |
|
The Kraken watched the cute little fish swimming around before swallowing them all whole. Ten minutes later, the Kraken was dead, a gigantic hole eaten out of his midsection by the Piranha Shoals he had accidentally consumed. These bloodthirsty fish were originally created at MANA by giving normal piranhas magical strength and steel teeth, but soon they bred enough to be found all over. Their bite is powerful enough to get through the hull of a ship, if given time and numbers. Also, their skin is highly resistant to acid, an afterthought of the mages at MANA that has proved useful in certain circumstances. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
|
Magical Powers: |
Roc - 35 CU |
|
Birds sometimes collect shiny objects to use in their nests, such as pieces of plastic or candy wrappers. Rocs use cars. Rocs are essentially just really big birds. But they are really, really big. A Roc is capable of carrying large boulders and use them to build nests, which gives one an idea of their size and strength. By battering enemies with wings and gouging them with talons and claws, a Roc is a formidable enemy, not to be crossed. |
|
Magical Powers: None |
Screamer - 7 CU |
|
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA *gasp* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!" -Screamer battle cry The Screamer is an unremarkable little creature, only about 10 cm tall with a weak, almost skeletal frame. They do have very maneuverable wings, but this does not help the fact that if a person were to grab them, they snap like twigs. Their one true power, though, is their terrible scream. A Screamer can unleash a screech of utter horror, so painful to hear that it makes it difficult to concentrate on anything. For spellcasting, it results in an effective increase of 6 in the DCs of any spell you wish to cast. If a spell was normally a DC of 5, it would now be a DC of 11. This means that even a powerful archmage is reduced to casting only simple spells, giving Screamers an amazing strategic potential. A Screamer can typically maintain a scream for ten seconds straight before having to gasp for air - quite impressive for such tiny lungs. |
|
Magical Powers: None |
Sea Bishop - 25 CU |
|
"Hey, don't get me started on the whole Sea Bishop thing. I'm a Sea Rabbi, get it straight! And what about those Sea Ministers?" -Ya'acov ben Sh'muel, head of the Society for Underwater Religious Toleration A Sea Bishop is a tall, wise looking man who lives in the ocean. Sea Bishops are utterly unremarkable, except for their uncanny ability to call down small storms to protect their territory. Legend says that Sea Bishops once made an ancient pact with the Wind Dragons, but this claim has never been fully verified. |
|
Magical Powers: "<spell to call a storm>" once a day |
Sea Serpent, Greater - 300 CU |
|
She rubbed her foot against the island. It was strangely smooth, not like anything she had ever felt. The commander said it was probably some sort magical effect that the islands had. Strange. It almost felt like scales.... "LOOK OUT!" she started to yell, but soon she and the group of mages with her were filling the appetite of the Sea Serpent they had been standing on. Not quite so big as a Leviathan, a Greater Sea Serpent is still something to be reckoned with. They grow to be nearly a kilometer long, and two meters wide, and are fearsome enemies with their giant maws and crushing bodies. They are sand-colored, and often mistaken for dunes, banks, or very small island chains - not a good assumption to make. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
|
Magical Powers: None |
Sea Serpent, Lesser - 40 CU |
|
Duh dum. Duh dum. Duh dum duh dum duh dum duh dum DA DA DAAAAAAAHM!!!! duh dum duh dum duh dum... CRUNCH! A smaller version of the Greater Sea Serpent, the Lesser Sea Serpent still grows to be about thirty to fifty meters long and a meter wide, making it a difficult enemy to face nevertheless. These, unlike the Greater versions, are colored ocean blue, making them difficult to see in the water until it is too late. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
|
Magical Powers: None |
Titan - 100 CU |
|
"A flash of the lightning, a break of the wave, He passes from life to his rest in the grave." -William Knox, "Mortality" Terribly large, but otherwise human-seeming creatures, Titans tower over the battlefield. Titans typically carry Suspended thunderbolts, keyed to release upon impact - powerful weapons in the hands of giants. In addition, Titans are immune to lightning, any damage that would be dealt by lightning is instead healed. |
|
Magical Powers: Lightning heals, not hurts. Also able to Suspend any lightning to turn into thunderbolts, which unSuspend on impact. |
Unicorn - 10 CU |
|
"'Do you know, I always thought Unicorns were fabulous monsters, too? I never saw one alive before!' 'Well, now that we have seen each other,' said the Unicorn, 'if you'll believe in me, I'll believe in you."' -Lewis Carroll A beautiful white horse with a single majestic horn rising up from its forehead, a unicorn is a rare sight to behold. They are stronger, faster, and far more intelligent than normal horses, and their horns are incredibly hard, able to pierce armor and impale those who anger them. |
|
Magical Powers: None |
Vampire, Lesser - 20 CU |
|
Once upon a midnight dreary, while I pondered, weak and weary, Over many a quaint and curious volume of forgotten lore, While I nodded, nearly napping, suddenly there came a tapping, As of some one gently rapping, rapping at my chamber door. " 'Tis some visiter," I muttered, "tapping at my chamber door - Only this, and nothing more." That's when the Vampire got me. The typical image of a vampire, a Lesser Vampire is a regal looking humanoid with a biting surprise up his immaculate sleeves. Their stealthy nature (and ability to turn into bats) along with their deadly teeth make them ideal stealth units. In addition, Vampires can drain the life force (along with the blood) of their victims. However much damage is dealt by a vampire by sucking blood is equally gained in healing by the Vampire. Vampires are not without their weaknesses, however. In fact, they have a plethora of them. Garlic is poisonous to them, and they cannot get within five meters of it without adverse effects. Sunlight is equally painful, burning their skin if they are exposed to it and eventually killing them (within a minute of direct exposure to sunlight.) Holy Water (not the kind a priest uses, but magical Holy Water, from the Water Component) is very painful to them, reacting as acid to them. Silver as well is terribly painful, so weapons used for Vampire hunting are usually made of it. Finally, the best way to kill a Vampire for sure is a stake through the heart. This will instantaneously destroy them. If the steak fully penetrates their heart, they instantly crumble into dust. Create Spawn: Anyone bitten (but not killed) by a Vampire becomes a Vampire within 24 hours. It's difficult for a Lesser Vampire to bite and not kill, only trained ones (Academy or Follower, not Wild) are capable of doing so reliably. A person who can work magic has a chance to fight off the transformation. This works like a spell at a DC of 11. You have only one chance to cast this spell during the 24 hours transformation - if you fail once, you cannot try again. If you manage to beat DC 13, you can, if you wish, bend the transformation to your will and take on the Vampire Template, retaining any skill and magical ability you had before. Any basically human-sized humanoid with no magical ability (including normal humans), or a person who can work magic but failed to fight of the infliction, becomes a Lesser Vampire (losing any skills or powers they had in life). They are not controlled by the Lesser Vampire who bit them. A Creature that is not basically human-sized and humanoid cannot become a Vampire, even if bitten. |
|
Magical Powers: "<turn into a bat>" thrice a day |
Weeping Angel - 250 CU |
|
Don't Blink. Blink and you're dead. Don't turn your back. Don't look away. And don't Blink. Good Luck. Known as the "kindest killers in the universe," Weeping Angels get their name for their famous pose of covering their eyes, as if they were crying. In reality, they are covering their eyes to avoid looking at each other, thereby activating their defense mechanism. A Weeping Angel's physiology is quantum-locked, that is, whenever they are observed, they turn to stone. The stone is impenetrable, making it virtually impossible to kill them in this form, but they also are trapped in it. It is their greatest strength and their greatest weakness. Weeping Angels are incredibly fast, able to cross a street in the time it takes you to blink. That's why if you are looking at a Weeping Angel in stone form, you must not take your eyes off them, even to blink. Blink and they get you. It only takes one touch for a Weeping Angel's ultimate attack to be delivered. When a Weeping Angel touches you, you are instantly transported to the Plane of the Banished. You aren't dead, but there's almost no chance of you returning to the Material Plane alive, since the Plane of the Banished saps away any magical means you might have had to return (see the Transport Manipulation for details.) |
|
Magical Powers: "Fohfuo Mvosieio" to anyone they touch, taking them to the Plane of the Banished. Quantum lock - turn to indestructible stone when observed. |
Wyrvern - 70 CU |
|
"Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based." -Ancient Tome's description of the Wyvern's poison. Meaning unknown. Thought to be smaller cousins of dragons, Wyrverns are less intelligent, more vicious, and very dangerous. They are lighter and more maneuverable than dragons, and their bite is still quite powerful. They are made all the more deadly by the poison that covers their scorpion-esque tails, deadly within five minutes of being stung. Just large enough to be ridden by humans, trained ones make good steeds, but they are very difficult to train them not to eat their riders. Blood Frenzy: This beast is terrible to behold in combat, frenzied to consume anything alive. It is worth 50% more while in this Blood Frenzy. This includes allied troops, so be careful when using them. Trained ones (Academy or Follower) can decide whether or not to use the Blood Frenzy during combat, but Wild ones must always use it, so again, be careful. |
|
Magical Powers: None |
Spells
This list of precompiled spells is for your benefit. Those too busy or too lazy to read through all the Components and invent their own can use the following spells, categorized based on Class:
Mage
Spells meant for use with the default Mage capabilities.
|
Spell Name |
Minimum Caster Bonus |
Spell Seconds |
Effect |
Requirements |
|
Control Air |
0 |
Cause up to 27 kiloliters of air to move at up to 20 meters per second (about 45 mph). |
"Skidreio Hohvio" |
|
|
Control Earth |
-1 |
Mold the shape of up to 27 kiloliters of Earth. |
"Gruvio Chazweio" |
|
|
Control Fire |
-1 |
Mold the shape of up to 27 cubic meters of fire. |
"Lumvieio Chazweio" |
|
|
Control Water I |
-1 |
Mold the shape of up to a kiloliter (around 250 gallons) of water. |
"Aquvio Chazweio" |
|
|
Control Water II |
+1 |
Cause up to a kiloliter of water to move at half a meter per second (around 1 mph). |
"Aquvio Hohvio" |
|
|
Create Fire |
-2 |
Cause a small burst of flame (with an area no more than 4 cubic decimeters) to appear over your outstretched hand. It continues to burn as long as you maintain the spell. |
"Lumvizwo Staeio"; flick open your fingers and flick back your wrist simultaneously, with your palm up |
|
|
Darkflame Aura |
+4 |
Cause an aura of fire and darkness to shroud a target (of about human size), obscuring sight and burning terribly. |
"Pitvizwo Lumvizwo Fyoeio Staeio" |
|
|
Darkness |
-2 |
Create a cubic decimeter sized patch darkness, suspended where you wish as long as the spell is maintained. |
"Pitvizwo Staeio" |
|
|
Fireball |
+2 |
Call forth a ball of flame with a volume of about 4 cubic decimeters. You can hurtle this fireball extremely quickly, moving at speeds in excess of 100 miles per hour. |
"Lumvizwo Staeio Hohdro" |
|
|
Fireball, Lesser |
-1 |
Call forth a small burst of flame (about 1 cubic decimeter) that moves fairly quickly - over 50 miles per hour. |
"Lumdrzwo Staeio Hohzwo"; flick open your fingers and flick back your wrist simultaneously, with your palm up |
|
|
Fog |
+1 |
From a source of water (no larger than 1 kiloliter), you create a bank of fog with 1000 times the volume of the water source. |
"Aquvio Haevio" |
|
|
Force Shield |
-1 |
Create a shield of hyper compressed air (about a cubic meter surface area, one centimeter thick, and the density of lead) that attaches to your arm as a normal shield would, except weighs nothing. |
"Skidreio Chazwzwo Egonuo Staeio" |
|
|
Gate I |
0 |
Designate a point in the air near you, and another location up to 100 kilometers away. Any willing person to pass through the point near you is near-instantly teleported to the other location. (Only one person can pass through at a time.) |
"Skieio Frizwo Fyoeio Mvodro" |
|
|
Gate II |
+2 |
Designate a point in the air near you, and another location up to 300,000 kilometers away. Any willing person to pass through the point near you is near-instantly teleported to the other location. (Only one person can pass through at a time.) |
"Skieio Frizwo Fyoeio Mvofuo" |
|
|
Gust |
-1 |
Cause a blast of air in a concentrated area to shoot extremely quickly (over 100 mph). |
"Skieio Hohvio" |
|
|
Illusion I |
0 |
Make an image of whatever you imagine (with an area no greater than 27 cubic meters) appear, rather than what is actually. This can be used to create figments, to make things invisible, or any other purely visual image. It's image-only, that is, no sound, touch, heat, etc. |
"Egonuo Shivieio Fyoeio Chazwzwo" |
|
|
Illusion II |
+3 |
Make an image of whatever you imagine (with an area no greater than 27 cubic meters) appear, rather than what is actually. This can be used to create figments, or make things invisible. It also includes sound at an intensity on par with human vocal chords, so it could mask the sounds of a person as well as making them invisible. However, there is still no touch, sound, or heat, etc. |
"Egonuo Shivieio Fyoeio Chazwzwo Egonuo Skieio Fyoeio Hoheio" |
|
|
Illusion Sound |
-4 |
Mask or create whatever sounds you wish at an intensity on par with human vocal chords. This could allow you to move silently, or create the sounds of a scuffle behind an enemy to cause them to turn. |
"Egonuo Skieio Fyoeio Hoheio" |
|
|
Invisibility I |
-2 |
Mask your own image, causing yourself to become invisible. People can still hear or feel you, though, so be careful. |
"Egonuo Shizwo Fyoeio Chazwzwo" |
|
|
Invisibility II |
+1 |
Mask your own image and sounds, causing yourself to become invisible and inaudible. People can still feel you, so be careful. |
"Egonuo Shizwo Fyoeio Chazwzwo Egonuo Skieio Fyoeio Hoheio" |
|
|
Invisibility, Other |
-1 |
Mask an ally's image, causing them to become invisible. People can still hear or feel them, though, so be careful. |
"Frieio Shizwo Fyoeio Chazwzwo" |
Hero
Spells meant for use with the default Hero capabilities.
|
Spell Name |
Minimum Caster Bonus |
Spell Seconds |
Effect |
Requirements |
|
Bull's Strength |
-1 |
You gain mighty strength, becoming 50% stronger in combat than normal. |
"Egonuo Strfuo" |
|
|
Quick Step |
-5 |
You become able to move far faster than normal, 4 times as fast as before. This includes reflexes and reactions, so you can fight and run far quicker than unquickened enemies. |
"Egonuo Spezwdro" |
Components
List: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Mind, Object, Plant, Self, Weapon, Water
Order of Precedence
An important concept to understand when dealing with Components is there is no overlap. Even though the human body is over half water, a person cannot be manipulated as a Water component - one must use Self/Enemy/Ally to influence them with magic. The simple rule is: when two Components are possible, use the one with the higher DC. It's that easy.
Air - "Ski"
The Element of Air, the substance that surrounds us all.
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use no more than a liter of air. |
"Skieio" |
|
+2 |
+0 seconds -0 total |
Use no more than a kiloliter of air. |
"Skizweio" |
|
+2 |
+0 seconds -0 total |
Use no more than a liter of specific air (not the normal atmospheric mix, but you can choose Oxygen, Carbon Dioxide, Nitrogen, or a different gas if it is present in the air.) |
"Skizwzwo" |
|
+3 |
+0 seconds -0 total |
Use no more than 27 kiloliters of air. |
"Skidreio" |
|
+3 |
+0 seconds -0 total |
Use no more than a kiloliter of specific air (not the normal atmospheric mix, but you can choose Oxygen, Carbon Dioxide, Nitrogen, or a different gas if it is present in the air.). |
"Skidrzwo" |
|
+4 |
+0 seconds -0 total |
Use no more than 27 kiloliters of specific air (not the normal atmospheric mix, but you can choose Oxygen, Carbon Dioxide, Nitrogen, or a different gas if it is present in the air.) |
"Skivio" |
|
+7 |
+0 seconds -12 total |
Create and use no more than a kiloliter of specific air (not the normal atmospheric mix, but you can choose Oxygen, Carbon Dioxide, Nitrogen, or a different gas if it is present in the air.) This air disappears when the spell ends. |
"Skisio" |
Ally - "Fri"
The classification of another person as Ally or Enemy is based upon willingness and intent. To count as an Ally, a person must fulfill one of the two criteria: willingness to receive the effects of the spell, or you, the caster, does not intend to harm them with this spell. So if you want to levitate a friend up a cliffside to save them from a Basilisk below, they count as an Ally, even if they don't know you're casting, because you don't intend to hurt them with the spell - quite the opposite! Or if you are facing an opponent in a duel, but they have conceded to some sort of compromise spell, you may cast upon them as an Ally, for they are willing to receive the spell effects, even if you intend to harm them.
Living things are harder to affect with certain Manipulations than other Components. This is represented by a Living Level:
|
Living Level |
Manipulations |
|
1 |
Empower, Nullify, Restore |
|
2 |
Accelerate, Levitate, Transport, Scry |
|
3 |
Animate, Enchant, Imbue |
|
4 |
Suspend, Transfigure |
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Imbue, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use up to Level 1 Manipulations on one Ally. |
"Frieio" |
|
+2 |
+0 seconds -0 total |
Use up to Level 2 Manipulations on one Ally. |
"Frizwo" |
|
+3 |
+0 seconds -0 total |
Use up to Level 3 Manipulations on one Ally. |
"Fridro" |
|
+4 |
+0 seconds -0 total |
Use up to Level 4 Manipulations on one Ally. |
"Frivieio" |
|
+4 |
+10 seconds -0 total |
Use up to Level 1 Manipulations on up to five Allies. |
"Frivizwo" |
|
+5 |
+10 seconds -0 total |
Use up to Level 2 Manipulations on up to five Allies. |
"Frifuo" |
|
+6 |
+10 seconds -0 total |
Use up to Level 3 Manipulations on up to five Allies. |
"Friseo" |
|
+7 |
+10 seconds -0 total |
Use up to Level 4 Manipulations on up to five Allies. |
"Frisio" |
Creature - "Bes"
Use a nonmagical beast or a magical Creature with your magic. Certain creatures are harder to affect with magic than others, as explained by this table:
|
Control Level |
Magical Creature (CU) |
Nonmagical Beast (Weight) |
|
1 |
1-9 CU |
<50 kg |
|
2 |
10-49 CU |
50-99 kg |
|
3 |
50-99 CU |
100-999 kg |
|
4 |
100-499 CU |
1000-3999 kg |
|
5 |
500+ CU |
>4000 kg |
Creature allows influence over a TCL of creatures. TCL means Total Control Level, and it is the sum of the Control Levels of all the creatures you are using. So if you had a Dragon and a Screamer, your TCL would be 5 + 1 = 6.
Finally, living things are harder to affect with certain Manipulations than other Components. This is represented by a Living Level:
|
Living Level |
Manipulations |
|
1 |
Empower, Nullify, Restore |
|
2 |
Accelerate, Levitate, Transport, Scry |
|
3 |
Animate, Enchant |
|
4 |
Suspend, Transfigure |
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use up to Level 1 Manipulations on a TCL of up to 3. |
"Beseio" |
|
+2 |
+0 seconds -0 total |
Use up to Level 2 Manipulations on a TCL of up to 3. |
"Beszwo" |
|
+3 |
+0 seconds -0 total |
Use up to Level 3 Manipulations on a TCL of up to 3. |
"Besdreio" |
|
+3 |
+0 seconds -0 total |
Use up to Level 1 Manipulations on a TCL of up to 6. |
"Besdrzwo" |
|
+4 |
+0 seconds -0 total |
Use up to Level 4 Manipulations on a TCL of up to 3. |
"Besvieio" |
|
+4 |
+0 seconds -0 total |
Use up to Level 2 Manipulations on a TCL of up to 6. |
"Besvizwo" |
|
+4 |
+0 seconds -0 total |
Use up to Level 1 Manipulations on a TCL of up to 10. |
"Besvidro" |
|
+5 |
+0 seconds -0 total |
Use up to Level 2 Manipulations on a TCL of up to 10. |
"Besfueio" |
|
+5 |
+0 seconds -0 total |
Use up to Level 3 Manipulations on a TCL of up to 6. |
"Besfuzwo" |
|
+6 |
+0 seconds -0 total |
Use up to Level 3 Manipulations on a TCL of up to 10. |
"Besseeio" |
|
+6 |
+0 seconds -0 total |
Use up to Level 4 Manipulations on a TCL of up to 6. |
"Bessezwo" |
|
+7 |
+0 seconds -0 total |
Use up to Level 4 Manipulations on up a TCL of up to 10. |
"Bessio" |
Dark - "Pit"
The Element of Dark, the absence of light that is so much more. In order to qualify as dark, an area must have no noticeable visible electromagnetic radiation in it (that is, light).
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use no more than 1 cubic decimeter of Dark. |
"Piteio" |
|
+2 |
+0 seconds -0 total |
Use no more than 1 cubic meter of Dark. |
"Pitzwo" |
|
+3 |
+0 seconds -0 total |
Use no more than 10 cubic meters of Dark. |
"Pitdro" |
|
+4 |
+0 seconds -0 total |
Use no more than 27 cubic meters of Dark. |
"Pitvieio" |
|
+4 |
+12 seconds -0 total |
Create 1 cubic decimeter of Dark by draining all the light around it, which lasts as long as the spell. |
"Pitvizwo" |
Earth - "Gru"
The Element of Earth, the ground beneath us, including both dirt, rock, metal ores and even crystals. It doesn't include refined metal of any kind.
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use 1 cubic decimeter of Earth. |
"Grueio" |
|
+2 |
+0 seconds -0 total |
Use 1 cubic meter of Earth. |
"Gruzwo" |
|
+3 |
+0 seconds -0 total |
Use 4 cubic meters of Earth. |
"Grudro" |
|
+4 |
+0 seconds -0 total |
Use 27 cubic meters of Earth. |
"Gruvio" |
Enemy - "Foh"
The classification of another person as Ally or Enemy is based upon willingness and intent. Any other person who is not an Ally is considered magically an Enemy. (See the description of Ally to see who qualifies).
Also, living things are harder to affect with certain Manipulations than other Components. This is represented by a Living Level:
|
Living Level |
Manipulations |
|
1 |
Empower, Nullify |
|
2 |
Accelerate, Levitate, Scry |
|
3 |
Animate, Enchant, Imbue |
|
4 |
Suspend, Transfigure |
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Transfigure
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+4 |
+0 seconds -0 total |
Use up to Level 1 Manipulations on one Enemy. |
"Fohvio" |
|
+5 |
+0 seconds -0 total |
Use up to Level 2 Manipulations on one Enemy. |
"Fohfuo" |
|
+6 |
+0 seconds -0 total |
Use up to Level 3 Manipulations on one Enemy. |
"Fohseo" |
|
+7 |
+0 seconds -0 total |
Use up to Level 4 Manipulations on one Enemy. |
"Fohsieio" |
|
+7 |
+10 seconds -0 total |
Use up to Level 1 Manipulations on up to five Enemies. |
"Fohsizwo" |
|
+8 |
+10 seconds -0 total |
Use up to Level 2 Manipulations on up to five Enemies. |
"Fohaco" |
|
+9 |
+10 seconds -0 total |
Use up to Level 3 Manipulations on up to five Enemies. |
"Fohneo" |
|
+10 |
+10 seconds -0 total |
Use up to Level 4 Manipulations on up to five Enemies. |
"Fohzeo" |
Energy - "Zza"
The Element of Energy. This is different from Lightning or Electricity (although it often resembles it) - it's almost like a manifestation of pure arcane power.
Energy manifests as a colorful, amorphous mass of intangible magic. Depending on its color (which is determined by the emotion of the caster), it may have other properties, as denoted by this table:
|
Color |
Emotion |
Effect |
|
Red |
Anger |
The Energy is very hot to the touch, 50 degrees Celsius hotter than the air around it per Rank Level. |
|
Blue |
Calm |
The Energy gains a vague corporeal form, of about the hardness and consistency of a pillow. |
|
White |
Love - often the precursor to rage, Love can only be used for another who you, in fact, love. (And not yourself, either. :P ) |
|
|
Yellow |
Fear |
|
|
Black |
Rage - a far more intense and hateful form of anger. This can't be invoked over a little thing, only something as strong as the death of a loved one or a similar even can bring forth rage. |
|
|
Orange |
Focus - concentrating on one thing to the exclusion of all else |
|
If the caster has multiple emotions (which is most often the case), the very strongest takes precedence to determine the effect and color of the Energy.
Because of the emotional importance, most magic-users are trained to control their emotions during casting. For example, calm isn't too hard to bring forth at any time. Anger and fear they can call forth during a real battle, but typically not during a practice bout, where there is no real danger. Love and Rage can't be felt from mere training - something actually has to happen that stir these emotions to terrible intensities in order for you to use those magics.
Allowed Manipulations: Accelerate, Animate, Empower, Levitate, Nullify, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Create and use a cubic decimeter of Energy, which disappears at the end of the spell. |
"Zzaeio" |
|
+2 |
+0 seconds -0 total |
Create and use 4 cubic decimeters of Energy, which disappear at the end of the spell. |
"Zzazwo" |
|
+3 |
+0 seconds -0 total |
Create and use 8 cubic decimeters of Energy, which disappear at the end of the spell. |
"Zzadro" |
|
+4 |
+0 seconds -0 total |
Create and use 16 cubic decimeters of Energy, which disappear at the end of the spell. |
"Zzavio" |
|
+5 |
+0 seconds -0 total |
Create and use 27 cubic decimeters of Energy, which disappear at the end of the spell. |
"Zzafuo" |
|
+6 |
+0 seconds -0 total |
Create and use 1 cubic meter of Energy, which disappears at the end of the spell. |
"Zzaseeio" |
|
+6 |
+0 seconds -0 total |
Create and use 1 cubic decimeter of Energy, which disappears at the end of this Manipulation. |
"Zzasezwo" |
Fire - "Lum"
The simple Element of Fire, be it sparks or a roaring flame.
Allowed Manipluations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use any fire (intensity as you would find by burning wood, or less) no larger than 1 cubic meter in total. |
"Lumeio" |
|
+2 |
+6 seconds -0 total |
Create several sparks over your hand. |
"Lumzwo"; snap your fingers |
|
+3 |
+0 seconds -0 total |
Use any fire (intensity as you would find from a Bunsen burner, or less) no larger than 4 cubic meters in total. |
"Lumdreio" |
|
+3 |
+12 seconds -0 total |
Create a burst of fire no larger than a cubic decimeter over your hand. |
"Lumdrzwo"; flick open your fingers and flick back your wrist simultaneously, with your palm up; 1 second |
|
+4 |
+0 seconds -0 total |
Use any fire (intensity as you would find from a Bunsen burner, or less) no larger than 27 cubic meters in total. |
"Lumvieio" |
|
+4 |
+18 seconds -0 total |
Create a burst of fire no larger than four cubic decimeters over your hand. |
"Lumvizwo"; flick open your fingers and flick back your wrist simultaneously, with your palm up; 2 seconds |
Fuse - "Fyo"
Take multiple Components and make them act as one for the purpose of one or more Manipulations.
In addition, you can Fuse with something generic, as a contingent. For example, you could use Restore on a staff (Object) as well as a general Ally Component. Now, whenever the the staff is alone, the Manipulation will not work, but if the spell lasts long enough for your staff to touch any single Ally (or whatever the contingent is, and the Ally is within the start Range of the spell), then the Restore will work on them.
Allowed Manipulations: Any Manipulation that is allowed for ALL of the Components in the Fuse is allowed for the Fuse itself.
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+3 seconds -0 total |
This Component is nothing more than the last two Components preceding it in the spell. |
"Fyoeieio" |
|
+1 |
+3 seconds -0 total |
This Component is a contingent, really only affecting the previous Component, but focused magically on the one before. (See description above.) |
"Fyoeizwo" |
|
+2 |
+6 seconds -0 total |
This Component is nothing more than the last three Components preceding it in the spell. |
"Fyozwo" |
|
+3 |
+9 seconds -0 total |
This Component is nothing more than the last four Components preceding it in the spell. |
"Fyodro" |
|
+4 |
+12 seconds -0 total |
This Component is nothing more than the last five Components preceding it in the spell. |
"Fyovio" |
Light - "Shi"
Description
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use no more than 1 cubic decimeter of Light. |
"Shieio" |
|
+2 |
+0 seconds -0 total |
Use no more than 1 cubic meter of Light. |
"Shizwo" |
|
+3 |
+0 seconds -0 total |
Use no more than 10 cubic meters of Light. |
"Shidro" |
|
+4 |
+0 seconds -0 total |
Use no more than 27 cubic meters of Light. |
"Shivieio" |
|
+4 |
+12 seconds -0 total |
Create 1 cubic decimeter of Light, lasting as long as the spell. |
"Shivizwo" |
Mind - "Tho"
A sometimes sketchy Component, Mind is nonetheless one of the most powerful. Mind is not the physical brain itself, but the thought behind it. Animate Mind would NOT make a brain get up and move around; it would allow you to control the person's mind. Transfigure Mind does NOT turn their brain into a fish; although it could change the very basis of who they are, perhaps corrupting the morals of a righteous person to make them into your evil slave.
Allowed Manipulations: Accelerate, Animate, Empower, Nullify, Transfigure
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+3 |
+0 seconds -0 total |
Use your own Mind. |
"Thodro" |
|
+6 |
+0 seconds -0 total |
Use a willing Mind. |
"Thoseo" |
|
+9 |
+0 seconds -0 total |
Use an unwilling Mind, provided that its Rank Level is lower than yours. |
"Thoneo" |
|
+12 |
+0 seconds -0 total |
Use an unwilling Mind. |
"Thotzo" |
Object - "Thi"
An Object is a nonviolent creation of mankind (used in a general sense, it could be a different Race.) If it is a Weapon, then Object cannot affect it. (See the Weapon Component for more details on how to determine if an item magically counts as a weapon.) Apart from Weapons, though, everything man made is an Object. Wood is Plant while it lives, but once it has been chopped down and carved into a chair, it is Object. Stone would count as Earth when it has not been used to create a wall, but once it is in the form of that wall, then it is an Object.
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use an Object (10 kg or less) that has been worked by man at a technological level of pre 1000 BC (e.g. a lean-to, a small carved figure). |
"Thieio" |
|
+2 |
+0 seconds -0 total |
Use an Object (10 kg or less) that has been worked by man at a technological level of pre 1000 AD (e.g. an iron pot). |
"Thizwo" |
|
+3 |
+0 seconds -0 total |
Use an Object (10 kg or less) that has been worked by man in a way using modern technology (e.g. a cell phone, a computer). |
"Thidro" |
|
+4 |
+0 seconds -0 total |
Use any Object that has been worked by man at a technological level of pre 1000 BC (e.g. a wall of stones). |
"Thivio" |
|
+5 |
+0 seconds -0 total |
Use any Object that has been worked by man at a technological level of pre 1000 AD (e.g. a tower, a desk). |
"Thifuo" |
|
+6 |
+0 seconds -0 total |
Use any Object that has been worked by man in a way using modern technology (e.g. a car). |
"Thiseo" |
Plant - "Bot"
Description
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use any non-magical plants; i.e. plants that have no spells or enchantments on them. |
"Boteio", point at plants used |
|
+2 |
+0 seconds -0 total |
On its own, does nothing, but is often used as a contingent to activate magically Enchanted Plants. |
"Botzweio", 2 seconds, gesture how item grows with hand |
|
+2 |
+6 seconds -0 total |
Use any magical plants; i.e. plants that have spells or enchantments on them. |
"Botzwzwo", point at plants used |
|
+3 |
+12 seconds -0 total |
Use any non-magical seeds; i.e. seeds that have no spells or enchantments on them. |
"Botdro", 5 seconds |
|
+4 |
+18 seconds -0 total |
Use any magical seeds; i.e. seeds that have spells or enchantments on them. |
"Botvio", 5 seconds |
Â
Self - "Ego"
You, the Caster, sometimes need to work magic directly upon yourself. So this Component is used when you need to directly Manipulate yourself.
Living things such as yourself are harder to affect with certain Manipulations than other Components. This is represented by a Living Level:
|
Living Level |
Manipulations |
|
1 |
Empower, Nullify, Restore |
|
2 |
Accelerate, Levitate, Transport, Scry |
|
3 |
Animate, Enchant, Imbue |
|
4 |
Suspend, Transfigure |
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+0 |
+0 seconds -0 total |
Use up to Level 2 Manipulations on yourself. |
"Egonuo" |
|
+1 |
+0 seconds -0 total |
Use up to Level 4 Manipulations on yourself. |
"Egoeio" |
Water - "Aqu"
The Element of Water, including solid, liquid, and gaseous forms.
Allowed Manipluations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use no more than 4 liters of water. |
"Aqueio" |
|
+2 |
+0 seconds -0 total |
Use no more than 20 liters of water. |
"Aquzwo" |
|
+3 |
+0 seconds -0 seconds |
Use no more than 100 liters of water. |
"Aqudro" |
|
+4 |
+0 seconds -0 seconds |
Use no more than a kiloliter of water. |
"Aquvio" |
Weapon - "Sha"
The magical definition of a Weapon is based on intent. If it is being wielded or held by someone, if they intend to use it to harm someone, it is considered a weapon. It must be a nonliving object and have the ability to cause harm as well, but these are lesser considerations and will not help if the intent is not there. In the case of an unattended object, if the maker intended it as a weapon, then it is one magically.
Allowed Manipulations: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Use a pre 1000 BC handheld weapon (e.g. sharpened rock, sling, club, bad sword). |
"Shaeio" |
|
+2 |
+0 seconds -0 total |
Use a pre 1000 AD handheld weapon (e.g. sword, bow, dagger). |
"Shazwo" |
|
+3 |
+0 seconds -0 total |
Use a handheld weapon of the modern age (e.g. gun, taser) |
"Shadro" |
|
+4 |
+0 seconds -0 total |
Use any pre 1000 AD weapon (e.g. catapult, ballista) |
"Shavio" |
|
+5 |
+0 seconds -0 total |
Use any weapon of modern times (e.g. missile, tank) |
"Shafuo" |
Manipulations
List: Accelerate, Animate, Empower, Enchant, Levitate, Nullify, Restore, Scry, Suspend, Heat, Transfigure, Transport
...more coming soon
Accelerate - "Spe"
Speed up the passing of time for a Component. Certain Components are more difficult to influence than others, and they've been divided up into Accelerate Levels (a Fuse counts as the highest Level of any of its Components):
|
Accelerate Level |
Components |
|
1 |
Air, Dark, Energy, Fire, Light, Water |
|
2 |
Earth, Object, Plant, Weapon |
|
3 |
Ally, Creature, Self |
|
4 |
Enemy |
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+6 seconds -0 total |
Multiply the passage of time for a Level 1 Component by up to 521600. |
"Speeieio" |
|
+1 |
+6 seconds -0 total |
Multiply the passage of time for a Level 2 Component by up to 60. |
"Speeizwo" |
|
+1 |
+6 seconds -0 total |
Multiply the passage of time for a Level 3 Component by up to 2. |
"Speeidro" |
|
+2 |
+6 seconds -0 total |
Multiply the passage of time for a Level 1 Component by up to 31296000. |
"Spezweio" |
|
+2 |
+6 seconds -0 total |
Multiply the passage of time for a Level 2 Component by up to 521600. |
"Spezwzwo" |
|
+2 |
+6 seconds -0 total |
Multiply the passage of time for a Level 3 Component by up to 4. |
"Spezwdro" |
|
+3 |
+6 seconds -0 total |
Multiply the passage of time for a Level 2 Component by up to 31296000. |
"Spedreio" |
|
+3 |
+6 seconds -0 total |
Multiply the passage of time for a Level 3 Component by up to 6. |
"Spedrzwo" |
|
+4 |
+6 seconds -0 total |
Multiply the passage of time for a Level 3 Component by up to 30. |
"Spevieio" |
|
+4 |
+6 seconds -0 total |
Multiply the passage of time for a Level 4 Component by up to 2. |
"Spevizwo" |
Animate - "Ana"
Gain control over a Component, increasing your control over various levels. This control is purely magical, you need no touch in order to work it.
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
You may move the Component physically as you normally would be able to with your hands controlling it like a marionette (or something similar), able to perform such simple actions as moving from one place to another with a gait that almost looks like walking. The Component must have moving parts in such a way that these actions are possible: a carving could not do anything at this level. |
"Anaeio", 4 seconds, move your hands in a way representative of what you want the Component to do. |
|
+2 |
+0 seconds -0 total |
You may move the Component physically in a more refined manner, able to perform such actions as walking, running, jumping, etc. The Component still needs moving parts to facilitate these actions. |
"Anazwo", 4 seconds, move your hands in a way representative of what you want the Component to do. |
|
+3 |
+0 seconds -0 total |
You may move the Component physically in an even more refined manner, able to perform such actions as writing or (if it has vocal chords) talking. The Component still needs moving parts to facilitate these actions. |
"Anadro", 4 seconds, move your hands in a way representative of what you want the Component to do. |
|
+4 |
+0 seconds -0 total |
You may move a Component in a way that logically works but is not normally possible (e.g. a statue can get up and walk around, even though it's carved from stone and has no moving parts.) In addition, you gain full control over any moving parts already there, allowing for such complex actions as writing or (if it has vocal chords) talking. |
"Anavio", 4 seconds, move your hands in a way representative of what you want the Component to do. |
|
+5 |
+12 seconds -0 seconds |
You imbue the Component with a limited intellect and awareness of its surroundings for the duration of this Manipulation. Its mind is only developed enough to understand simple orders ("stay", "attack", "fetch", etc). It can see and hear in a 360 degree arc around itself, out to 10 meters, in fairly blurry black and white only. |
'"Anafuo", 6 seconds, tap on the Component with your index finger |
|
+6 |
+12 seconds -0 seconds |
You imbue the Component with a fair intellect and better awareness of its surroundings for the duration of this Manipulation. Its mind is developed enough to understand straightforward orders, including conditionals ("if 0anyone crosses the green line, kill them", "follow the man in the green uniform", etc). It can see in color and hear, in a 360 degree arc around itself. |
"Anaseeio", 6 seconds, tap on the Component with your index finger |
|
+6 |
+12 seconds -0 total |
As "Anafuo", except the intellect also gains control over itself as if it had cast "Anazwo" on itself. |
"Anasezwo", 10 seconds, tap on the Component with your index finger |
|
+7 |
+12 seconds -0 total |
You imbue the Component with a human-like intelligence and normal awareness of what is around it. It thinks as well as an average human, and can hear that well, too. It can also see as well as an average person, except in all directions. |
"Anasieio", 6 seconds, tap on the Component with your index finger |
|
+7 |
+12 seconds -0 total |
As "Anaseeio", except the intellect also gains control over itself as "Anadro". |
"Anasizwo", 10 seconds, tap on the Component with your index finger |
|
+8 |
+12 seconds -0 total |
As "Anasieio", except the intellect also gains control over itself as "Anavio". |
"Anacho", 10 seconds, tap on the Component with your index finger |
Converse - "Voc"
Increase a Component's ability to communicate, as described in the Level table below. The Component must already have an intelligence to express; you could give a rock the ability to speak, but it would not talk to you, since it has no mind to speak. An animal would be Level 1, a normal person Level 3, for some simple examples. When increasing a Component's abilities, physical limitations need not be heeded (i.e. a gagged person could go from 1 to 3 and be able to talk normally even if they cannot move their mouth.) In addition, if a Level 1 Component knows no languages when being increased, the caster may choose one language that would count as known for it.
|
Converse Level |
Speech abilities (inclusive for all levels) |
|
0 - "none" |
-Unable to express thoughts or emotions. |
|
1 - "animal" |
-Express emotion via indistinct noises (fear, anger, happiness, etc). |
|
2 - "savage" |
-Halting speech in known/learned languages ("I Bob. Bob no want hurt you.", etc). |
|
3 - "normal" |
-Fluent speech in known/learned languages. |
|
4 - "improved" |
-Fluent speech in any language, even if not known. -Ability to magically magnify voice to up to 10 times its normal volume -Limited mind-to-mind communication with general emotions (fear, anger, happiness, etc). |
|
5 - "advanced" |
-Direct mind-to-mind communication with words to anyone you can see. |
|
6 - "epitome" |
-Direct mind-to-mind communication with words to anyone you have spoken with before (they must be willing to receive your communication). -Direct mind-to-mind sharing with any willing person you touch. Your mind and theirs become essentially one. -Your mastery over communication gives you the ability to use a powerful and suggestive layering of mind-to-mind and verbal communication that makes your words interpreted as if spoken by a close friend, even if the person you speak with has never met you. People will not obey your every command, especially if you are hostile, but they will perceive your words in a favorable manner. This typically won't work on another magic-user who knows the Converse Manipulations, as they are familiar with the subtleties of this technique and can resist them. |
Allowed Components: Ally, Creature, Enemy, Energy, Fuse, Object, Plant, Self, Weapon
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Increase or decrease the Converse Level of a Component by up to 1. |
"Voceio" |
|
+2 |
+0 seconds -0 total |
Increase or decrease the Converse Level of a Component by up to 2. |
"Voczwo" |
|
+3 |
+0 seconds -0 total |
Increase or decrease the Converse Level of a Component by up to 3. |
"Vocdro" |
|
+4 |
+0 seconds -0 total |
Increase or decrease the Converse Level of a Component by up to 4. |
"Vocvio" |
|
+5 |
+0 seconds -0 total |
Increase or decrease the Converse Level of a Component by up to 5. |
"Vocfuo" |
|
+6 |
+0 seconds -0 total |
Increase or decrease the Converse Level of a Component by up to 6. |
"Vocseeio" |
Empower - "Str"
Increase the sheer strength and effectiveness of a Component. For example, an Object might become harder, a Creature stronger, Fire fiercer, a Plant vine thicker.
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Increase the strength of a Component by up to 10% |
"Streio" |
|
+2 |
+0 seconds -0 total |
Increase the strength of a Component by up to 20%. |
"Strzwo" |
|
+3 |
+0 seconds -0 total |
Increase the strength of a Component by up to 30%. |
"Strdro" |
|
+4 |
+0 seconds -0 total |
Increase the strength of a Component by up to 40%. |
"Strvio" |
|
+5 |
+0 seconds -0 total |
Increase the strength of a Component by up to 50%. |
"Strfuo" |
|
+6 |
+0 seconds -0 total |
Increase the strength of a Component by up to 60%. |
"Strseo" |
|
+7 |
+0 seconds -0 total |
Increase the strength of a Component by up to 70%. |
"Strsio" |
|
+8 |
+0 seconds -0 total |
Increase the strength of a Component by up to 80%. |
"Straco" |
|
+9 |
+0 seconds -0 total |
Increase the strength of a Component by up to 90%. |
"Strneo" |
|
+10 |
+0 seconds -0 total |
Increase the strength of a Component by up to 100%. |
"Strzeo" |
Enchant - "Imb"
Enchanting a Component causes all compatible Manipulations on it to persist as long as the Enchant persists. The useful part: Enchant is the exception to the rule that ends all Manipulations at the end of the spell. Enchant has different levels, since certain Manipulations are harder to cast than others. Here are the levels:
|
Enchant Level |
Manipulations |
|
1 |
Animate, Levitate, Restore, Supsend |
|
2 |
Accelerate, Empower, Heat, Transfigure |
|
3 |
Nullify, Scry, Transport |
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+3 seconds -3 total |
Enchant a Component with up to Level 1 Manipulations for up to six seconds. |
"Imbeio", 1 second |
|
+2 |
+3 seconds -3 total |
Enchant a Component with up to Level 2 Manipulations for up to six seconds. |
"Imbzweio", 1 second |
|
+2 |
+0 seconds -12 total |
Enchant a Component with up to Level 1 Manipulations for up to one minute. |
"Imbzwzwo", 6 seconds |
|
+3 |
+0 seconds -12 total |
Enchant a Component with up to Level 2 Manipulations for up to one minute. |
"Imbdreio", 6 seconds |
|
+3 |
+0 seconds -24 total |
Enchant a Component with up to Level 1 Manipulations for up to ten minutes. |
"Imbdrzwo", 12 seconds |
|
+3 |
+0 seconds -3 total |
Enchant a Component with up to Level 3 Manipulations for up to six seconds. |
"Imbdrdro", 1 second |
|
+4 |
+0 seconds -24 total |
Enchant a Component with up to Level 2 Manipulations for up to ten minutes. |
"Imbvieio", 12 seconds |
|
+4 |
+0 seconds -30 total |
Enchant a Component with up to Level 1 Manipulations for up to a day. |
"Imbvizwo", 30 seconds |
|
+4 |
+0 seconds -12 total |
Enchant a Component with up to Level 3 Manipulations for up to one minute. |
"Imbvidro", 6 seconds |
|
+5 |
+0 seconds -30 total |
Enchant a Component with up to Level 2 Manipulations for up to a day. |
"Imbfueio", 30 seconds |
|
+5 |
+0 seconds -24 total |
Enchant a Component with up to Level 3 Manipulations for up to ten minutes. |
"Imbfuzwo", 12 seconds |
|
+6 |
+0 seconds -30 total |
Enchant a Component with up to Level 3 Manipulations for up to a day. |
"Imbseo", 30 seconds |
Heat - "Hea"
The name is somewhat of a misnomer - heat can increase or decrease the temperature of a Component.
Allowed Components: Air, Ally, Creature, Dark, Earth, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -12 total |
Increase or decrease the temperature of a Component by 5 degrees Celsius. This is a one-shot instantaneous thing, the heat/chill comes and then is permanently there, but will fade with time as normal heat does. |
"Heaeio" |
|
+2 |
+0 seconds -0 total |
Increase or decrease the temperature of a Component by 5 degrees Celsius. This heat/chill remains as long as this Manipulation remains. |
"Haezwo" |
|
+3 |
+0 seconds -12 total |
Increase or decrease the temperature of a Component by 20 degrees Celsius. This is a one-shot instantaneous thing, the heat/chill comes and then is permanently there, but will fade with time as normal heat does. |
"Haedro" |
|
+4 |
+0 seconds -0 total |
Increase or decrease the temperature of a Component by 20 degrees Celsius. This heat/chill remains as long as this Manipulation remains. |
"Haevio" |
Imbue - "Put"
Take some of your magical power and forever place it inside a Component. A single Component may only be affected by one Imbue Manipulation per day, so use it wisely.
Imbue costs EP to represent the loss of your magical power that you put into the Component. This EP cost cannot be avoided, and it also means only PCs and their Followers can use this Manipulation. (NPCs from Academies and Wild NPCs cannot spend their EP.)
Imbue grants the power directly to the Component. If the Component has an intellect (from a Mind, a high-level Animate Manipulation, or another means), the Component controls the power itself. If not, then the power can be controlled used by any single person touching the Component.
Allowed Components: Ally, Creature, Earth, Object, Plant, Self, Weapon
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+2 |
+0 seconds -0 total |
Imbue the Component with a small amount of your arcane power. It gains a DC Reduction of -1 to a single Component or Manipulation you know. If the Component does not have any magical power, then it gains a Caster Bonus of -7 and 60 Spell Seconds. This Manipulation lasts indefinitely beyond the end of the spell. |
"Putzwo", 1 hour, 5 EP |
|
+4 |
+0 seconds -0 total |
Imbue the Component with a small amount of your arcane power, granting it a single, specific power. This power takes the form of a single spell you could cast when you use this Manipulation, with a DC no higher than 6. The spell also may ONLY have Verbal and Somatic Requirements. The Component gains the ability to cast that spell, without the Requirements. If the Component has no magical power, then it gains 60 Spell Seconds. |
"Putvio", 1 hour, 6 EP |
|
+5 |
+0 seconds -0 total |
Imbue the Component with a small amount of your arcane power. It gains a total DC Reduction of -2 distributed over anywhere from 1 to 2 Components or Manipulations you know. If the Component does not have any magical power, then it gains a Caster Bonus of -6 and 60 Spell Seconds. This Manipulation lasts indefinitely beyond the end of the spell. |
"Putfuo", 2 hours, 10 EP |
|
+8 |
+0 seconds -0 total |
Imbue the Component with a small amount of your arcane power. It gains a total DC Reduction of -3 distributed over anywhere from 1 to 3 Components or Manipulations you know. If the Component does not have any magical power, then it gains a Caster Bonus of -5 and 60 Spell Seconds. This Manipulation lasts indefinitely beyond the end of the spell. |
"Putaco", 3 hours, 15 EP |
Levitate - "Hoh"
Create a constant magical force that only affects a Component. You may choose the direction of the force, and the strength of the force is determined by the level of Levitate. The direction and strength can change as you wish them, but they must still not exceed the force limit. (Note: 1 Newton is enough force to counteract the force of gravity on a 0.22 pound or 0.10 kilogram object.) Also remember that acceleration (in meters per second per second) equals force (in Newtons) divided by mass (in kilograms).
Certain Components have no mass, therefore cannot be affected by conventional force; however, Levitate still affects them. Use the following effective densities:
|
Component |
Density |
|
Dark |
0.1 g/cm^3 |
|
Energy |
1 kg/m^3 |
|
Fire |
1 kg/m^3 |
|
Light |
0.1 g/cm^3 |
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Apply a single magical force of up to 5 Newtons to the Component. (lift a 1 pound object) |
"Hoheio" |
|
+2 |
+0 seconds -0 total |
Apply a single magical force of up to 25 Newtons to the Component. (lift a 5 pound object) |
"Hohzwo" |
|
+3 |
+0 seconds -0 total |
Apply a magical force of up to 100 Newtons to the Component. (lift a 20 pound object, move a 1 kg object at 200 mph) |
"Hohdro" |
|
+4 |
+0 seconds -0 total |
Apply a magical force of up to 500 Newtons to the Component. (lift a 100 pound object, fire a 1 kg object as fast as a bullet) |
"Hohvio" |
Nullify - "Ant"
Nullify is a very important Manipulation for defensive Magic. It is the Manipulation that defeats other Manipulations - the first line of defense against enemy Magic. The first step in stopping magic is finding it, so low-level Nullify works as a sort of magic detector.
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Detect the presence magical auras on the Component. This merely tells if any Manipulations are currently on the Component, not what the Manipulations are or any other details. Just a "yes" or "no" vibe, along with a slight feeling of strength (you can tell the Rank Level of the person who cast the Manipulation, and how many Manipulations are on it). |
"Anteio" |
|
+2 |
+0 seconds -0 seconds |
Detect the presence and some specifics about magical auras on the Component. You can tell if there are any Manipulations, along with a slight feeling of strength (you can tell the Rank Level of the person who cast the Manipulation, and how many Manipulations are on it). If your Rank Level is higher than the caster's, you can also tell what type of Manipulation (but not the level: e.g. you might see a Scry Manipulation, but not know what DC was used). |
"Antzwo" |
|
+3 |
+0 seconds -0 total |
Detect the presence and more specifics about magical auras on the Component. You can tell if there are any Manipulations, along with a slight feeling of strength (you can tell the Rank Level of the person who cast the Manipulation, and how many Manipulations are on it). If your Rank Level is higher than the caster's, you can also tell exactly what Manipulation is being used (e.g. you would know a Sahseo scrying spell from a Saheio). |
"Antdro" |
|
+4 |
+3 seconds -3 total |
Cancel a single Manipulation with a DC of 2 or less on a Component. |
"Antvio" |
|
+5 |
+6 seconds -6 total |
Cancel a single Manipulation with a DC of 4 or less on a Component. |
"Antfuo" |
|
+6 |
+9 seconds -9 total |
Cancel all Manipulations with a DC of 1 on a Component. |
"Antseeio" |
|
+6 |
+9 seconds -9 total |
Cancel a single Manipulation with a DC of 5 or less from a Component. |
"Antsezwo" |
|
+7 |
+12 seconds -12 total |
Cancel all Manipulations with a DC of 2 or less from a Component. |
"Antsieio" |
|
+7 |
+12 seconds -12 total |
Cancel a single Manipulation with a DC of 6 or less from a Component. |
"Antsizwo" |
|
+8 |
+15 seconds -15 total |
Cancel all Manipulations with a DC of 3 or less from a Component. |
"Antaceio" |
|
+8 |
+15 seconds -15 total |
Cancel a single Manipulation with a DC of 7 or less from a Component. |
"Antaczwo" |
|
+9 |
+18 seconds -18 total |
Cancel all Manipulations with a DC of 4 or less from a Component. |
"Antneeio" |
|
+9 |
+18 seconds -18 total |
Cancel a single Manipulation with a DC of 8 or less from a Component. |
"Antnezwo" |
|
+10 |
+21 seconds -21 total |
Cancel all Manipulations with a DC of 5 or less from a Component. |
"Antzeeio" |
|
+10 |
+21 seconds -21 total |
Cancel a single Manipulation with a DC of 9 or less from a Component. |
"Antzezwo" |
Restore - "Fic"
The primary healing Component, Restore cures injuries, fixes broken things, and even sharpens weapons. To restore, you set in your mind a state you know that the Component was once in. (You cannot Restore an Object to better condition than it was made, although you could "Restore" a mended object to broken, since that is a previous state.) Then, with your visualization in your head, the Component returns partway or all the way to the state you envision.
Allowed Components: Ally, Creature, Fire, Object, Plant, Self, Weapon
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -3 total |
The Component takes up to a 50% step from its current condition towards the condition you visualize. It restores at a rate of 2% per second. |
"Ficeio" |
|
+2 |
+0 seconds -6 total |
The Component takes up to a 50% step from its current condition towards the condition you visualize. It restores at a rate of 4% per second. |
"Ficzwo" |
|
+3 |
+0 seconds -9 total |
The Component takes up to a 50% step from its current condition towards the condition you visualize. It restores at a rate of 6% per second. |
"Ficdro" |
|
+4 |
+0 seconds -12 total |
The Component takes up to a 50% step from its current condition towards the condition you visualize. It restores at a rate of 8% per second. |
"Ficvio" |
|
+5 |
+0 seconds -15 total |
The Component takes up to a 50% step from its current condition towards the condition you visualize. It restores at a rate of 10% per second. |
"Ficfuo" |
|
+6 |
+0 seconds -18 total |
The Component takes up to a 100% step from its current condition towards the condition you visualize. It restores at a rate of 2% per second. |
"Ficseo" |
|
+7 |
+0 seconds -21 total |
The Component takes up to a 100% step from its current condition towards the condition you visualize. It restores at a rate of 4% per second. |
"Ficsio" |
|
+8 |
+0 seconds -24 total |
The Component takes up to a 100% step from its current condition towards the condition you visualize. It restores at a rate of 6% per second. |
"Ficaco" |
|
+9 |
+0 seconds -27 total |
The Component takes up to a 100% step from its current condition towards the condition you visualize. It restores at a rate of 8% per second. |
"Ficneo" |
|
+10 |
+0 seconds -30 total |
The Component takes up to a 100% step from its current condition towards the condition you visualize. It restores at a rate of 10% per second. |
"Ficzeo" |
Scry - "Sah"
Scry is a Magic-user's powerful ability to see the far away. In light of this, Scry uses a different set of Distance Shells:
|
Rank Level |
Distance Shell |
|
1 |
1 km |
|
2 |
10 km |
|
3 |
100 km |
|
4 |
1000 km |
Scry takes the image of the Component you wish to use and allows you to see it in your mind's eye.
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -3 total |
See a fuzzy image of the Component in your mind's eye on a blank white background. You can see the Component fuzzily (i.e. moving or standing still, fighting or not, but not much detail at all), but not any of its surroundings. |
"Saheio" |
|
+2 |
+0 seconds -6 total |
See a clear image of the Component in your mind's eye on a blank white background. You can see the Component, but not any of its surroundings. |
"Sahzwo" |
|
+4 |
+0 seconds -9 total |
See a clear image of the Component in your mind's eye on a fuzzy background. You might be able to tell if they're inside, if they in a forest, if they're in a desert, etc, but nothing specific of their surroundings. |
"Sahvio" |
|
+6 |
+0 seconds -12 total |
See a clear image of the Component in your mind's eye on a clear background. |
"Sahseo" |
Suspend - "Sta"
Freeze a compatible Component in its current state. Time still passes for it, but it sort of flows on by without affecting it. For example, Fire would still burn, but it would not use up fuel, nor go out. A suspended object could be placed in the air and not fall. For Fuse Components, use the highest Suspend of its Components.
At higher levels, you can also use a True Suspension. True Suspend will not only Suspend the Component, but one or more (your choice) Manipulations on it. These Manipulations' effects pause, along with their durations. If an Object is in the process of being Restored and it is True Suspended, then it stops being restored. The caster of the Restore spell stops losing spell seconds as long as the True Suspension lasts, but resumes doing so once the True Suspension ends and the Manipulations on the Component resume. (Ending the spell that the Manipulation is in will also end the True Suspension, though. So if the mage casting Restore decides to stop, then the True Suspension is voided anyways.)
Suspend can be a contingent effect, as well. For example, you can Suspend a spark to stay until it touches something flammable. This way, it will stay a spark and not go out until it has something to burn. Or, you could Suspend the same spark to stay until someone says "Ketchup." Even if you put it in the middle of a bunch of flammable material (like a tablecloth), it wouldn't catch fire since the spark is Suspended. Then, when you're at dinner, you put some ketchup on the table and excuse yourself. Once someone mentions it, THE WHOLE TABLE BURSTS INTO FLAMES!!! BWAHAHAHA!! ...sorry.
True Suspend is also more useful with contingents. For example, True Suspend a Restore Enchantment on a Weapon. If the weapon breaks, the contingent is triggered, and the weapon repairs itself. Once it's repaired, the True Suspension takes back control, so as not to waste any more of the Enchantment for next time the weapon breaks.
|
Suspend Level |
Components |
|
1 |
Air, Dark, Earth, Energy, Fire, Light, Water |
|
2 |
Object, Plant, Weapon |
|
3 |
Ally, Creature, Self |
Allowed Components: Air, Ally, Creature, Dark, Earth, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Suspend a Level 1 Component. |
"Staeio", 2 seconds |
|
+2 |
+0 seconds -0 total |
Suspend a Level 2 Component |
"Stazwo", 2 seconds |
|
+3 |
+0 seconds -0 total |
Suspend a Level 3 Component. |
"Stadreio", 3 seconds |
|
+3 |
+0 seconds -0 total |
True Suspend a Level 1 Component for up to a day. This Manipulation does not end with the spell, like an Enchant. |
"Stadrzwo", 0 seconds |
|
+5 |
+0 seconds -0 total |
True Suspend a Level 2 Component for up to a day. This Manipulation does not end with the spell, like an Enchant. |
"Stafuo", 0 seconds |
|
+6 |
+0 seconds -0 total |
True Suspend a Level 3 Component for up to a day. This Manipulation does not end with the spell, like an Enchant. |
"Staseeio", 0 seconds |
|
+6 |
+0 seconds -60 total |
True Suspend a Level 1 Component for up to a year. This Manipulation does not end with the spell, like an Enchant. |
"Stasezwo", 1 minute |
|
+7 |
+0 seconds -60 total |
True Suspend a Level 2 Component for up to a year. This Manipulation does not end with the spell, like an Enchant. |
"Stasio", 1 minute |
|
+8 |
+0 seconds -60 total |
True Suspend a Level 3 Component for up to a year. This Manipulation does not end with the spell, like an Enchant. |
"Staaco", 1 minute |
Transfigure - "Cha"
Transfiguration is the art of changing one thing into another.
The Transfigure Manipulation often uses a unique syntax which also makes Transfiguration one of the more difficult Manipulations to perform. After speaking the incantation for Transfigure (e.g. "Chaeio"), you must add in a representative Component for what you wish to change into in the same word. So, to change Air into Water, you would use "Skieio Chadrzwaqueio", or something different depending upon how much you need to transfigure. This extra incantation still counts as a Component (you must pay the DC and Spell Second costs, as well as the requirements, although the incantation is already covered), which makes Transfiguration spells difficult and more costly to cast than most others - which makes sense, Transfiguration is the alteration of what things are. When this syntax must be used, it is denoted with a ______ line at the end (e.g. Chadrzw______). Otherwise, though, treat Transfigure as a normal Manipulation.
Allowed Components: Air, Ally, Creature, Dark, Earth, Enemy, Energy, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+0 seconds -0 total |
Mold the shape of a homogeneous Component (such as Water or Fire). After this Manipulation ends, the Component returns to its normal shape. |
"Chaeio" |
|
+2 |
+0 seconds -12 total |
Mold the shape of a homogeneous Component (such as Water or Fire). After this Manipulation ends, the Component does not return to its normal state. This is not a prolonged magical effect - the object now only exists in that shape, and has been permanently altered. |
"Chazweio" |
|
+2 |
+0 seconds -0 total |
Mold the shape and volume of a homogeneous Component (such as Water or Fire). However, the mass remains the same (so if you shrink a large amount of water to fit inside a small bottle, that bottle will be very heavy.) After this Manipulation ends, the Component returns to its normal shape and volume. |
"Chazwzwo" |
|
+3 |
+0 seconds -0 seconds |
Transform one homogeneous Component into another (such as Water into an Object like wine). After this Manipulation ends, the Component returns to its normal state. |
"Chadr______" |
|
+4 |
+0 seconds -30 total |
Transform one homogeneous Component into another (such as Water into an Object like wine). After this Manipulation ends, the Component does not return to its normal state. This is not a prolonged magical effect - the object now only exists in that shape, and has been permanently altered. |
"Chavi______" |
Transport - "Mvo"
The magical way to get from point A to point B, Transport presents a variety of modes of movement.
|
Name |
Effect |
|
Plane Shift |
Move a Component from one Plane to another at a place where the planes touch. |
|
Teleport |
Covert a Component into a wave of magic. This wave travels at the speed of light wherever you want, passing through anything but another magical wave or other magical interference (e.g. cannot pass through a Nullified Component, because all magic has been removed from it, so it cannot create a ripple through.) It can, however, turn, going around corners and such. When you are finished, the wave remanifests into whatever it was before, now in a new location. Be careful not to cross two magical waves, for the destructive interference will damage or even destroy what you were transporting. |
One of the interesting new points Transport brings up is the concept of Planes of Existence. A World (often referred to as a Dimension) is composed of many Planes. Our World contains the following (and perhaps more) Planes:
|
Plane |
Description |
|
Astral Plane |
An infinite, formless Plane that touches all others in all places. Because of this, person who shifts from the Astral Plane to another can appear at any location they desire, making it an ideal way to travel. |
|
Ethereal Plane |
An empty plane that nearly overlaps the Material Plane, but not quite. A being that exists on the Ethereal Plane can see into the Material Plane, but cannot touch it. Likewise, the Material Plane sees ghostly figures that exist on the Ethereal Plane, but cannot touch them. However, they can still be affected by magic, and Fire exists simultaneously on both Planes: two bridges to affect otherworldly enemies. |
|
Material Plane |
Where we live, the Material Plane is what we all know as the world around us. It contains everything we can reach by nonmagical means. |
|
Plane of the Banished |
A vast plain sweeping infinitely in every direction, the Plane of the Banished is not a bad place to reside. It has a thriving economy, but a terrible downside - it slowly saps the magic of a person. The incantations suddenly don't flow like they used to, until their ability to work magic vanishes completely. A person loses 1 Caster Bonus each minute they stay in the Plane of the Banished. If/once they leave the Plane of the Banished, their magic returns at the same rate. (If someone stays for years, their Caster Bonus could be in the negative millions, meaning they may never regain their power.) It touches the material plane at the location of any Weeping Angel, as well as any stone statue make in the likeness thereof. |
Allowed Components: Air, Ally, Creature, Dark, Earth, Fire, Fuse, Light, Object, Plant, Self, Weapon, Water
|
DC Modifier |
Spell Seconds |
Effect |
Requirements |
|
+1 |
+12 seconds -0 total |
Teleport a Component for up to 3.34e-8 seconds. (Approximate maximum distance of 10 meters.) |
"Mvoeio" |
|
+2 |
+24 seconds -0 total |
Teleport a Component for up to 3.34e-6 seconds. (Approximate maximum distance of 1 kilometer.) |
"Mvozwo" |
|
+3 |
+24 seconds -6 total |
Teleport a Component for up to 3.34e-4 seconds. (Approximate maximum distance of 100 kilometers.) |
"Mvodro" |
|
+4 |
+24 seconds -0 total |
Teleport a Component for up to 3.34e-3 seconds. (Approximate maximum distance of 1,000 kilometers.) |
"Mvovio" |
|
+5 |
+30 seconds -0 total |
Teleport a Component. (Approximate maximum distance of 300,000 kilometers per second - basically go wherever you want.) |
"Mvofuo" |
|
+6 |
+60 seconds -0 total |
Plane Shift a Component once, which lasts for the duration of the Manipulation. Once the manipulation ends, it returns to its original Plane at the location it was at the beginning of the Manipulation. |
"Mvoseo" |
|
+7 |
+60 seconds -0 total |
Plane Shift a Component once. They are now there permanently, unless they have another means to get back. |
"Mvosieio" |