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Heiassa's Magic

Other Magic

  • Absolute Zero: [Fae, from Kirien] Affects 100m2 per point of INT. Temperature within this area of effect instantly plummets. This can flash-freeze things and alter the weather at the borders (where cold air meets warm). Humid air will snow, dry air will become easily charged.
  • Translocation: [Troll, from Magdalena] That with similar mass can be translocated. Generally follows the same rules as Mastery of Motion.
  • Euphoria: [Eldritch, from Wayin]: Removes pain.
  • Lesser Withering Curse: [Fae, from Galfen] Consumes magic and energy, withers it.
  • Shared Songs: [Fae, Celestial Library] Fae of Day and Night can sing songs to directly share memories
  • Flying Lens: [Osyr, from Kaide]: A magically moving lens to view things from above, made of ice.
  • Purifying Blood: [Zephyr, from Magdalena]: Blood magic for purifying mixed bloodlines. Intended for human bloodlines.

'Mysticism'

  • Disciple of Dusk: Touch someone and make them fall asleep. Target must roll STA to contest caster’s CHA.
  • Disciple of the Hunt: In combat, gain +2 AGL, +2 PER and may move twice as far per round for a number of rounds equal to CHA.
  • Disciple of Decay: In combat, enemies within 20 ft of the mystic lose HP equal to mystic’s CHA every round they stay within 20 ft of the mystic.
  • Disciple of Renewal: In combat, all allies within 20 feet of the mystic regain 6 HP/ round for a number of rounds equal to CHA.
  • Disciple of Song:
  • Song of Sorrow: Applies a -2 penalty to opponents’ initiative, damage, and ability checks (not attacks). Lasts for a number of rounds equal to CHA and but be sustained as long as the caster is making music.
  • Song of Valor: Gives a +2 buff to initiative and damage. Allies’ HP is increased by caster’s CHA. Lasts for a number of rounds equal to CHA and but be sustained as long as the caster is making music.

'Wizardry'

 

Blood

  • Compel: Requires a sample of the target’s blood. Target must roll opposed CHA to resist the commands of the caster.
  • Potency of Blood: Deal 1d6 damage to self, gain +1 STR per damage dealt. Duration = STA.
  • Sacrificial Wound: Deal 1d6 + INT damage to self to deal 1d6 points of damage per point of damage taken to target creature. Range 10 ft per INT.
  • Sanguine Touch: Deal 1d6 damage per round to touched target. Heal yourself for 50% of damage dealt. Must grapple with unwilling / resisting targets.
  • Blood Bond: For the duration of the bond, both caster and target use whichever stat value is higher between them. Hitpoints are pooled. Caster and target may communicate silently via limited telepathy (short thoughts / messages, or strong emotions.) Target and caster may look through each other’s eyes for a cumulative 1 minute per STA. This bond lasts for 1 hour per STA. When the spell ends, both caster and target are left weakened and use whichever stat value is lower between the two of them for the next 24 hours, hitpoints are reduced by half, and both caster and target suffer a -2 penalty on all rolls.
  • Greater Blood Bond
  • Up to 1 hour per point of STA combined of everyone in the Circle
  • No negative effects of dissolving the bond
  • The Circle shares hitpoints
  • We communicate silently as in a lesser blood bond
  • Everyone uses the highest stat of any in the CircleWe share abilities (e.g. Class abilities and spells, but not people’s unique non-mechanical abilities)
Arcane
  • Mastery of Transformation: Reduces damage taken by half. Lasts for number of rounds equal to STA + 1.
  • Mastery of Motion: Can add STR + INT to the damage of any physical attack, melee or ranged. You can make this attack in the same round as casting.
  • Mastery of Sound: Does damage equal to INT and -1 to attack for all targets within 20ft. No attack roll.
  • Mastery of Illusion: Creates a number of illusory duplicates of caster equal to PER. Each time caster is hit, roll to see if an illusion is attacked instead. Illusions are destroyed when hit. Lasts 1d6 rounds.

Elemental

  • Minor Mastery of Earth: All targets within 7ft of caster loses their next action (note that 7 ft turns into 15 ft once full mastery is attained).
   

Mastery of Metal

 
  • Sharpness - the property of the edge of a blade, but really recognizing that anything can be sharpened. Within reason, anything thin can be treated as a blade to deal sword or dasher damage as appropriate
  • Enduring - the ability to hold shape, withstand blows and weather the effects of time. Something can be made to survive onslaught significantly reducing damage taken
  • Myriad Forms - from easily shaped soft metals to things that are sturdy and cast from iron, the permutations of metal are endless - this is wrapped up in the concept of infinity and variation, it isn't transformation / shaping magic. In the creation of magic things, its usually necessary for things to reflect what they do - your tasting spoon, Kaide's cartography pen. This is freedom from that - cartographer's butterfly cloak broach, thimble of fireball (silly, but illustrative).
  • Conductivity - metal magic is good at forming paths for all manner of energy to flow - heat, electricity, magic, but also in the construction of true conduits (pipes for water, pipes for teleportation gates, same thing). With metal as a conductor, you can move energy around, for example, if you had a metal shield you could use it to absorb a spell that hit it and channel that energy elsewhere.
  • Strength of Origin - the ability to deform and return to true. Springs and basically anything that flexes under load before returning to it's original shape but also connected to the concepts of emotional resilience. If you fortify something before its damaged, you can return it to that state after it's damaged... easy to say, hard to do and limited (much like like a sword will deform and return to true but there are limits). Can't restore things that are already damaged, but can help in damage recovery.

Minor Mastery of Lightning

  • Penetration (the ability to pierce through anything between the sky and earth)
  • Lingering (the things that last long after the bolt has fallen
  • Green - Lightning come to life, it spreads, bounces from thing to thing and can either be precisely guided or given a life of its own

Minor Mastery of Fire

  • Nurturing - gentle flame that warms the egg, for dragons, this is closely tied to incubating and is extra sacred.
  • Flow - Fire as an engine of state change, the transformation of water into steam, of rock into magma, the furnace to temper steel.

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