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Posted: Wed Aug 15, 2007 12:10 pm
HEADER
Page 20-29 20) Full Lists - Magical Theory 21) Full Lists - Philosophy 22) Full Lists - Alchemy 23) Full Lists - Botany 24) Full Lists - Monsters 25) Full Lists - Astronomy 26) Full Lists - Art 27) Full Lists - Music 28 ) Full Lists - Law 29) Full Lists - Rhetoric 30) Full Lists - Mathematics 31) Full Lists - Literature 32) Full Lists - Science 33) Full Lists - Crafting 34) Full Lists - Physical Education 35) Full Lists - History 36) Full Lists - Abberations 37) Full Lists - Hybrids 38 ) Full Lists - Golems 39) Full Lists - Weapons
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Posted: Wed Aug 15, 2007 12:15 pm
MAGICAL THEORY ~ GRIMOIRE MAGIC Stage One
Magical Theory
GRIMOIRE MAGIC ~ Stage One
1. Tome - (Meaning: A Tome is a heavy bound book - usually bound wth leather and pages of velum - that is of considerable weight and contains knowledge of considerable worth.) Spell: Tome enables the Grimoire Castor to record spells in code so that only he or she understands their meanings. This causes the book to open to no one but the author, allows the castor to open the book and immediately find the correct spell, (saving time in casting), and causes it to have innumerable pages so that no matter how many pages are torn out to be used for card casting, or filled in with writing, the book will never be exhausted. Any pages used from a casting book charged with the Spell of Tome count as magical parchment. Dark 2. Clubs - (Meaning: Clubs is equivalent to the Tarot suit of Pentacles, or coins. The suit of Pentacles stood for earth, stability, money and possessions. In modern interpretations it is associated with the three-leaf clover.) Spell: Clubs offers a lowered difficulty on the casting of any Earth-aligned magic by 15%, and lowers difficulty on Stances by 17%. Earth 3. Hearts - (Meaning: Hearts represented the Tarot deck suit of Cups, and although the current appearance of its symbol looks nothing like a cup, the correlation is in the meaning: Cups was the suit of water, emotion and relationships.) Spell: Cups offers a lowered difficulty on the casting of any Water-aligned magic by 15%, and lowers difficulty on Chakras by 17%. Water 4. Spades - (Meaning: Spades equivicates to the Tarot deck suit of Wands, and is a depiction of the simplified point from the top of a walking stick, wand or club as depicted in the old wood-block prints. I was the suit of fire, energy, vitality and conflict.) Spell: Spades offers a lowered difficulty on the casting of any Fire-aligned magic by 15%, and lowers difficulty on Channeling by 17%. Fire 5. Diamonds - (Meaning: Diamonds equivicates to Swords in the Tarot suits, and represents air, intellect, inspiration, prophesy and mental conflicts. Diamonds represent this hard and sharp-edged concept that cuts its weilder as often as the enemy.) Spell: Diamonds offers a lowered difficulty on the casting of any Air-aligned magic by 15%, and lowers difficulty on Mudras by 17%. Air 6. Fool - (Meaning: The Fool is a carefree soul who is so naive that he does not realize the danger he puts himself in, and perhaps because of that unwitting innocence, he safely walks through life, dangers crashing all around him. Eventually though, he will wander into a pitfall that will be his undoing.) Spell: Enacting the Fool enables the castor to mysteriously succeed the next move that his rolls otherwise would have had him fail. The Fool can only be used to save one fail per casting, and it cannot be cast again until the previous Fool has been used. Mind 7. Hermit - (Meaning: The Major Arcana card Hermit symbolizes patience, stepping back from the world, abstanance and quiet contemplation in solitude.) Spell: The spell Hermit prevents the casting of Magic by any in the surrounding area for one turn of each person/creature affected. Normal attacks are still usable, but any magical augmentations placed upon those attacks are rendered impotent. Time 8. Fortune - (Meaning: The Major Arcana card Fortune or "Wheel of Fortune" symbolizes the turning of the tides, the unalterable fate of the world, chance and random occurance.) Spell: Reverses the affects of one Spell already cast and in effect. Whether it be to make a healing spell drain the number of points it was meant to heal, or to reverse the affects of confusion laid upon a target, Fortune causes the opposite effects to take place on the same target the original spell hit. Shadow 9. Strength - (Meaning: The Major Arcana card Strength symbolizes the strength of gentlness, rightness and persstance triumphing over brute force. It reminds us that there are more ways to win than by head-on attacking an obstacle.) Spell: Strength grants the castor strength for the following turn that triples the normal point value of a move. If used to attack, then the following move will do three-times the damage, if used to block, the following move will save three-times more Points. Strength also allwos the castor in mundane situations to lift or move abnormally heavy things, such as fallen rubble trapping a friend, large beasts or such things normally beyond the conceivable weight limit. Bone 10. Moon - (Meaning: The Major Arcana card of Moon represents intuition, and more importantly becoming aware of it, ad beginning to follow where it leads, regardless of fears or uncertainties. It is trust and faith, and a start to understanding one's one limits and weaknesses.) Spell: Moon enables the castor to 'light dash' from one location to another. It enables the castor to appear to teleport from one location to another. It is usually used to evade attacks, but if used to preface an attack, the attack must be faced and cannot be evaded. Dark 11. Star - (Meaning: The Major Arcana card of Star represents and overabundance of emotion, intellect and energy. While it also implies a waste of said energies, it also stands for generosity without expected reciprocation.) Spell: Star doubles the potency of any Chakra, Channeling, or Essence manipulation. After its first turn of enactment, it drains a Point per turn that it is upkept, but it continues to raise the potency of the attack each additional turn, making the attack 10% harder to block each turn. Shadow 12. Sun - (Meaning: The Major Arcana card of Sun represents reaching your goals, being at peace, finding enlightenment, and reaching that state of childlike ease and bliss of simplicity in wish anything is possible and nothing is difficult.) Spell: Causes the castor to be surrounded in a Blinding Aureole so that she cannot be targeted, and that causes the opponent to miss their next turn after its enactment. Light
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Posted: Wed Aug 15, 2007 12:16 pm
MAGICAL THEORY ~ GRIMOIRE MAGIC Stage Two
Magical Theory
GRIMOIRE MAGIC ~ Stage Two 1. Cups - (Meaning: The Suit of Cups stands for Emotional understanding, intuition, relationships, the element of water, ficklety, short-live attention or feelings.) Spell: Cups enables the Castor to draw a fully formed Potion out of their Tome to use. In order to draw a Potion from the Tome, the Castor must have in-depth knowledge of how the potion is created, and visualize the procedure as they draw the required components. Regardless of how many times a real version of the Potion can be used, each casting of Cups creates only 1 dosage. Water 2. Wands - (Meaning: The Suit of Wands stands for energy, conflict, instigation, the element of fire and discovery.) Spell: Wands enables the Castor to draw a wand of their choice to imbue one status effect. Unlike normal status effects, the effects of Wands must be broken with an effort of will, and the opponent must roll higher than the casting of Wands to break it. Any damage caused by Wands does not reverse once the Spell is broken. Fire 3. Swords - (Meaning: The Suit of Swords stands for intellect, the element of air, and is often depicting some sort of mental anguish, sorrow, prophetic dream, blind decision and other abuse of mental powers.) Spell: Swords enables the Castor to pull a drawn weapon out of their Tome and upon losing contact with the Tome it will become real and solid. This Sword can be used to oppose an assailant, and can be a plain or as fanciful as the Castor can create so long as it does not have moving parts (ie, a gun or a flail). Air 4. Pentacles - (Meaning: The Suit of Pentacles stands for hard work, labour, money, family, prudance, stability and the element of earth.) Spell: Pentacles enables the Castor to Earth 5. Hierophant - (Meaning: The Major Arcana card The Hierophant comes from the Greek word, hieros or Holy, and is one who serves as a priest or interpreter or the divine and sacred mysteries. The card represents mercy and wisdom.) Spell: This Spell works well for those who worship deities. The Heirophant acts as a medium to call upon any God and enact one one 3 Karma Point Gift. Time 6. Lovers - (Meaning: The Major Arcana care The Lovers depicts two nude lovers in the Garden of Eden, representing innocent love, redeemed innocence, the fusing of opposite polarities, such as day and night, male and female etc.) Spell: Lovers enables the Castor to fuse to otherwise opposite Magic types to make the spell immune to defenses of opposing elemental type. For example, say a Castor uses Lovers to fuse the elements of Water and Fire in a single attack. The attack would no longer be weak to opposing Fire Magic (to counter the water portion) or Water Magic (to counter the Fire component), rendering the opponent with no elemental bonuses. Bone 7. Chariot - (Meaning: The Major Arcana card of Charioteer represents one taking command through understanding of the merits and flaws in every aspect of one's surroundings. The Chariot is an offensive and warrior-like card, without the peaceful applications of leadership cards like the Emperor. The Charioteer analyzes all that he encounters.) Spell: The Chariot enables the Caster to take under his control one aspect of his surroundings, whether it be the shape of the landscape, a weapon his opponent is weilding, the laws of gravity etc, and bend them for the next turn following. At the end of the battle, any effects put into play by Chariot revert to normal. Mind 8. Justice - (Meaning: The Major Arcana card of Justice depicts a blindfolded woman bearing scales and a sword with which to direct her judgments. Justice is impartial, showing no pity, remorse or bias. She demands balance, adjustment, compromise, in order to enable one to overcome the failures of one's past and impartially select the best choice of Action.) Spell: Justice enables the Caster to affect all enemies present, meaning not only an opponent but also familiars. Whatever damage is done to one target is then transferred instantly to the other members. If the target being attacked fails to block, all other memebers take equal unblockable damage. Shadow 9. Temperance - (Meaning: The Major Arcana card of Temperance depicts the Archangel Raphael with one leg on land and the other in the water, flanked by the Lion of Fire and the Eagle of air, thus uniting the four elements. Temperance is the act of acquiring inner wholeness, or true balance.) Spell: Grants the caster an inner peace that enables a lowered difficulty on any defensive move of 15% for the next three turns, and for the next three turns halves any damage the caster must block. Ether 10. Hanged Man - (Meaning: The Major Arcana card of the Hanged Man depicts a man hanging upside-down from the Tree of Life. The Hanged Man has taken a new view of the world, and thus sees it in a new and more truthful light. His wisdom is so extensive that he inspires and illuminates all those below him.) Spell: Enables the Caster to see leylines, chakra energies and ether running through the world. This sight lasts for three turns and enables the Caster to target/channel with no added difficulty. It also grants a lowered difficulty of 15% on any reactionary move that responds to the opponents actions as instigation becomes apparent. Electric 11. Death - (Meaning: Contrary to popular belief, the death card did not mean death or ill-fortune. The Death card stands for irrevocable change. It is symbolized by the most final, most certain, most unescapable change in the world- decay and death. The change implied by the Death card is that which is inevitable, seen coming and impossible to prevent or delay. Death can drop a man from riches to rags as easily as it can lift a pauper to the throne. It turns tables utterly, and the more you have the more you will be left lacking, and vice versa. Death is change, slow and inevitable, and unfeeling in its selections of those it affects.) Spell: Enables the caster to deactivate one technoring of their opponent, be that a familiar, technoequip or potion reserve etc. This technoring can no longer be utilized for the rest of the fight. If the technoring is activated at the time of Death, the wearer takes 5 damage that can only be soaked through Channelling. Poison 12. World - (Meaning: The Major Arcana card of The World represents the middle point between life and death, the path upon which begins the journey into the subconscious. The figure portrayed is androgynous, unaware of its own physicality as a being male or female, merely an entity of experience and energy able to travel to all manners of spiritual planes barred from the body.) Spell: Enables the caster to separate its spirit and mind from its body. This state lasts for three turns, but can be upkept by a successive roll equal to or higher than the casting roll. While in this state of accute awareness of all the self's systems, magics cast at the caster have a raised difficulty of 15%, physical attacks cannot be targeted and have a raised difficulty of 18% and status effects cannot effect the caster. Ether
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Posted: Wed Aug 15, 2007 12:17 pm
MAGICAL THEORY ~ GRIMOIRE MAGIC Stage Three
Magical Theory
GRIMOIRE MAGIC ~ Stage Three 1. Ace of Cups - (Meaning: The Ace of Cups signifies initiation of a relationship, new emotions, new emotional experiences, the offset of intuition, romantic potential. The Ace card signifies the begginning of anything that its suit represents) Spell: The Ace of Cups spell is a warding Barrier. When enacted it protects the castor from Tribal Magic. In a mundane setting, it protects the castor from the full effect of Tribal Magics cast upon them from anyone of an equal Stage of casting. In a duel setting, it protects you from 3 points of Damage from any move used that is a Tribal Magic Spell. Water 2. Ace of Swords - (Meaning: The Ace of Swords signifies initiation of learning, new inspiration, new intellectual pursuits, new hobbies, informative conversation, alightig on some previously unknown information.) Spell: The Ace of Swords spell is a warding Barrier. When enacted it protects the castor from Grimoire Magic. In a mundane setting, it protects the castor from the full effect of Grimoire Magics cast upon them from anyone of an equal Stage of casting. In a duel setting, it protects you from 3 points of Damage from any move used that is a Grimoire Magic Spell. Air 3. Ace of Wands - (Meaning: The Ace of Wands signifies new conflict, new and sudden fascination or convistion, impulses being obeyed, fleeting passion, new acquaintances, the beginning of struggle.) Spell: The Ace of Wands spell is a warding Barrier. When enacted it protects the castor from Ritual Magic. In a mundane setting, it protects the castor from the full effect of Ritual Magics cast upon them from anyone of an equal Stage of casting. In a duel setting, it protects you from 3 points of Damage from any move used that is a Ritual Magic Spell. Fire 4. Ace of Pentacles - (Meaning: The Ace of Pentacles signifies the start of a business venture, coming into money, the beginning of stability, healing from illness or injury, building strong family ties, a new marriage or new job.) Spell: The Ace of Pentacles spell is a warding Barrier. When enacted it protects the castor from Circle Magic. In a mundane setting, it protects the castor from the full effect of Circle Magics cast upon them from anyone of an equal Stage of casting. In a duel setting, it protects you from 3 points of Damage from any move used that is a Circle Magic Spell. Earth 5. Magus - (Meaning: The Magus, or Magician of the Tarot represents the pure male energy of the cosmos to instigate life, and is the direct counterpart of the High Priestess. The Magus raises his wand to the heavens to draw Ether to his task, with the other hand conducting the energy to the ground, whyile before him stand the tools of all four elements: Cup, Wand, Pentacle and Sword. The Magus can create anything.) Spell: With Magus, the Castor can draw any creature into existence, so long as that creature is not restricted by the list of Bestiary. This includes Monsters, although the Castor cannot control the Monsters it draws into life unless he has a Certificate of Training from the Temple for said type of Monster. After the Battle, the creature will disappear, regardless of whether it was felled in battle or not, meaning creatures drawn into life with Magus cannot be kept afterwards. Electric 6. High Priestess - (Meaning: The Major Arcana card of the High Priestess, and female counterpart to the Magus, represents the Lunar Goddess, and as such the potential of life-giving. Unlike the Magus who can create anything he puts his mind to, the High Priestess is an innocent creature unaware of her true potential, full of unrealized potential, hidden power, intuitive strength.) Spell: Shadow 7. Empress - (Meaning: The Empress card represents the Great Mother, a maternal figure or female power and influence. She is depicted on a throne set over the river of life, and completely dominates her realm. Strong, domineering and powerful, she represents female sexual energy and command.) Spell: Dark 8. Emperor - (Meaning: The Emperor is the male equivalent of the Empress, and represents the Father God. A benign and peaceful ruler, the Emperor is often docile, content to care for the subjects of the entire universe. He is the life force that denies destruction.) Spell: Light 9. Devil - (Meaning: The Devil card of the Major Arcana depicts a devil illuminating a man and woman chained at his feet with a torch in his hand. He represents the vices adn weaknesses that hold us back, and remind us that to truly be free we need to obstain from negative aspects of ourselves and trascend our bestial forms.) Spell: Conjuring the Devil forces an opponent to be faced with his or her worst flaw, and struggle to overcome it. They will be unable to attack or defend until they have conquered their own inner devils. Poison 10. Tower - (Meaning: The Tower card represents the arrogance of people reaching beyond their heights and being sundered to the ground in ruin and humiliation. The Tower warns against pride, and threatens utter annihilation.) Spell: Electric 11. Judgment - (Meaning: The Major Arcana card of Judgment is the day of reckoning. It symbolises the time when everything you have done right and wrong will be weighed, and the worth of your person, your life and your soul will be determined. If you were good, then fortune and heaven will smile on you. If you were wicked, then you will face eternal chastisement and damnation.) Spell: Judgment is a wickedly cruel Spell. It can only be used if the Empyrean casting it is calm, at peace and has meditated for at least two turns. When released, the Judgment card tallies up every Point lost from attack and deals this total to the opponent who wounded you. Time 12. Bestiary - (Meaning: A Bestiary is a tome that has a collection of monsters and fanciful creatures in it, often with images and descriptions of arcane knowledge and notations.) Spell: Bestiary allows the summoning of long-since extinct creatures through time and space to the present location/circumstance. Some of the monsters able to be summoned: Dragon (Eastern and Western), Wyverns, Wyrms, Griffyns, Unicorns, Pegasus, Basalisks, Cockatrice, Manticore, Hydra, Sea Serpents, Chimera, Sphynx, Hippogriffs, Gorgons, Kirin, Oni. Because of how powerful these beasts are, and often how destructive and hard to control, permission is only granted to a select few by the Chorus and Metatrons to summon these ancient beasts and their immense power over Ether. Bone
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Posted: Wed Aug 15, 2007 12:18 pm
MAGICAL THEORY ~ TRIBAL MAGIC Stage One
Tribal Magic - Stage One 1. Muladhara - (Meaning: The Root. The Chakra or energy centre at the base of the spine where the kundalini serpent energy lies "coiled", ready to be awakened. The Muladhara Chakra is activated by using an appropriate mantra white meditating on the Tattva symbol of Earth, Prithivi.) Spell: Muladhara requires a Mudra to be formed for grounding and earth, and with a deep breath and focus, the energy of the Muladhara chakra is pressed down into the earth beneath the castor's feet. This means that he or she must have solid footing on the floor or ground where they wish to cast. The Muladhara sends out a rumbling shockwave through the ground to rattle an opponent's defenses. Earth 2. Svadhisthana - (Meaning: The Abdomen. The Chakra located below the navel in the sacral region. Svadhisthana stands for creativity, sexuality and reproduction. It is represented by the element of fire and is considered warm, healing energy.) Spell: Svadhisthana requires a healing or recuperative Mudra to be made, and with a deep breath and focus, energy is released from the abdomen, sending the energy towards the palms. When these palms are pressed to an injured area, it causes the wound to heal. Fire 3. Manipura - (Meaning: The Solar Plexus. The Chakra located at the solar plexus, the centre of being, the home of the core, and source of Essence. The Manipura Chakra is activated by saying the appropriate mantra while meditating of the Tattva symbol of Fire, Tejas.) Spell: Manipura requires a Mudra to be formed that is centering, relaxing or clarifying. Manipura heightens the amount of Essence released to be used, and feeds this energy into the palms and feet, causing them to deal damage without weapons. The strength they develope is equivalent to the blow of a stone cudgel, and lasts for three turns consecutively. Fire 4. Anahata - (Meaning: The Heart. The occult power associated with the thymus gland and cardiac plexus. It is represented by the Tattva Vayu, symbol of water.) Spell: Anahata requires a Mudra to be formed that stimultates the heart or circulatory system. Anahata allows the body to pulse with the rhythm of the heartbeat. In this hypnotising Rhythm, timing reaches perfection, perception become infallible and observation becomes absolute. In this state of perfect harmony, the castor can make one perfect move, such as a dodge or a strike that cannot fail. Water 5. Vishudda - (Meaning: The Throat. The Chakra associated with the Tattva Akasha (a black, oval egg), representing the element of Spirit. The Vishudda chakra is located in the region of the thyroid gland and larynx. It stands for communication and expression.) Spell: Vishudda requires a Mudra of communication or command to be formed, and requires loud vocal expression such as song, chant or verse. This vocal expression is to be pressed out of the body with the essence, directing it to the ears of the target. Upon hearing the power of Vishudda, the opponent will obey one command spoken once by the castor. This can only be a single word, such as 'jump' or 'turn' or 'stop', and must be meditated on prior to casting. Ether 6. Ajna - (Meaning: The Eye. The occult power centre known as the Third Eye, situated just above and between the two eyes. The Third Eye was said to be able to perceive things that normal "dulled" vision could not catch. Some cultures say that the third eye grants sight of spirits and ghosts, while others say it unveils the world of the fairies, and yet others say it enables you to see auras and energy patterns.) Spell: Ajna requires the forming of Mudras related to vision, intelligence and understanding, as well as closure of the normal two eyes. Ajna allows the castor to see clearly the world around them, seeing for distances double and sometimes triple the usual distance perceived, and in perfect focus and clarity. It picks up on Energy sequences, allowing the castor to see Auras and Essence concentrations, as well as monsters, Outsiders and those protected by invisibility. It also enables the castor to see the path of magic ere it is being cast. Mind 7. Sahasrara - (Meaning: The Crown. The supreme Chakra, and psychic centre, often identified with the pineal gland, and referred to as the Thousand Petalled Lotus.It is the dwelling place of Shiva, the God who drives away ignorance, and brings enlightenment.) Spell: Sahasrara requires the Prayer Mudra, as well as any others that spark peace of mind, calm of spirit and heightened essence. Sahasrara requires meditation, calm and quiet. Once achieved, the castor will have 3 turns to use Telekinesis - that is, to move objects with the mind. The castor cannot move things that are more than twice the weight they can physically carry, nor can they cleanly move creatures who struggle against their efforts to move them. Light 8. Leys - (Meaning: Alignments of Ancient Megaliths, dolmens, and stone circles, whose patterns are said to constitute grids of 'power', or Ley-lines.) Spell: Leys requires a pattern be cast down upon the casting location, such as a rabble of stones, bones or specially carved sticks. The patterns that these make upon the ground, when tossed in dance and chant by a Tribal Magus creates a grid of power, from which Ether can be drawn up from the earth and used as Essence by the castor. This Ley-line grid must not be disturbed or its power will dissapate, but the castor must walk or move across its field to absorb the power. At most it can be walked across three times before the pattern is disturbed. After each pass across the Leys, the castor will be faster, stronger and smarter. Each pass lowers difficulty on physical skills or techniques of any orientation by 3%. Time 9. Agla - (Meaning: A kabbalistic magical formula used to exorcise evil spirits. In modern magic it is one of the God-names of the banishing ritual of the Lesser Pentagram. It is made up of the initial letters of the Hebrew phrase Athah gabor leolam, Adonai meaning: "Thou art powerful and eternal, Lord".) Spell: The words Athah gabor leolam, Adonai must be chanted aloud for Agla to work. Agla wards off ill-intentioned magic, driving it back with each recital of the words, lessening its potential to do damage by 1 point each turn it is spoken. It can be used in this way against Monsters as well, weakening the amount of damage that can be dealt after reciting Agla at the monsters attacking the castor. Poison 10. Ju-ju - (Meaning: The name given to African magical rites which involve secret societies, witch-doctors, magical amulets, curses and exorcisms. Ju-ju men are able to cast out Demons and rid the client of disease or affects of a curse. They are also said to have telepathic powers, which enable them to identify the source of the bewitchment and overcome the sorcery of evil spells.) Spell: Ju-ju groups often spring up in groups of friends who all decide to study Tribal Magic together. In order for Ju-ju to be used in a fight circumstance, they had to be initiated or otherwise accepted into a Ju-ju "tribe" or group of students/friends. Once this is done, a bond is made between the Ju-ju group, and the abilities of the Ju-ju can be called upon later to assist onself or ones comrades from danger. In a fight scenario, the Ju-ju when called upon, allows the castor to discern where an opponent's magic is being cast from, to pick up evil spells that are being cast against the Ju-ju group or any of its solitary members before it is cast, and allows the Ju-ju castor to silently and telepathically communicate his findings to the rest of his troup. Shadow 11. Alrunes - (Meaning: In Norway, female demons and sorceresses capable of transforming into a variety of shapes. Statues of these Sorceresses were clothed, served food and drink, and highly respected. It was believed that if the statues were neglected they would cry out and bring catastrophe.) Spell: Alrunes requires the castor create a figurine from soapstone, wood or bone and care for it, either by wearing it on his person at all times, or having a small shrine set up for it in some private location. To call upon the Alrune in a fight scenario, a prayer must be sent up to the Alrune, either with offering or song, and the Alrune will let out a horrid wail and 'wake'. Upon waking the Alrune will transform into a random visage, either a beast, warrior or monster, and fight alongside the castor. The Alrunes fight with flinging raw essence at the opponent of their mastor. Alrunes can be sustained in this form for 3 turns per each level of the Empyrean, and their blasts of essence do 1 point of damage each. Electric 12. Dreamtime - (Meaning: In Australian Aboriginal mythology, the period during creation of the world when heroes and totemic animals roamed the earth, establishing links with sites now regarded as sacred. For tribal Aborigines, the Dreamtime still continues and provides a sense of mythic identification and purpose. Dreamtime is the source of totems, or spirit animals.) Spell: Dreamtime can only be achieved through deep meditation, ingestion of certain herbs and plants or certain alchemical concoctions. While within Dreamtime, the mind becomes lucid, and hallucinations of possibilities to come swim across the vision and the memory. While there is no one exact future, the Dreamtime shows many possible futures and how they will pan out. Also while in Dreamtime, the castor can contact some of the more benevolent monsters (ie Ipes or Uvall) and ask for their opinion, guidance or knowledge on any subject. While those watching a castor in dreamtime can hear the castor's words, the other side of the conversation, that takes place between the Castor and the spirit channeled within him cannot be heard. Mind
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Posted: Wed Aug 15, 2007 12:20 pm
MAGICAL THEORY ~ TRIBAL MAGIC Stage Two
Magical Theory
TRIBAL MAGIC ~ Stage Two 1. Khu - (Meaning: In Egyptial ritual, the Khu was the magical body. The Khu in someone can be awakened only after the person has learned to distinguish physical sensations and conscious and unconscious thought processes (such as through Philosophy or Meditation). The use of ritual mantras, magical formulae, sacred postures, magical gestures and activation of the chakras are all ways to strengthen the Khu.) Spell: Activating one's Khu requires a great deal of practise and preparation. Usually song or dance is used to place the mind into a state where the Khu can be instantly awakened (See Bardic Magic). Once activate, the Khu acts as a magical copy of the body that trails outside the physical body. Energy attacks can no lnoger harmt he physical body, and physical attacks can no longer harm the Khu, meaning the opponent has to target the specific half of the Castor that will be suceptible to his attacks. Ether 2. Aufu - (Meaning: In Ancient Egypt, the term for the physical body, as counted as one of the Five Bodies each being possessed: Aufu - Physical, Ka - Double/Dopleganger, Haidit - the shadow, Khu - Magical Body, and Sahu - the Spirit.) Spell: Through physical training and development the Aufu can be activated. The Aufu increases the body's stamina, speed and strength. For Academics it decreased the difficulty of Speed-required (Academic Moves) by 10%, Stamina-required (Journeyman Moves) by 8%, Strength-required (Kinesthetic moves) by 5%. For Journeymen it decreased the difficulty of Speed-required moves by 7%, Strength-required moves by 7% and Stamina-required moves by 10%. For Kinesthetics it decreases the difficult for Speed-required moves by 4%, Stamina-required moves by 8%, and Strength-required moves by 11%. Bone 3. Ka - (Meaning: In Ancient Egypt, the term for the Double Body, or Dopleganger that was said to exist within every being. The Egyptians believed they could see this creature trapped within the eyes of the host (their reflection in the eyes they looked into) which was believed to be released in cases of possession, astral travel or dreamtime.) Spell: The Ka exists within every being, in order to release it, a transcendant state must be achieved, either through Bardic Magic, Meditation, Chakra manipulation etc. Once released, the Ka appears as an astral version of the host, looking and moving exactly like its host body. The Ka is merely distraction though, it cannot deal damage, nor can it be dealt damage. Shadow 4. Haidit - (Meaning: In Ancient Egypt, the Shadow Body each being possessed. It was the haidit, they believed, that housed all of our subconscious knowledge.) Spell: The haidit can only be reached after extensive searching of one's own internal reaches, either through meditation, narcotics, [removed](art, music, song), lucid dreaming, or philosophical discussion. Once released, the Haidit remains unaffected when the host body is subjected to status affects (such as Confusion, emotional manipulation, sleep, petrification, paralization etc). This enables the Haidit to still cast magic while the host body is incapacitated. Note that the haidit cannot physically attack, nor be attacked. Mind 5. Sahu - (Meaning: In Ancient Egypt the Sahu was believed to be the highest of the five bodies. It was through the Sahu that the host could transcend to perceive gods, spirits and enlightenment.) Spell: Sahu is the hardest of the five bodies to achieve, and even if prepared through mediatation outside of battle, it still requires a turn of preparation. Once awakening the Sahu within, the Sahu feeds off raw ether in the area, such as in elemental magic cast against the Host, to replenish points the Host has lost. It can convert only half the points of damage that would otherwise be dealt. If there are 4 points of incoming energetical Ether, the Sahu can convert 2 points to the Point total of the Host, and the other two are lost and dispelled. Time 6. Agapé - (Meaning: a Greek word for Love, an Agapé is a gathering of friends in which a common meal is shared, hymns are sung and prayers performed.) Spell: Food or drink must be consumed, a prayer spoken and a hymn sung to enact Agapé. Once performed, the spell splits the damage taken be all those on one side of a battle. For instance, a party of 4 Empyreans faces Outsiders, and a blow of 4 points is taken by one member. Instead of 1 Empyrean taking 4 ponits of Damage, all the empyreans would take 1 point each. Conversely, if it is an Empyrean, his Golem, and his two Hybrids, each of his familiars would take 1 point to share his burden. Earth 7. Kachina - (Meaning: Among the Hopi Indians of Ancient North America, ancestral spirits and cloud gods who would be impersonated by masked dancers in ritual ceremonies. Kachina dances are generally held in february to enhance crops, in which beans and corn are given to all the people to show that the Kachina dancers can provide for the entire winter.) Spell: A Kachina mask is required for the casting of this spell, and must be donned and a dance performed to invoke the Kachina spirits. Once invoked, bounty is tripled. If, for instance, it is performed over a plot of land, three times the number of seeds planted will grow. If performed over an alchemical potion, three times the supply will be generated from the same amonut of ingredients. likewise it can be performed over food supplies, money earned etc. It does not lessen the worth or potency of the things multiplied. Electric 8. Japa - (Meaning: In Yoga, the repeated utterance of a mantra. Sometimes dedicated to one's guru, it is an invocation.) Spell: The Japa if repeated enough times can summon a specific person or creature to the fight to assist you. In order to be summoned to your side, the person must be someone you've got a good relationship with, such as a Teacher, Mentor, Friend, Familiar or Pet. (Please consult an RP Manager prior to using Japa). Air 9. Amiante - (Meaning: A type of fire-proof stone recommended by the Roman Classics' author Pliny as being good for counteracting magical spells.) Spell: The Amiante can be cast on any natural stone, but generally works best on those that are rough - unpolished or untumbled - and small enough to be held in the hand. In order to grant the Castor protection from the magic of the enemy, they must not let go of the Amiante once they had activated it. The Amiante can protect its weilder from 15% of Fire Magic; 10% of Dark, Light, Shadow, Electric Magic; 8% Earth or Air magic; 5% Water magic; 2% any other magic type. Fire 10. Ambrosia - (Meaning: In Greek Mythology the Food and specifically Drink of the Gods that made them Immortal. THe Gods were also known to feed Ambrosia to favoured mortals and thereby gift them with Immortality.) Spell: A magical concoction more akin to medicine or alcohol than to Alchemy that once ingested prevents the last remaining point to be lost until your opponent also is reduced to a single remaining point. To prepare the Ambrosia, you must during the battle mix copper oxide, mead, red wine, the petals of the Narcissus and fruit of the pomegranate and swallow the entire contents of the vessel in which you mix the components. Water 11. Philtre - (Meaning: a magical potion that instills love, sexual desire or passion in the one who drinks it.) Spell - When consumed prior to sexual activity, it causes the essence potency of the partner(s) who consumed the Philtre to double in strength. This raised potency will express itself in the next creative act undertaken - such as a piece of art, a golem, a spell cast, making the creation double the strength of a normal creation capable of the Castor's skill level. Plant 12. Hoodoo - (Meaning: a form of cult magic which originates in Africa and bears similarities to Voodoo. In Hoodoo magics, which were popular amongst slaves on the American plantations, charms were worn to bring good luck. They could also be used to direct misfortune on an enemy.) Spell: Any Charms worn during the casting of Hoodoo double any effects they may imbue upon the wearer, both good and bad. ie. If a charm normally loweres a difficult by 5%, it will now lower it by 10%, and if it also increases difficulty on a different skill by 3%, it will now increse the difficulty by 6%. Poison
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Posted: Wed Aug 15, 2007 12:23 pm
MAGICAL THEORY ~ TRIBAL MAGIC Stage Three
Magical Theory
Stage Three 1. Caboclo - (Meaning: in Brazilian Christian-magic sect known as Macumba, the Caboclo are Indian Spirits who "work" in the forests and know the secrets of plants and herbs.) Spell: Plant 2. Cacodemon - (Meaning: An Evil spirit capable of changing its shape so rapidly that it cannot be identified. in Medieval magic it was sometimes compared with the 'evil genius' inside each person, sometimes said to reveal itself in aspects of the Twelfth House of Astrology (The Sun), such as pride.) Spell: Mind 3. Vevers - (Meaning: in Voodoo, vevers were symbolic signs, or magical sigils, which would be drawn on the ground to invoke loa or gods in ritual practices.) Spell: Ether 4. Velada - (Meaning: Among the Mazatec indians of Mexico, a healing ceremony involving the use of psilocybe mushrooms. Both the patient and the female Shaman take the psychedelic mushrooms so they may both hear the healing words which will cure the patient, which are only revealed in the spirit world. The Shaman goes on a spiritual journey through the spirit world to discover the cause of the sickness and to seek healing power from the gods.) Spell: Poison 5. Oxalis - (Meaning: A mystic Emblem among the Druids. Also known as a clover shape, in its three-leafed form it was a symbol of the Trinity and a protection against malicious witchcraft and the forces of evil.) Spell: The Oxalis must be worn on the person, either in an amulet, as a talisman, or stitched into clothing or etched into skin. It watches out for the attacks the wearer misses, protecting them from 2 points of damage from each attack the wearer does not notice, and therefore fails to react to. Plant 6. Natema - (Meaning: Among the Jivaro Indians of Ecuador, a sacramental hallucinogenic beverage made from the leaves of the banisteriopsis vine. Jivaro shamans drink the brew in order to have initiatory visions.) Spell: Water 7. Nepenthe - (Meaning: A magical drink said to relieve sorrow and grief. According to the Odyssey, Polydama, the Queen of Egypt, entertained Helen of Troy and gave her the drink to banish her melancholy.) Spell: Water 8. Nephesch - (Meaning: In the Kabbalistic teachings, the Animal Instincts. It is said that the Nephesch are all the primal, sexual and instinctual aspects of our nature that we gradually forget to listen to as we grow older.) Spell: Bone 9. Nephthys - (Meaning: In Egyptian mythology, a goddess associated with death. She was married to Set, but gave birth to Anubis as a result of an affair with Osiris, in which she desguised herself as Isis. Nephthys had magical powers and was able to transform people into animals to defend them. She could also restore the dead to life. Nephthys protected the deceased in the Osirian Judgment Hall.) Spell: Dark 10. Icaros - (Meaning: In Peruvian belief and folk-lore, witchcraft performed through healing orations, exocisms and songs. They are believed to ward off evil influences.) Spell: The Icaros is one of the few magical defenses against possession - even that of the Haures. While Icaros is generally performed around others, there are extreme scenarios in which a person possessed manages to Cast Haidit before the possession, and then are able to still cast Icaros to free themselves from the thrawls of the monster or demon possessing them. In normal situations, the Icaros is sung and chanted around the possessed person to exorcise the possessor. Light 11. Jettatura - (Meaning: The Italian term for casting the Evil Eye upon another person, and thereby bewitching them with bad luck.) Spell: THe Jettatura has been banned from use within the Arena. It is so potent, and its affects so lasting it is not allowed to be performed on any in a friendly duel. It may be used against Empyreans who are spies, and is most commonly used on Outsiders. Monsters, for some reason, are affected only half as badly as other targets. To cast the Jettatura, the actual procedure is quite simple. One merely makes a triangle with the thumbs and fingers of the hand, and gazes through this shape at their target. To actually make this work, one really must feel the violence, hatred, wrath or grief that merits the target to be given such terrible fortunes. Once cast, there are no known ways to fully reverse the affects, merely ways to try to protect oneself from the constant stream of bad luck that ensues. (Consult an RP manager before using this spell) Shadow 12. Tantra - (Meaning: A form of Kundalini Yoga in which the divine female energy, or shakti, is aroused through ceremonial sexual union. The orgasm is resisted by self-control, however, so that the energy generated may stimulate the arousal of the kundalini form of the Muladhara Chakra. Tantrics regard the universe as the divine play of Shakti and Shiva (female and male energies), and believe liberation may be achieved through enjoyment.) Spell: Much like its derived meaning, Tantra is the act of using coitus to generate energies. If done properly, and with utmost control, it can multiply the dormant energy of the Castor by up to 5 times. In order to be able to perform Tantra, the female needs to have perfect control of her Muladhara Chakra, as practised by the spell or Channeling the chakra energy. To multiple by 2, the female's partner does not need to have control of his Muladhara. To multiply by 3, he does need control over his Muladhara. To multiply by 4, a female partner does not need to have control over her Muladhara, and to multiply by 5, a female partner -does- need to have equal control over her Muladhara. Ether
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Posted: Wed Aug 15, 2007 12:24 pm
MAGICAL THEORY ~ CIRCLE MAGIC Stage One
Circle Magic - Stage One 1. Quinary - (Meaning: In Numerology, Astrology, and Mysticism, a combination of five witihn a system. In Astrology tere are five planets beyond the orbit of Earth around the sun; in Kundalini Yoga there are five Elemental Chakras (Muladhara: Earth; Svadisthana: Water, Manipura: Fire, Anahata: Air, and Akasha: Spirit.); In Western Magic, the body is represented as a pentagram, or five-pointed star.) Spell: The Casting of the Quinary is the first step to drawin the more complex circles of Circle Magic. It requires a pentagram be drawn, a five-pointed star, with the top-most point directed towards the target. In each of the five points, a set must be draw out. There are three sets possible at this stage: Chromatic Quinary, Astral Quinary and Elemental quinary. For the Chromatic Quinary, place the colour White in the top-most point, Red in the upper right, Green in the lower right, Blue in the lower left, and Yellow in the upper left. This Quinary will enable you to direct a blast of Energy that will attack the Mind of your opponent, lowering concentration. The Astral Quinary requires Jupiter in the top-most, Saturn in the upper right, Uranus in the lower right, Neptune in the lower left and Pluto in the upper left. This Quinary will enable you to direct a blast of energy that will attack the Essence of your opponent, lowering Magical potency. The Elemental Quinary requires Spirit in the top-most, Fire in the upper right, Earth in the lower right, Water in the lower left and Air in the upper left. This Quinary will enable you to direct a blast of energy that will attack the Body of your opponent, lowering Physical strength. Electric 2. Sesquiquadrate - (Meaning: 135 Degrees seperation of Planets. In the Sesquiquadrate, the Planets are four and a half signs apart indicating agitation, which may not be evident to observers.) Spell: In this a Circle is drawn, and broken into 10 segments called Houses. Half way between the line signifying fourth house and the line signifying fifth, make the symbol for Sesquiquadrate, and concentrate on directing it at a target. This configuration will create agitation, unrest and internal conflict with no clear cause. In the distraction and internal discomfort, the target will lose strength and not even realize it. Poison 3. Biquintile - (Meaning: A 144 degrees seperation of Zodiac Signs. Planets separated by two-fifths of the zodiac indicate the quality of inborn talents.) Spell: In the Biquintile, a Circle is drawn and seperated into 12 segments, called the Zodiac. Place the two planets whose strength you want to call upon and set them apart by two and a half signs of the Zodiac. See Elias' Lesson for meanings and implications of the Planets in Detail. The Biquintile, when properly drawn will reveal the skills of the opponent to the Castor. ie. If Mercury and Venus are set in the Biquintile, the communication of Mercury mixes with the Emotions of Venus and exposes the person for whom the target is weakest for. Mars Biquintile to Jupiter exposes the next offensive action, where as Mars and Earth is defensive, and Mars and Pluto is tactics of the opponent... Gives 1 point back to the Castor. Plant 4. Square - (Meaning: Two planets put on a 90 degree angle from each other.) Spell: A small circle is drawn, and divided into a Solar Cross. Two planets are put along the apeces of two arms of the cross at a 90 degree angle. Like Biquintile, the meanings of the two planets are combined to create a force. In Square, however, these energies can be directed at a target to block an opposing force of magic. Prevents 1 Point of Damage from being lost. Bone 5. Trine - (Meaning: In astrology, 120 degrees between two planets on a chart.) Spell: Trine is perhaps the simplest Circle to draw, for is simply requires one ring inside a slightly larger ring with two spheres representing planets set on the ring 120 degrees apart. The aspects of the two planets chosen augment each other and enable the castor to focus the energy to target on the opponent and deal equal damage when the opponent's magic successfully hits the castor. This means that if in one turn, the opponent deals the castor 3 points of damage, the opponent will also be dealt three points of damage. Deals an equal number of Points of Damage to the opponent as received in the turn following the casting of Trine. Dark 6. Sextile - (Meaning: In Astrology, an aspect characterized by planets spaced 60 degrees apart.) The Spell Sextile opens up opportunities that would not otherwise become apparent. It gives the Castor a "sixth sense" to feel when a moment is right, enabling them to have the perfect opportunity to strike to increase a targeted shot into a critical damage shot, or a basic hit into a targeted shot. The opportunity alone is what is revealed, the Castor must still act, though the use of Sextile does lower the difficulty by 20%. Time 7. Conjunction - (Meaning: In Astrology, when two planets are at the same degree of logitude (or within an orb).) Conjunction is a Spell that enables the Castor to override a status effect that has been placed against him/her, such as the effects of a Planet, Geometries, Castor Shot or other affects. You must select a Planet that specifically connects to the affected person and Cinjuction will cancel out any status effect in progress. Ice 8. Waning (A term for the moon, to lessen from full.) Waning is the Spell that can be used to lessen pre-existing qualities in a subject. In order to make use of this Spell, one must determine which quality they wish to lessen in their target and pick the appropriate Planet or Zodiac sign to represent it. Keep in mnid that if a significant representation of the qualities selected to do not exist within the target, the spell will fail. This spell can be utilized to lessen a weakness in self or in comrade, or conversely, to lessen a strength in an opponent. If used to lessen weaknesses -5 to weakness, if used to lessen strengths -3 to the related task. Dark 9. Waxing (A term for the Moon, to grow full.) Like Waning, Waxing is the Spell that can be used to strengthen pre-existing qualities in a subject. In order to make use of this Spell, one must determine which quality they wish to bolster in their target and pick the appropriate Planet or Zodiac sign to represent it. Keep in mind that if a significant representation of the qualities selected to do not exist within the target, the spell will fail. This spell can be utilized to increase a weakness in an opponent, or conversely, to increase a strength in a friend or self. If used to bolster strengths -5 to appropriate tasks, if used to enhance weaknesses -3 to the related task. Ether 10. Fixed (Meaning: In Astrology, the zodiac signs that are solely representative of their element: Gemini, Leo, Virgo, Pisces) Fixed pins a target to a specific location, in a shape of the Castor's choosing which can imbue further aspects onto the spell. Fixed is not limited to the confines of ground, but can also pin someone mid-stride, in the air, or falling. Ice 11. Mutable (Meaning: In Astrology, the zodiac signs that behave more like other elements thatn the one they are aligned with: Aquarius (Water), Sagittarius (Earth), Scorpio (Water), Taurus (Air)) Mutable allows the Castor to select an Elemental type and then cast a random spell from that Elemental type. The Spell cast cannot exceed the level of the Empyrean. Ether 12. Cardinal (Meaning: In Astrology, the zodiac signs that are aligned with the cardinal directions: Libra (Weat), Aries (East), Cancer (North), capricorn (South)) Cardinal allows the Castor to set a target to which all consecutive attacks automatically transfer their force. These subsequent attacks can still be blocked as normal, but the direction in which the attack in launched does not need to be focussed so long as Cardinal is in effect. Electric
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Posted: Wed Aug 15, 2007 12:25 pm
MAGICAL THEORY ~ CIRCLE MAGIC Stage Two
Magical Theory
CIRCLE MAGIC ~ Stage Two 1. Aries (Meaning: Aries is the first sign of the Zodiac, the sign of Cardinal Fire in a positive polarity. The symbol of aries is the charging ram, lowering its head and blindly moving forward in great speed. Its colours are reds and their most potent part is their head. Their ruling planet is Mars and their keywords are I Am. They are aggressive, straightforward, impulsive, adventurous and active.) Fire 2. Taurus (Meaning: Taurus is the second sign of the Zodiac, the sign of Fixed Earth in a negative polarity. The symbol of taurus is the bull. Its colours are pink and blue and their most potent parts are the throat, cerebellum and the back part of the brain. Their ruling planet is Venus and their keywords are I Have. They are possessive, stable, determined, practical and sensual.) Earth 3. Gemini Air 4. Cancer Water 5. Leo Fire 6. Virgo Earth 7. Libra Air 8. Scorpio Water 9. Sagittarius Fire 10. Capricorn Earth 11. Aquarius Air 12. Pisces Water
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Posted: Wed Aug 15, 2007 12:27 pm
MAGICAL THEORY ~ CIRCLE MAGIC Stage Three
Magical Theory
CIRCLE MAGIC ~ Stage Three 1. Opposition Shadow 2. Mercury Mind 3. Venus Air 4. Mars Fire 5. Jupiter Electric 6. Saturn Time 7. Uranus Poison 8. Neptune Ether 9. Pluto Shadow 10. Eris Mind 11. Artemis Dark 12. Phoebos Light
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Posted: Wed Aug 15, 2007 12:28 pm
MAGICAL THEORY ~ RITUAL MAGIC Stage One
RITUAL MAGIC ~ Stage One
1. Amaranth Plant 2. Hyle Electric 3. Aludel Bone 4. Ouroborous Ether 5. Carapace - (Meaning: A Carapace is a carcas, skeletan system or other such body worn over top of ones own as a form of armour or protection. Popular among druids and ashaman, a Carapace was generally made of reptiles or mammalian hides, but occassionally cases of wearing the skin of the sacrificed have been recorded.) Spell: Carapace requires the carcas in whole or in part of another creature - be it monster, animal or Empyrean. The spell Carapace is cast upon the remains and then the Caster dons them like a cloak. The Carapace becomes a living extension of the Caster's will, and can be used to strike out with its limbs, and can take damage of its own. The nmber of turns the Carapace is worn prior to the wearer (and therefore the carapace) receiving damage determines how many points of damage the Carapace can absorb at a time. Any points that go above and beyond this limit are then dealt to the wearer. Note that when a Carapace blocks, it's blocks are only so good as the amonut of damage it can take, not on the regular levels the skill would do for the wearer. Bone 6. Ether Ether 7. Dark - (Meaning: The Element of Dark represents sleep and subsequently dreams, secrets, flaws, sins, adn traditionally evil. In ancient times it was representative of safety, for it was within the dark places that many found solace, reprieve and privacy. As religions that focused on the balance of good and evil arose, Dark was associated with devils, demons and tormentors.) Spell: Summoning the Element of Dark casts a darkness into the eyes of the enemy around you which does not affect the actualy lightness or darkness of the area. With the darkness in the eyes of the enemy, they suffer from fears, doubts and cowardice and find themselves unable to defend or attack with much conviction. It lessens their attacks by 15% and their defense by 20%. Dark 8. Light - (Meaning: The Element of Light represents the holy, god in many manifestations, enlightenment, heaven and perfection of self. It is not included in the Alchemical Elements, but is often associated with Angels.) Spell: Summoning the Element of Light forces all those within a certain radius (5 feet per Empyrean's Stage) to see the aura in everything around them, instilling them with such awe that they are slow in their reactions by 15% and unable to use Tactics or Melee. Light 9. Earth - (Meaning: The Element of Earth represents life, bounty, stability, protection, strength and patience. In alchemy the physical personification of earth is the Goblin, who possess many skills of their own, and live and work in and around mortal culture, sometimes congruently and sometimes as opposition.) Spell: Summoning the Element of Earth enables the Caster to encase his target in rock to cause Petrification. The Petrification can withstand 4 points of damage from the inside or outside, meaning the target must break their way out, or have a friend break them out. That said, it can also be used in dire situations to protect a target from 4 points of damage. Earth 10. Water - (Meaning: The Element of Water represents ancient wisdom, emotions, provision, the retribution of nature, and was often the expression of displeased gods. In Alchemy water is physically personified as the Undines, normally gentle creatures who dwell in the deeps and possess great knowledge but also great tempers.) Spell: Summoning the Element of Water enables one to transmutate one substance to another. Useful in the art of Alchemy, and Substitution, this spell enables the Caster to turn lead to gold, water to wine, blood to acid, etc. Water 11. Air - (Meaning: The Element of Air represents healing, creativity, communication, travel, freedom, impartiality, communion and medicine. In Alchemy the physical personfication of Air is the Sylphs, windswept creatures of great beauty capable of whisking mortals away to the lands of the gods.) Spell: Summoning the Element of Air creates a misting cloud that when it surrounds a target heals them of their wounds, aches and fears. It can clear status effects and heal 4 points of damage. Air 12. Fire - (Meaning: The Element of Fire represents spirit, instigation, destruction and passion - not necessarily in the sense of love, but in the sense of excess of emotion. In Alchemy the physical personification of fire is the Salamander, an elusive creature immune to harm from the flames.) Spell: The summoning of the Element of Fire creates a ball of flame int he Caster's hands which can be flung at a target, and which burns like natural fire. Each ball does 4 points of damage. Fire
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Posted: Wed Aug 15, 2007 12:31 pm
MAGICAL THEORY ~ RITUAL MAGIC Stage Two
Magical Theory
RITUAL MAGIC ~ Stage Two 1. Altar Light 2. Athame Dark 3. Cauldron Dark 4. Chalice Light 5. Broom Plant 6. Cadecus Mind 7. Horned God Shadow 8. Mother Goddess Ether 9. Inferno Electric 10. Purgatorio Poison 11. Paradiso Time 12. Nirvana Bone
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Posted: Wed Aug 15, 2007 12:32 pm
MAGICAL THEORY ~ RITUAL MAGIC Stage Three
Magical Theory
RITUAL MAGIC ~ Stage Three 1. Sephiroth Time 2. Ain Soph Aur Light 3. Malkuth Bone 4. Yesod Earth 5. Hod Plant 6. Netzach Fire 7. Tipareth Air 8. Geburah Earth 9. Chesed Plant 10. Binah Dark 11. Chokmah Light 12. Kether Ether
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Posted: Wed Aug 15, 2007 12:35 pm
MAGICAL THEORY ~ Mechanics Refresher
Battle System stats:
Base Spell...............Base % Stage 1.................. 40% Stag 2.................... 45% Stage 3.................. 50% Unique Spells......... 70% first time, 50% following castings Abberation Spells... 35% Bardic Spells........... 60% Druidic Spells.......... 60%
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Posted: Wed Aug 15, 2007 12:40 pm
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