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> Amber Magic
Onasuma
post Dec 12 2017, 12:20 PM
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Since the start of Deber, scholars of magic have felt a shift in the winds, felt across the Empire and beyond. With research from great minds, the following information has been learned about the nature of this new, unstable magic. You may choose to know as much or as little of the information presented here IC as you wish. Currently it is not possible for any PCs to learn Amber spells (even as specialists), but this may change in the future. It is an unstable, flitting magic.


Handbook Amber Magic

Amber is the magic of potential and creation. This rush has not come through a dragon or drake, but seems to be created from someone’s own will and understanding of the world. Amber mages all have an element of neutrality to their alignment. In addition to be able to cast Amber magic in any form you must be susceptible to magical info effects and spells. The opposite colour of Amber is Silver (one is the magic of how things are, the other is magic of how things may be).


Create Idea
Level: 0
Colour: Amber
Range: Self
Duration: Instant
Verbal: May Amber forge me a thought of ___
The caster specifies a wide group which contains several options (Directions, animal, weapons, colours) and is provided a single word, random answer from within that category. (West, Owlbears, axes and mauve, respectively).


Reknit the Body
Level: 4
Colour: Amber
Range: Touch
Duration: 5 minutes
Verbal: Amber make my body heal
Grants the target the benefits of a regeneration elixir for 5 minutes per rune cast, without the normal kickout. Amber Wizards learn this at 12 runes as a baseline, others at 3.
Expertise: Additional runes are reduced in cost to 3 mana.


See the Path
Level: 4
Colour: Amber
Range: Touch
Duration: 15 minutes
Verbal: Amber lock in place my/your path.
Grants immunity to disbeneficial temporal effects for the duration.


Time Lurch
Level: 5
Colour: Amber
Range: 20ft
Duration: Instant
Verbal: Let Amber show you what end waits for you.
Instantly kicks in the first dis-beneficial effect currently on the target that would kick in within the next hour, such as poisons, potion kicks outs, incarna mortis or disease. This is cast at 1 rune base and each additional rune kicks in an additional disbeneficial effect.
Mastery: Reduces the cost of each additional rune to 4.


Glimpse the Future
Level: 5
Colour: Amber
Range: Self
Duration: 10 seconds
Verbal: May Amber let me glimpse the future.
The caster is unavoidably halted for 10 seconds when casting this spell. They receive a short vision (major prayer length) as to what would likely happen should a certain course of action be undertaken. This is descriptive rather than explicit. (“Dave would be struck by great gouts of fire and collapse” rather than “Dave will take 2 firestrikes and fall into his live to minus”)


Mark in Time
Level: 6
Colour: Amber
Range: Touch
Duration: 1 hour
Verbal: Let Amber know your body, mind and soul.
Marks either self or an ally, making note of the targets location.


Moment of Luck
Level: 6
Colour: Amber
Range: Self
Duration: 30 seconds
Verbal: With Ambers power, time is on my side.
While in a desperate attempt to achieve something within a time limit, gains an additional 30 seconds to that goal. (Might grant 30 seconds longer to run away from a collapsing castle, or increase the duration of a walk though water by 30 seconds while under water.)


Seal in Time
Level: 8
Colour: Amber
Range: 20ft
Duration: 5 Minutes
Verbal: The element of potential bind you in Amber.
The target has their speed reduced by 99.9% for the duration, effectively making them unable to move. Lightning reactions reduces this to a 50% slow.


Throw through Time
Level: 8
Colour: Amber
Range: Touch / self
Duration: Instant
Verbal: Amber throws you/me back to where you met.
Acts as a planeshift (blue spell) but always returns the target to the location they were at when Mark in Time was cast upon them. If they do not have an active Mark in Time on them, this effect does not work.


Lightning Strike
Level: 10
Colour: Amber
Range: Touch/5ft
Duration: Instant
Verbal: Let the speed of Amber be with your blade.
A touched target may instantly make whatever call they would normally do in combat at a single target in 5ft range calling the location as hit. Lightning reactions grants immunity.
Expertise: If cast on self, may spend 8 additional mana when casting to allow self a second strike.


One Moment More
Level: 16
Colour: Amber
Range: 1 mile
Duration: 1 minute
Verbal: By my grand powers, the march of time is held back. Let resin hold the sands in place while I forge the world as I might.
For the next 1 minute, within a mile, time does not pass. Anything sentient continues to move and act, but elementals, undead, animate plants, golems and the like are frozen in place. Additionally, durational counters do not decrease, diseases, poisons and the like do not progress, respawning things do not respawn.
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Onasuma
post Jan 3 2018, 08:03 PM
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The warming winds of amber slowly fade from Primus, unwanted and ill recieved. The sands fall back to the nacht to take form once again some day long from now.

And what of the Duke? Him and his influence have been sealed away, guarded by the Halls of Time and their Custodians. But who knows for how long?


System stuff: Amber Magic was rejected by The Empire and her representatives, taking it upon themselves to seal The Duke, his power and his resin, along with all of the scrolls which could teach of his magic. Amber magic is therefore not becoming a published colour, at least not at this time.

Pete
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