Grimoire ~ Pure magic

Chapter II: Grimoire ~ Pure magic

In book: (a) Grimoire

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Water element and magic:

  • Osin and yappie plumii subspecies;
  • River and deepwater kazuli subspecies;
  • Liquid essence.
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Fire element and magic:

  • Rikki plumii subspecies;
  • Cave kazuli subspecies;
  • Flame essence.
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Earth element and magic:

  • Ametheta plumii subspecies;
  • Forest kazuli subspecies;
  • Plant essence.
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Air element and magic:

  • Vampire and iwao plumii subspecies;
  • Avian kazuli subspecies;
  • Smoke essence.

Pure magic

The elemental subspecies listed in the first part of the grimoire are predisposed to the corresponding pure magic. Subspecies without an innate predisposition - working and omnivorous - can gain magic abilities upon the presence of the necessary essence - pure magic will be equal to the elemental essence according to the cells in the first part of the grimoire


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Water magic

Water magic allows the magician to manipulate any liquid, not necessarily water. This malleable element in skillful hands can become a formidable weapon or necessary treatment. Plasticity and fluidity of movement are important for water magic, first moving the hips and then the chest, the magic comes from the hands. Requirements:

  • Plumii subspecies working with liquid essence;
  • Kazuli subspecies omnivorous with liquid essence;
  • Plumii subspecies osin or yappie with basic essence;
  • Kazuli subspecies rive or deepwater with basic essence.
  1. The first level unlocks the basic ability to manipulate water. Mages will be able to transfer the liquid and shape it. They can also turn water into small bullets and fire them unarmed, using only magical abilities. The projectiles, however, are not particularly dangerous;
  2. At the second level, mages will be able to change the aggregate state of water, turning it into ice and vapor. Unlike vapor, ice can be converted back to a liquid state. In addition, mages are already better at the original abilities;
  3. At third level, mages can create slimes. They don't need food, water, sleep, or air to exist, but they are extremely slow-witted and don't follow mage's commands. Slimes understand emotions by facial expressions and try to copy them, but this is the maximum of their abilities. If a slime's body temperature drops below 0C, it turns into a block of ice and cannot move, but it is still “alive”.
  4. In the fourth stage, mages will be able to learn blood magic, which will greatly aid them in their work in the hospital. Blood mages can separate blood and essence, curing plumii of blood poisoning. Blood mages can also repair minor injuries such as scratches, infections, etc.
  5. The combat level of water magic is learned after the fourth level. This stage is only available to Expeditors and is allowed to be used exclusively in the Wasteland. This is the true final stage of magic development and is only available to a small number of mages. Water magic has the characteristics of healing and defense:
    • The Water Mage heals damage to other plumii and kazuli, including fairly heavy damage, and removes poison infestation;
    • The Water Mage can wear water armor that absorbs damage and some negative effects from the enemy. The armor is suitable for permanent wear and is extremely useful for moving underwater;
    • Water Armor can be placed on another plumii or kazuli like a plaster, acting as a fixative in case of a fracture.

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Fire magic

Fire magic includes not only flame control, but also heating. It is a vigorous element that is difficult to control, but easy to subdue. The voice and speed of movement are important for fire magic, emphasizing the vocal cords and fingertips. Requirements:

  • Plumii subspecies working with flame essence;
  • Kazuli subspecies omnivorous with flame essence;
  • Plumii subspecies rikki with basic essence;
  • Kazuli subspecies cave with basic essence.
  1. The first level unlocks the basic ability to create fire using gases around the mage. Fire can travel through airspace, lighting the way. Be careful, for the apprentice mage cannot yet extinguish a fire created by their magic without auxiliary materials;
  2. At the second level, mages will be able to shape the fire and also extinguish it at the creator's will. One of the flames can be shaped like a whip, which can be used to attack, causing significant damage. In addition, mages will be able to subdue derelict fire, making it obey orders;
  3. At third level, mages will be able to create flame seekers. They need air to live and anything that burns for food (such as wood and coal). The flame seekers can smell flaming sand and will assist mages in finding it. They are also just sweet and affectionate, very attached to their masters.
  4. In the fourth stage, with existing knowledge, mages can learn fire forging. With this ability, mages turn the blazing sand from the depths of the Sand City into weapons and tools for the explorers of the Wasteland;
  5. The combat level of fire magic is learned after the fourth level. This stage is only available to Expeditors, and is allowed to be used exclusively in the Wasteland. This is the true final stage of magic development, and is only available to a small number of mages. Fire magic has the characteristics of attack and status effects:
    1. The Fire Mage has a dynamic combat style, with fast and powerful attacks;
    2. Status effects include burning the enemy, which is easily blocked by water magic;
    3. The Fire Mage can increase their damage by using their weapon's critical attack. Critical Attack increases the damage of a weapon according to the weapon type and attack type. Note that the weapon wears out when the ability is used:
      1. If the weapon is a firearm, the critical attack releases a charged projectile that explodes when it hits a solid object, dealing the most damage in the center of the explosion and additional damage in a certain radius around it. Extremely effective in combat against a group of opponents;
      2. If the weapon is laser - critical attack releases a short but wide or long but narrow laser beam. It melts solid objects, making through holes such as in rocks, or cuts through dense objects that are not amenable to conventional weapons;
      3. If the weapon is a whip, the critical attack increases the attack radius and sets foes on fire. In addition, the whip's critical attack cleaves the air, which can be useful against any enemies using air magic;
      4. Weapons of another type have not been studied, but with proper information and experimentation by forgers, additional descriptions may appear

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Air magic

Air magic involves controlling any gases, separating and detecting them. It is an easy to master element that depends on breathing and mental clarity. Requirements:

  • Plumii subspecies working with smoke essence;
  • Kazuli subspecies omnivorous with smoke essence;
  • Plumii subspecies iwao and vampire with basic essence;
  • Kazuli subspecies avian with basic essence.
  1. The first level unlocks the basic ability to manipulate air masses, through which mages can lift objects into the air. With practice, the allowable volume and weight of objects increases;
  2. At second level, airbenders will learn to hover above the surface, and the Iwao subspecies will master full flight. Airbenders can also be turned into throwing weapons, inflicting small cuts. Damage is low, but can cause significant discomfort if used properly;
  3. In the third stage, the magician can create kites. They require a paper shell to exist, but do not require food or anything else to live. The kites can follow their host, or they can stay in place in a standby mode. The kite owner can calibrate the compass and tune it to the kite's frequency so that the kite's location is not lost.
    1. The elemental compass and the compass of kite conflict with each other, so the compasses must be created by different magicians;
    2. The death of the kite (destruction of the paper shell) is felt by the master, and along with the death of the kite, the compass bound to it is also destroyed.
  4. At fourth level, with knowledge, mages can calibrate a compass and tune it to the frequency of the Air Elemental, which is the only stable reference point in the Wasteland. Each expedition to the Wasteland requires a new compass, so the mage can receive orders to create them and earn some Auric Coins.
    1. The Compass works in the area in which it was charged, so an elemental compass works in either the Wasteland or Cities. The compass is destroyed if you move it through the dome of a city;
    2. The mage calibrating the elemental compass must not leave the city boundaries for safety reasons, nor must the mage directly participate in the expedition;
    3. The city dome destroys magical items, magical manifestations, body parts, and companions passing through it.
  5. The combat level of air magic is learned after the fourth level. This stage is only available to Expeditors and is allowed to be used exclusively in the Wasteland. This is the true final stage of magic development and is only available to a small number of mages. Air magic has the characteristics of exploration and status effects:
    1. The air mage does not rely on attacking; air combat tactics are to avoid enemy attacks, and wear down the enemy;
    2. The air mage can create an air net that can be sensed by the creator, which is extremely useful in ambushes and hiding places;
    3. An air mage can ride a kite for a bird's-eye view of the terrain. No one but the kite's master can ride it;
    4. Status effects include the mirage invisibility ability, which allows to hide one of team members from enemies. Note that attentive enemies can reveal the mage's mirage!

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Earth magic

Earth magic includes the control of earth, stone and metals. A difficult element to master, requiring fortitude and patience as well as physical strength. Requirements:

  • Plumii subspecies working with plant essence;
  • Kazuli subspecies omnivorous with plant essence;
  • Plumii subspecies ametheta with basic essence;
  • Kazuli subspecies forest with basic essence.
  1. The first level unlocks basic earth and stone control capabilities, through which the mage can split and compact rock, as well as move and create boulders. With practice, the allowable volume and weight of the object increases;
  2. At second level, an earth mage can shape rock, such as summoning attack spikes. Among other things, an earth mage can burrow into the ground to evade attacks or move, and can build walls to aid in construction;
  3. At the third stage, the mage can create copper golems. They do not require food, water, or air to exist. They are intelligent enough to follow commands and can be created in large numbers to work in factories, quarries, etc.
    1. Copper golems oxidize over time, the more oxidized a golem's body becomes, the less productive it becomes;
    2. Once fully oxidized, the golem ceases to follow commands and loses its mind; what is left of its body is nothing more than inanimate metal;
    3. Golem body parts can be replaced with new ones, but will it be the same golem it was originally? The paradox of the copper golem...
  4. At the fourth level, with knowledge at hand, a mage can find coal and metal-bearing rocks and purify them from stone and earth. Earth mages can also find and purify gemstones used in creating the core for runes.
  5. The combat level of earth magic is learned after level four. This stage is only available to Expeditors, and is allowed to be used exclusively in the Wasteland. This is the true final stage of magic development, and is only available to a small number of mages. Earth magic has the characteristics of a summoner and a tank.
    1. Earth mages often do not use weapons, modifying the surrounding landscape for convenient combat or defending themselves with the help of erected walls;
    2. Earth mages can create a sarcophagus for themselves, an ally, or (sometimes) an enemy. The sarcophagus blocks movement but gives defense. It is destroyed by heavy damage;
    3. Earth mages can summon battle golems using metal. They protect the wearer, help the wounded, distract enemies, and have abilities limited only by the commander's ideas.

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