Grimoire ~ Combined magic

Chapter III: Grimoire ~ Combined magic

In book: (a) Grimoire

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Plant magic:

  • Elements earth + water;
  • Plumii subspecies hybrid Ametheta + Osin/yuppie;
  • Kazuli subspecies symbiotic;
  • More options in the plant magic section.
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Weather magic:

  • Elements air + water;
  • Plumii subspecies hybrid Iwao/vampire + osin/yappie;
  • More options in the weather magic section.
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Energy magic:

  • Elements air + fire;
  • Plumii subspecies hybrid Iwao/vampire + rikki;
  • More options in the energy magic section.
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Crystal magic:

  • Elements earth + fire;
  • Plumii subspecies hybrid Ametheta + rikki;
  • More options in the crystal magic section.

Combined magic

Only elemental subspecies that are of uncommon and rare rarity, as well as plumii hybrids, can have combined magic. In this case, the elements of the individual's body and the individual's essences must be different, but not opposed to each other. That is, the elements water + earth form a related plant magic, as they are different elements that do not oppose each other. However, the elements water + fire not only do not form adjacent magic, but also eliminate each other, as a result of which an individual cannot possess magic at all unless the form of essence is changed.

If the elements of body and essence are the same, the individual has the corresponding pure magic. Incompatible elements: water + fire, earth + air.


Plant magic

Plant magic involves controlling and influencing vegetation. Requirements:

  • Plumii of the subspecies ametheta with liquid essence;
  • Plumii subspecies osin or yappie with plant essence;
  • Plumii subspecies ametheta + aspen/yappie hybrid;
  • Kazuli subspecies forest subspecies subspecies with liquid essence;
  • Kazuli subspecies river and deepwater with plant essence.
  • Kazuli subspecies symbiotic.
  1. The first level opens up the basic possibilities of communicating with plants, through which you can learn about the well-being, wishes and requirements of the plants. With practice, the understanding of plants increases and the range of emotions becomes broader.
  2. In the next step, the mage can influence the size and behavior of the plant, in return for the richness of the soil. By giving gigantism or plasticity to the plant, the mage can grab objects and other creatures, immobilizing them. Depending on the type, the plant can also poison or harm opponents;
  3. On the third step, the mage can create garden minions. Such creatures require a garden pot or other vessel with soil in it. The heart of the minion is inside the vessel, in the soil. They require certain atmosphere (oxygen, carbon dioxide, etc.) and liquid to live. Garden minions have their own consciousness and emotions, they are vulnerable and emotional. Depending on the type of plant, the garden minion has a different character.
  4. On the fourth step, with the knowledge at hand, the mage can crossbreed existing plants to breed a new one. Experiments are not always successful and often result in the death of specimens. Nevertheless, the crossed plants or improved plants serve as sustenance and protection.
  5. The fifth level of earth magic comes after level 4 and is only available to Expeditors and is only allowed to be used in the Wasteland. This is the true final stage of magic development and is only available to a few mages. Earth magic is of a constructive nature. Plant mages are required to establish a settlement. Their duties include preparing the ground and creating plants to take root in the new territory;

Weather magic

Weather magic involves anticipating, influencing, and creating weather. Requirements:

  • Plumii of the subspecies iwao with liquid essence;
  • Plumii of subspecies osin or yappie with smoke essence;
  • Plumii subspecies iwao/vampire + osin/yappie hybrid;
  • Kazuli subspecies avian with liquid essence;
  • Kazuli subspecies river or deepwater with smoke essence.
  1. First level unlocks basic weather premonition abilities, through which the mage can recognize upcoming weather in cities and occasionally in the Wasteland.
  2. In the next step, the mage may summon and recall specific weather in a small area. Weather that does not match the chosen terrain cannot be summoned: snow cannot fall in a sandy city, and a sandstorm will never appear in a mossy city. The mage can also bind weather clouds to another creature, including plumii or kazuli.
  3. On the third step, the mage can create rainmakers. These creatures can condense essence from the environment and store it in a liquid version. Rainmakers have a small belly where the essence accumulates, so they aren't very effective if you need a lot of essence. Also, the essence they collect is always random. Rainmakers have a mind and emotions of their own, they are calm and passive. Rainmakers prefer to stay in safe territory, so taking them with you into the Wasteland is not an option.
  4. On the fourth step, with the knowledge at hand, the mage can create captive weather, encasing the created weather phenomenon in a small dome. Weather phenomenon domes can be traveled long distances and released in the desired area.
  5. The fifth level of earth magic comes after level 4 and is only available to Expeditors, and is only allowed to be used in the Wasteland. This is the true final stage of magic development and is only available to a few mages. Weather mages are required to establish a settlement. It is their responsibility to erect a dome over the settlement's territory. The dome makes the area safe and habitable;

Energy magic

Energy magic allows you to interact with the essence and energy of other beings and variously bend them to mage's will. Requirements:

  • Plumii of subspecies rikki with smoke essence;
  • Plumii subspecies iwao with flame essence;
  • Plumii of subspecies iwao/vampire + rikki hybrid;
  • Kazuli subspecies cave with smoke essence;
  • Kazuli subspecies avian with flame essence.
  1. The first level unlocks the basic ability to create electrical discharges, through which Plumii or Kazuli can electrify his body and create “lightning” around him.
  2. In the next stage, a mage can sense another's essence and chase their target. Mages can chase a target for tens of meters and “see” the target through objects. This can also be used to transmit sounds over long distances by communicating with the target's essence.
  3. On the third step, the mage can create radio eels. Eels can be used for peaceful purposes, transmitting information to their host, but only sound or information about the location of a target (creature or object). Eels can perform an attacking function, protecting their host or attacking a target with electricity. Eels are useful for both peaceful and attacking purposes due to their teleportation ability. An eel can easily dodge blows thanks to teleportation, as well as return safely from the Wasteland. Eels cannot teleport through the dome of cities or settlements. In such a case, eels teleport to a safe area near the cities/settlements and wait for their master.  Eels have advanced consciousness and can navigate space, memorize their host, path, place and assign statuses to them: e.g. safe/unsafe. Eels value their personal space and aggressively respond to unwanted touch, electrocuting particularly clingy creatures.
  4. On the fourth step, with the knowledge available, the mage can create teleporters that allow an object to be split into essence and transmitted over long distances. Teleporters only work on solid and non-sentient objects. Transmitting sentient objects is prohibited. Teleporting a sentient object results in the object's personality and memories being destroyed. 
  5. The fifth level of energy magic comes after level 4 and is only available to Expeditors, and is only allowed to be used in the Wasteland. This is the true final stage of magic development and is only available to a few mages. Energy mages are essential to the establishment of a settlement. It is their responsibility to create a link between the settlement and the cities, between the settlement and other settlements.

Crystal magic

Crystal magic is closely tied to the very heart of the planet and the goddess, and allows for the manipulation of crystals. Requirements:

  • Plumii of subspecies rikki with plant essence;
  • Plumii of subspecies ametheta with flame essence;
  • Plumii of subspecies ametheta+rikki hybrid;
  • Kazuli of subspecies cave subspecies with plant essence;
  • Kazuli subspecies forest with flame essence.
  1. The first level unlocks the basic ability to find gems and essence crystals in caves and rocks.
  2. In the next step, the mage can turn small rocks into cheap crystals. Cheap crystals can be processed and faceted into precious crystals, but their value and uses are scarce. Such crystals can be used for self-defense and attack purposes. Crystal mages with crystallization can affect and thus move a crystallized body part.
  3. On the third step, the mage can create Diamond Friends! These are a special kind of pet created with gems. They feed on gems and recycle them into diamond chips, and in rare cases into zinc, iron, or gold ore. Diamond friends can be broken like any gems, but they prefer to avoid combat. Somehow they run very, very fast!
  4. On the fourth step, with the knowledge at hand, the mage can create pure crystals that allow him to craft a core for a rune of related magic. Magical runes are very useful - this way anyone can use magic that they can't have at all;
  5. The fifth level of energy magic comes after level 4 and is only available to Expeditors, and is only allowed to be used in the Wasteland. This is the true final stage of magic development and is only available to a few mages. Crystal mages are required to establish a settlement. Using their magic, crystal mages mark the area of the settlement as settled and establish a connection with the goddess. This makes the area around the settlement safer over time.

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