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Sep 28th, 2016
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  1. The people of Diaspora call the magic that they have integrated into their lives "Phenomena".
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  3. Spellcasters in Diaspora are not limited by their knowledge but rather their creativity and in their ability to draw from their latent power. There are several mechanics of interaction that a spellcaster in Diaspora may dabble in: Generation, Transmutation, Alteration, Agitation, Subtraction, Transposition, Manipulation, and Illogica.
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  5. GENERATION (GE)
  6. The spell involves production of substance and matter in its process. This is extremely weak and limited, and usually never practiced due to the amount of sheer effort it takes to will Phenomena into mass.
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  8. TRANSMUTATION (TR)
  9. The spell involves tampering with pre-existing substance and matter in its process. Usually casters will never rely on a generation based spell because of readily available matter always being present. Air is a decent source of matter but some casters like to bring along lumps of spare material to put to good use.
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  11. ALTERATION (AR)
  12. The spell involves "writing over" the rules of a material and basically causes it to behave diferently than it would normally behave under its current circumstances. However changes made to the material require constant effort to be maintained.
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  14. AGITATION (AG)
  15. The spell involves a net gain in "fine" (thermal) energy in its process.
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  17. SUBTRACTION (ST)
  18. The spell involves a net loss in "fine" energy in its process.
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  20. TRANSPOSITION (TP)
  21. The spell involves shifting its origination away from the caster in its process, enabling an effect to be maintained or produced independantly from the caster.
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  23. MANIPULATION (MN)
  24. The spell involves manipulation of "crude" (kinetic) energy in its process.
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  26. DISTORTION (DN)
  27. The spell involves skewing the perception of one's surroundings or directly interfering with one's perception.
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  29. ILLOGICA (IL)
  30. The spell involves a requirement of power so great that anybody capable of casting these are to be absolutely feared and revered. Examples include time manipulation and erasure of mass.
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  32. The effectiveness roll a spellcaster makes is determined by their caster level. They have an innate bonus cast effectiveness roll of +5 per INTMOD and 5 levels and a dynamic bonus cast effectiveness roll of +5 per caster level.
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