Aetheral

Spellcrafting

Feb 23rd, 2017
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  1. Spellcrafting.
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  3. Spellcrafting is the act of creating a spell, to be put in a spell gem. Spellcrafting requires a set of special Artifact Armament metal gloves, that draw on one's ability to manipulate dream force, and allow them to create a spell. A Spell, is created with three components, the Type, the Basis and the Process. A lot of Spellcrafting information come from a vast ancient study, called the Human Monograph. All Spellcrafting, bar modern techniques (Polymorphism, System-crafting, External-feeding, Multi-Frequency etc.) which themselves, came from more primitive techniques, is derived from the information found in this text.
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  5. Portions of it has been either lost, or expunged, some considered to be too dark or unethical to use under ANY circumstances. Nevertheless, onto the basics!
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  7. The Type, is obvious. It is the type of the Spell gem... Arcane, Control, Equipment or even Utility! Selecting it is the first thing one must do, but the last bit to be actually implemented.
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  9. The Basis, is some type of material. The exact manner of gathering it as well as , and the qualities it provides, are found in the Human Monograph. There are nine "Key" Bases, and several minor ones. As players, feel free to pick your own base, but do bring it up with the dm as to what it should do.
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  11. 1. Fire. Fire is a base associated with Sephiragios...an Ancient, apparently (of the sun, conquest, of the acts of cutting and parting). It's function is to burn, da,age , but also to cleanse. Generally, to attain the first, one creates fire by burning something (anything works). The cleansing functions require the fire to consume what it is fueled by, and then sustained by dream force.
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  13. 2. Water. Water is associated with Vahelt, an odd, chthonic serpentine sea spirit. Water is associated with regeneration and purification. Water purifies, generally only in the physical sense, while fire cleanses both physically and spiritually, and through destruction. Water is the most common element to heal injuries or cure other ailments,
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  15. 3. Gold. Gold is associated with Disse, the first of the Twelve and Rephios, Ancient of Justice. Light and electricity based spells, are created through the gold base. Sealing spells and barriers, as well as space/time affecting spells although the later require a specific and very well guarded technique to create.
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  17. 4. Blood. Blood is associated with Seria, fourth of the Twelve and rarely, Varrakil, an apocryphal Ancient. Blood based spells are cast from one's own life force some of the time, and are based around emotional and mental effects.
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  19. 5. Gearsteel. Some sort of odd, brass-like material, that allows Glass to be integrated into it quite well, as well as, conducting dream force pretty well too. Associated with Ilia, one of the first humans. Gearsteel is used for "metamagic", effects that affect other spells or the entire Gem system.
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  21. 6. Bone. Associated with Yavan, the very writer of this odd Human Monorgaph. Some odd academics however, seem to associate it with a cultist figure, Carrgoros. Bone spells seem to have a corrosive/poisonous/acidic power of a sort. Generally, slow degeneration/denial of healing.
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  23. 7. Mercury. Associated with Folchid, a Lost One that allegedly presides over travel and exploration. Sometimes too, with Uren, fifth of the Twelve. Spells generally focused around moving objects around, either helping movement of friendliest, or displacing foes.
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  25. 8. Porcelain/glass. Normal glass, not Glass/Veilglass. Associated with Ethal, second of the Twelve. Porcelain/glass is used explicitly in the making of Utility Gems, and Utility Gems are solely made out of a porcelain or glass.
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  27. 9. Silver. Associated with Zessalt, the leader of the Ancients. Silver based spells serve as anti-magic, destroying other spell effects and depriving daemons of their abilities, as well as generally weakening enemies. They can do the opposite with allies, boosting their skills!
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  29. And last, the Process. The Process decides on special qualities for the spell, and how the spell is "administered". Some processes are given below, but more can exist. One can technically overlay several process as well. It is by no means simple.
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  31. 1. Priority. Basically, a spell that is processed with Priority, will be somewhat weakened, but also given the ability to go through defenses and natural resistances.
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  33. 2. Double cast. Once more, lessens the power by an amount, but also allows the spell to be cast twice!
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  35. 3. Curse. Empowers the spell, but in turn, it causes said spell to damage the user's own constitution.
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  37. 4. Murderous. Under a special condition, a spell can empower itself tremendously. (A spell that becomes vastly more powerful if it hits somewhere with fire in it)
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  39. 5. Trigger. A spell that has an unknown effect and only lingers as an ethereal field of dream force... Until a certain condition is met, and the spell affects shit.
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  41. Etc, etc. feel free to make more of these. Every self respecting Spellcrafter has their own Processes.
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  43. Spellcrafting can also often involve a small automated construct, which helps with the process, if one is somehow impaired, and cannot handle dream force themselves. It is a very versatile art, developed in Magna, and then spread through all of Corius. It requires a good deal of knowledge and studying for many years, as well as some natural skill with dream force.
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  45. Generally it is a very profitable and respected field of work. But also a difficult one!
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