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ArseneLupin32

Grimiore Test

Jun 16th, 2019
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  1. Grimiore Magic
  2. Magic, it's something that people think of as this mystical unknowable thing. Further proof people are idiots I suppose. Alchemists had it closer than anyone really. It's much closer to a science with a little bit of art thrown in. Everything you do is measured, calculated, all to get your desired effect. Each glyph and rune has it's own meaning that contributes to it's final effect.
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  4. Magic in this world is made of various building blocks that powerful mages can change out and build upon. There are various parameters to a spell and not every spell has every parameter.
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  6. Schools: The most basic parameter of the bunch, it dictates what type of Focus is used for the formation of the spell and acts as a stepping stone for further parameters. This stepping stone can be the difference between 2 very difference spells if the other parameters are the same. There is 1 Parameter for each school of magic. (In addition to 2 additional School Parameters for Angelic and Demonic Magic but this is extremely rare)
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  8. Form: Form is how the spell manifests and acts once the spell is cast. It can be one of the most complex parameters due to the many different forms that can be used. For instance a spell with the Form of Burst would be a spell that radiates out from a single point in one single effect while a spell with a Form of Ray would be a single target focused spell.
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  10. Range: Range is how far you need to be from someone to cast the spell. This is one of the simplest parameters as it's usually a concrete range such as 20 feet or contact. There can be sub parameters on spells such as spells with the Burst or Aura Form that dictate the area of effect once the spell is cast.
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  12. Duration: Another very simple parameter, Duration is how long a spell can be kept active. This can range from anywhere from instant, meaning it does what it does and dissipates, to an hour, to as long as you can concentrate on the spell.
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  14. Purpose: A more abstract Parameter, Purpose is what the magic is meant to do. Whether that be Damage, Healing, Creation, or Hexes. The Purpose can be one of the most important Parameters of a spell, dictating whether your spell soothes the wounds of your ally or causes their wound to split open.
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  16. Element: Element is what dictates the energy surrounding your spell and how it manifests. While this parameter is most important in damaging spells it has it's uses in many other spells.
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  18. Trigger: Sometimes you need to be a little more discerning in how your spell is used or set up a spell as a failsafe, this is where Trigger comes in. Triggers are conditions in which your spell activates once it's cast.
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  21. Sample Spells:
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  23. Spell Name: Fireball
  24. School: Evocation
  25. Element: Fire
  26. Form: Burst
  27. Range: 20 Feet (10 Foot Burst)
  28. Duration: Instant
  29. Purpose: Damage
  30. Fireball is a spell where you focus flaming energy into a point within 20 feet and cause it to detonate into a 10 foot large explosion, burning and damaging anyone in the area
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  32. Spell Name: Phoenix Burst
  33. School: Evocation
  34. Element: Fire
  35. Form: Burst
  36. Range: 20 Feet (10 Foot Burst)
  37. Duration: Instant
  38. Purpose: Healing
  39. Phoenix Burst is a spell where you conduct flaming energy into a point within 20 feet and cause it to detonate into a 10 foot large flood of cleansing flames, burning away impurities and healing the wounds of anyone caught in the area.
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  42. Binding Chains
  43. School: Conjuration
  44. Form: Glyph
  45. Range: Contact
  46. Duration: 2 Hours
  47. Purpose: Hex
  48. Trigger: When A Non-approved Individual makes contact with the glyph
  49. Binding Chains is a spell where you place a Glyph and set a list of people who can make contact with the glyph safely by expending something from that person such as a strand of hair or bit of blood. Anyone not on that list who makes contact with the glyph are accosted by chains erupting from the glyph and trapping the culprit in place.
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  51. Lightning Bolt
  52. School: Evocation
  53. Element: Lightning
  54. Form: Line
  55. Range 40 Feet
  56. Duration: Instant
  57. Purpose: Damage
  58. Lightning Bolt is a spell that summons a bolt of lightning in a 40 foot line in front of you, piercing and electrocuting anyone caught in it.
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  60. Obscuring Mist
  61. School: Illusion
  62. Element: Water
  63. Form: Cloud
  64. Range: 20 Feet (15 foot cloud)
  65. Duration: 5 Minutes
  66. Purpose: Concealment
  67. Obscuring Mist is a spell that summons a cloud of mist to hide a 15 foot section of space within 20 feet, making it more difficult for people to see inside.
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