Grant
Sept 25, 2018 7:52:02 GMT -5
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Jul 9, 2018 16:41:17 GMT -5
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Post by Grant on Jul 14, 2018 14:24:22 GMT -5
GRIMOIRES
Grimoires are tomes of magical spells that can be learned and used by Mages. They are a rarity in Khandor, due to the vast majority being confiscated and destroy 20 years ago, however, a few still remain. IC, most Grimoires are held by those in the The Left Hand but a few families may have also managed to find and save copies. It is important for Mages to seek out and memorize the spells in these Grimoires to grow in magical strength. Some Grimoires may be disguised as other types of books to make them less obvious to authorities. Grimoires are prized rarities for Mages. Losing one is a major loss to the entire community. Be careful with yours!
HOW DO I CLAIM A NEW GRIMOIRES? To claim a new Grimoire, please send a joint PM to both Vee and Grant . It will be tracked in the grimoire tracking thread.
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Grant
Sept 25, 2018 7:52:02 GMT -5
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Jul 9, 2018 16:41:17 GMT -5
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Post by Grant on Jul 14, 2018 16:59:15 GMT -5
KNOWN GRIMOIRES AND MAGE LEVELS
When a Mage receives a new Grimoire (every 50 posts) they will automatically be capable of learning the sorts of spells contained within it. Grimoires build on each other, so when a new Grimoire is attained, your character maintains the abilities from the previous Grimoires. Every few Grimoires, a Mage will be known for a new power or skill level, based on the amount and sorts of spells that they know. The more Grimoires you have, the more powerful you are, the more respected and valuable you are in the magical community. Each Grimoire will give a general idea of the sorts of magic that can be produced if you have that Grimoire - the specific spell and manifestation is up to you to decide. If you have any ideas for Spell descriptors at any level, let Grant know!
NEOPHYTE GRIMOIRES
Grimoire I - The Grimoire all new Mage Characters start with. - Defensive Spells: A small shield that can deflect a single attack from the caster
- Offensive Spells: A small directed attack that can knock a single person off their feet and cause minor lacerations or bruises
- Healing Spells: Can heal minor scrapes, cuts, bruises (essentially minor, visible injuries)
- General Spells: Mend clothing, levitate small-medium sized objects, conjure a small light
Grimoire II- Defensive Spells: A small shield that can deflect a single attack from a person other than the caster
- Offensive Spells: A broad range attack that can wind an enemy or cause minor sprains.
- Healing Spells: Can heal minor sprains, muscle soreness, headaches (anything you would take an over the counter painkiller for)
- General Spells: Levitate large objects, freeze objects in place (stopping something from falling), lock and unlock things, insta-clean/disinfect specific things
Grimoire III- Defensive Spells: A one-sided full body shield on the caster and others
- Offensive Spells: A directed attack that can cause minor fractures, major lacerations, or sprains
- Healing Spells: Can heal major lacerations and minor fractures
- General Spells: Light a small fire, conjure a small (individual sized) amount of drinking water or food, conjure a small shelter (like a tent)
Grimoire IV- Defensive Spells: A full body shield on the caster
- Offensive Spells: A broad range attack that can cause minor fractures, major lacerations, or sprains
- Healing Spells: Can heal major fractures and internal bleeding
- General Spells: Conjure food and water for a small group, conjure shelter for a small group, light an entire small-medium sized room, warm or cool a small-medium sized room
Grimoire V- Defensive Spells: A full body shield on the caster and others
- Offensive Spells: A broad range attack that can cause internal bleeding, major fractures, or confusion
- Healing Spells: Can heal damage to organs caused by an attack (i.e. not caused by a natural failure of the body or illness), reduce the effects of an anxiety/panic attack or other emotional distress
- General Spells: Conjure food and water for a large group, conjure shelter for a large group, light a large sized room, warm or cool a large room
HERALD GRIMOIRES
Grimoire VI - Defensive Spells: Cast a small area of smoke/fog/other airborne concealment that can cover a single person
- Offensive Spells: Cast a flash of light to temporarily blind, Cast a loud noise to temporarily deafen
- Healing Spells: Numb a small part of the body, fully but temporarily calm emotional distress
- General Spells: Animate small objects (like a broom or sponge), make minor repairs on objects
Grimoire VII- Defensive Spells: Cast a large area of smoke/fog/other airborne concealment that can cover multiple people
- Offensive Spells: Disarm a single opponent
- Healing Spells: Anesthetize a person for a short period of time
- General Spells: Animate medium sized objects, fully repair objects
Grimoire VIII- Defensive Spells: Temporarily immobilize a single person
- Offensive Spells: Disarm multiple opponents, 5 MAX
- Healing Spells: Stop in progress organ failures (ex. asthma attack, heart attack)
- General Spells: Animate large objects, shrink or enlarge objects
Grimoire IX- Defensive Spells: Temporarily immobilize multiple people, 5 MAX
- Offensive Spells: Cause 1st and 2nd degree burns on the skin
- Healing Spells: Can heal 1st degree burns
- General Spells: Cook or warm/cool food and drink, grow small plants (flowers, herbs, etc)
Grimoire X- Defensive Spells: Cast perimeter alarms
- Offensive Spells: Cause 3rd degree burns on the skin
- Healing Spells: Can heal 3rd degree burns
- General Spells: Grow larger plants (trees, shrubbery, etc), conjure full pieces of clothing or other cloth objects
ACOLYTE GRIMOIRES
Grimoire XI- Defensive Spells: Cast perimeter clearances/ door passwords
- Offensive Spells: Cause a temporary sense of panic or other mental distress on a single opponent
- Healing Spells: Cause temporary short term memory loss and heal minor memory loss
- General Spells: Create a temporary, non-solid likeness of a person or animal(dopplegänger), amplify or muffle noises
Grimoire XII- Defensive Spells: Cast a temporary passable-at-range disguise (if someone was looking at you directly it would be ineffective)
- Offensive Spells: Cause a temporary sensation of intense, crippling pain on a single opponent
- Healing Spells: Cause permanent short term memory loss and heal major memory loss
- General Spells: Accelerate the speed of an object in motion, separate mixtures by components
Grimoire XIII- Defensive Spells: Cast a temporary minor disguise on ones face and voice
- Offensive Spells: Cause a temporary sense of panic or other mental distress on a multiple opponents, 5 MAX
- Healing Spells: Can restore physical energy
- General Spells: Cast an emergency flare or beacon
Grimoire XIV- Defensive Spells: Temporarily armatize body of the caster
- Offensive Spells: Cause a temporary sensation of intense, crippling pain on multiple opponents, 5 MAX
- Healing Spells: Can accelerate muscle growth and repair caused by unnatural loss
- General Spells: Suppress hunger, thirst, and other bodily functions temporarily
Grimoire XV- Defensive Spells: Temporarily armatize body of the caster and others, 5 MAX
- Offensive Spells: Cause immediate organ distress; such as gastrointestinal, difficulty breathing, racing heart
- Healing Spells:Restore mobility loss (not inclusive of loss of limbs)
- General Spells: Conjure temporary bridge/stepping stones, levitate oneself or others
OVATE GRIMOIRES
Grimoire XVI- Defensive Spells: Cast a major temporary alteration to appearance and voice
- Offensive Spells: Cast temporary hallucinations/night terrors
- Healing Spells: Restore loss of minor limbs (fingers, toes, nose, etc)
- General Spells: Cast ethereal messenger
Grimoire XVII- Defensive Spells: Temporarily (duration is one post following casting of spell) able to read immediate thoughts of a single opponent
- Offensive Spells: Cause a small fissure in the earth, to affect a single person
- Healing Spells: Restore full limbs (arms and legs)
- General Spells: Allow caster to breathe in oxygen deprived environments
Grimoire XVIII- Defensive Spells: Close one's mind to the effects of mind-reading spells
- Offensive Spells: Cause a large fissure in the earth to affect a group of people, 5 Max
- Healing Spells: Restart stopped heart and lungs within a short period of time of it stopping
- General Spells: Allow caster and up to 5 others to breathe in oxygen deprived environments
Grimoire XIX- Defensive Spells: Create a small portal one person can escape through
- Offensive Spells: Cause the heart, lungs, or other vital organs to immediately stop
- Healing Spells: Can reverse the effects of brain damage caused naturally or unnaturally
- General Spells: Temporary night vision, hearing increase or other increase in sense
Grimoire XX- Defensive Spells: Create a large portal a group can escape through, 5 MAX
- Offensive Spells: Cause a small explosion
- Healing Spells: Detect illnesses or injuries non-apparent or non-presenting
- General Spells: Transfigure small objects into other objects
MAGISTER GRIMOIRES
Grimoire Alpha - Defensive Spells: Temporary immunity to fire, confusion, and disablement (not including loss of limb)
- Offensive Spells: Extended sensation of crippling pain that can result in mental/emotional damage
- Healing Spells: Can erase specific traumatic memories
- General Spells: Build structures, above and below ground
Grimoire Beta- Defensive Spells: Temporarily become non-solid - meaning attacks will pass through you without harm
- Offensive Spells: Can temporarily control an individual's body
- Healing Spells: Can cure the effects of instances of depression, anxiety, trauma, and emotional distress permanently
- General Spells: Control weather patterns within specific location
Grimoire Gamma- Defensive Spells: Can temporarily change passageway entrances and directions
- Offensive Spells: Can temporarily control an individual's mind
- Healing Spells: Can temporarily (up to one year IC time) stop decay of a person, dead or alive
- General Spells: Ability to teleport oneself short distances
Grimoire Delta- Defensive Spells: Can reflect a single attack back at the opponent
- Offensive Spells: Cause a large scale explosion or natural disaster
- Healing Spells: Can revive a person who has died within hours/has no decay
- General Spells: Ability to teleport oneself and those in contact with you short distances
Grimoire Epsilon- Defensive Spells: Can redirect a single attack in any direction
- Offensive Spells: Can conjure and control a small group of undead
- Healing Spells:Can restore permanent memory loss
- General Spells: Ability to teleport oneself and those in contact with you over long distances
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