{"sf1_id":730584,"sf2_id":null,"title":"Orion89.","author":"Yure16","words":1133,"posted_at":"2014-07-14T21:48:00.000Z","tags":["RPG","Settlement"],"url":"https://fse.anthro.fr/stories/730584-orion89","original_url":"https://sofurry.com/view/730584","image_url":"https://www.sofurryfiles.com/std/thumb?page=730584\u0026ext=.jpg","description":"Requested by Orion89.","content":"  yure16\nyour task is to study the mana in the environment and delevope\nspecial skills for our adventurers to use. You will also need to\ndetermine the elemental chart and which element is strong against\nwhich other element. For low level research all spells will only have\na 1X multiplier and be available for level one adventurers to use. We\nwill need 6 spells to start with.Here is an example:Spell:\nAwesomeElement: CoolMP Cost: 3Multplier: 1X (Special X\nMultplier = Damage)Level Required: 1Yure's\nlittle report. Preamble. These\nspells were created to be used by explorers, as part of our project\nof colonization. In this wild world of unseen beasts and places, we\nmust be ready to defend ourselves, heal and, sadly, kill. I'm not\nresponsible for the misuse of this document or the spells I created,\nas they are completely amoral, as tools they are. If one of these\nspells is used for evil purposes, the spell-caster is the one who\nshould be punished. In any case, I have a rhetorician to defend me in\ncase of unfair accusations. The\nmana and it's strength. Mana\nis the magical energy that flows underground. It's existence can only\nbe felt: mana can't be seen, heard, smelled, tasted and can only be\nfelt by those who have a special sensibility to para-physical\nsubstances, such as the ether. To the process of extracting such\nenergy to the body in order to cast a spell is given the name of\n\"mining\", in reference to the practice of those who extract noble\nminerals, such as gold, giving an idea of the importance of mana\namong the circles of spell-casters. I\nnoticed that the mana in this place is rather low. To provide you\nstronger spells, I would need to mine more mana, which is beyond my\nskill at the moment. Using weak spells is hard and using stronger\nspells can be too draining for the spell-caster, considering that\nmana mining is a demanding practice. On\nthe elements and their relations. There\nare six elements in the world: light, fire, air, earth, water and\nether. The light is the last element and is made of photons, it's the\nelement responsible for the sight, mainly, and luminous energy. Fire,\nair, earth and water are the secondary elements, composed mainly by\natoms. The first element is the ether, the substance that composes\nthe thoughts and is composed by monads. In this place, the elements\nrelate in a strange way. You would usually expect that fire spells\nare specially weak against defenses based on water, but that's not\nwhat happens: they are equal, maybe because of the scarce amount of\nmana, keeping us from making further experiment, or maybe it's an\nunknown condition. I\nmade this chart to make things easier to understand. The element at\nleft has advantage over the element at right.\n\nLight.\n\n\nFire,\nAir, Earth, Water.\n\n\nEther.\n\n\nLight.\n\n The\nbiggest shock is that Light has advantage over the secondary\nelements, that have advantage over Ether. Ether, as compensation, has\nadvantage over Light. The secondary elements have no advantages among\nthemselves. Spells\ndeveloped. The\nfollowing spells were developed to aid those who will engage in\ndungeon crawling and monster extermination. Refer to the Preamble for\na disclaimer. Spell:\nGlobe of Light. Element:\nLight. MP\nCost: 2/hour. Multplier:\n0x (not an attack spell). Level\nRequired: 1. A\nglobe of light appears hovering the spell-caster, providing light in\ndark places. Cancels penalties related to darkness over sight. The\nlight can be sustained by paying 2MP per hour. The light illuminates\na circle (four meters of diameter) around the floating globe. The\nlight can not be touched and doesn't deal any damage. Spell:\nLesser Fire Ball. Element:\nFire. MP\nCost: 4. Multplier:\n1x. Level\nRequired: 1. A\nglobe of fire appears in front of the spell-caster and is pushed\ntowards a target. The spell is passive of missing. Once hitting, it\nexplodes, the adjacent living beings (two meters of diameter) around\nthe point where the ball hit will be hit with the explosion,\nreceiving half of the damage dealt to the hitting point. Spell:\nLesser Flight. Element:\nAir. MP\nCost: 1/second. Multplier:\n0x (not an attack spell). Level\nRequired: 1. The\nspell-caster flies about one meter from the ground level and can\nfreely move in any direction, except up. If he flies and moves\nforward, over a hole or depression in the terrain, he doesn't lose\naltitude to compensate the terrain. It can be sustained by paying 1MP\nper second. The speed of the flight is half of the spell-caster's\nrunning speed. Spell:\nGrowth Speed Up. Element:\nEarth. MP\nCost: 3. Multiplier:\n1x (not an attack spell). Level\nRequired: 1. This\nspell is used to speed up the growth of a seed in order to have\nvegetables or fruits to eat soon. The speed of growth is increased\naccording to the table below.\n\nSpecial\nx Multiplier.\n\n\nTime\nuntil the seed is fully grown.\n\n\n0\n- 10.\n\n\nTwelve\nhours.\n\n\n11\n- 20.\n\n\nSix\nhours.\n\n\n21+.\n\n\nThree\nhours.\n\n When\nthe seed has reached the state of fully grown plant or tree (giving\nfruit), it's safe to rely on it for food supply. After being hit by\nthe spell, the plant or tree will die overnight, becoming useless. Spell:\nHealing Bath. Element:\nWater. MP\nCost: 4. Multiplier:\n1x (healing spell). Level\nRequired: 1. The\nspell-caster enchants a water body (such as a lake, pound...) and the\nwater gains healing proprieties. Those who bath in it are \"targets\".\nFor each hour bathing in the enchanted water, the target recovers an\namount of HP (or decreases Damage Meter) equal to the spell-caster's\nmultiplied special. The healing proprieties of the water will be gone\novernight. Spell:\nLesser Memory Recovery. Element:\nEther. MP\nCost: 3, rising by 4 at each failed attempt. Multiplier:\n1x (ailment). Level\nRequired: 1. The\nspell-caster can have access to the target's memories of what\nhappened in the previous 24 hours. The target has the right to resist\nusing the proper mental attribute against the spell-caster's\nmultiplied special. If the spell-caster fails, he can try again, but\nthe MP Cost will be 7 and will rise by 4 at each failed attempt. He\ncan try again for a cost of 3 after eight hours of continuous rest. Conclusion. Because\nof the limitations of my body, I couldn't make further experiments, I\nwould like to develop more powerful spells, but it's impossible being\na cub. Mana mining is far too hard for me and I would like to have\nhelp from someone who is strong and healthy to experiment with the\nmana. But I think that the spells I developed, albeit basic, will be\nvery useful to those who explore the depths of the ground, since we\ndon't have plans to explore the skies above just yet.Yure\nT. Kitten."}