# Orion89.

Author: Yure16
Tags: RPG, Settlement

Requested by Orion89.

  yure16
your task is to study the mana in the environment and delevope
special skills for our adventurers to use. You will also need to
determine the elemental chart and which element is strong against
which other element. For low level research all spells will only have
a 1X multiplier and be available for level one adventurers to use. We
will need 6 spells to start with.Here is an example:Spell:
AwesomeElement: CoolMP Cost: 3Multplier: 1X (Special X
Multplier = Damage)Level Required: 1Yure's
little report. Preamble. These
spells were created to be used by explorers, as part of our project
of colonization. In this wild world of unseen beasts and places, we
must be ready to defend ourselves, heal and, sadly, kill. I'm not
responsible for the misuse of this document or the spells I created,
as they are completely amoral, as tools they are. If one of these
spells is used for evil purposes, the spell-caster is the one who
should be punished. In any case, I have a rhetorician to defend me in
case of unfair accusations. The
mana and it's strength. Mana
is the magical energy that flows underground. It's existence can only
be felt: mana can't be seen, heard, smelled, tasted and can only be
felt by those who have a special sensibility to para-physical
substances, such as the ether. To the process of extracting such
energy to the body in order to cast a spell is given the name of
"mining", in reference to the practice of those who extract noble
minerals, such as gold, giving an idea of the importance of mana
among the circles of spell-casters. I
noticed that the mana in this place is rather low. To provide you
stronger spells, I would need to mine more mana, which is beyond my
skill at the moment. Using weak spells is hard and using stronger
spells can be too draining for the spell-caster, considering that
mana mining is a demanding practice. On
the elements and their relations. There
are six elements in the world: light, fire, air, earth, water and
ether. The light is the last element and is made of photons, it's the
element responsible for the sight, mainly, and luminous energy. Fire,
air, earth and water are the secondary elements, composed mainly by
atoms. The first element is the ether, the substance that composes
the thoughts and is composed by monads. In this place, the elements
relate in a strange way. You would usually expect that fire spells
are specially weak against defenses based on water, but that's not
what happens: they are equal, maybe because of the scarce amount of
mana, keeping us from making further experiment, or maybe it's an
unknown condition. I
made this chart to make things easier to understand. The element at
left has advantage over the element at right.

Light.


Fire,
Air, Earth, Water.


Ether.


Light.

 The
biggest shock is that Light has advantage over the secondary
elements, that have advantage over Ether. Ether, as compensation, has
advantage over Light. The secondary elements have no advantages among
themselves. Spells
developed. The
following spells were developed to aid those who will engage in
dungeon crawling and monster extermination. Refer to the Preamble for
a disclaimer. Spell:
Globe of Light. Element:
Light. MP
Cost: 2/hour. Multplier:
0x (not an attack spell). Level
Required: 1. A
globe of light appears hovering the spell-caster, providing light in
dark places. Cancels penalties related to darkness over sight. The
light can be sustained by paying 2MP per hour. The light illuminates
a circle (four meters of diameter) around the floating globe. The
light can not be touched and doesn't deal any damage. Spell:
Lesser Fire Ball. Element:
Fire. MP
Cost: 4. Multplier:
1x. Level
Required: 1. A
globe of fire appears in front of the spell-caster and is pushed
towards a target. The spell is passive of missing. Once hitting, it
explodes, the adjacent living beings (two meters of diameter) around
the point where the ball hit will be hit with the explosion,
receiving half of the damage dealt to the hitting point. Spell:
Lesser Flight. Element:
Air. MP
Cost: 1/second. Multplier:
0x (not an attack spell). Level
Required: 1. The
spell-caster flies about one meter from the ground level and can
freely move in any direction, except up. If he flies and moves
forward, over a hole or depression in the terrain, he doesn't lose
altitude to compensate the terrain. It can be sustained by paying 1MP
per second. The speed of the flight is half of the spell-caster's
running speed. Spell:
Growth Speed Up. Element:
Earth. MP
Cost: 3. Multiplier:
1x (not an attack spell). Level
Required: 1. This
spell is used to speed up the growth of a seed in order to have
vegetables or fruits to eat soon. The speed of growth is increased
according to the table below.

Special
x Multiplier.


Time
until the seed is fully grown.


0
- 10.


Twelve
hours.


11
- 20.


Six
hours.


21+.


Three
hours.

 When
the seed has reached the state of fully grown plant or tree (giving
fruit), it's safe to rely on it for food supply. After being hit by
the spell, the plant or tree will die overnight, becoming useless. Spell:
Healing Bath. Element:
Water. MP
Cost: 4. Multiplier:
1x (healing spell). Level
Required: 1. The
spell-caster enchants a water body (such as a lake, pound...) and the
water gains healing proprieties. Those who bath in it are "targets".
For each hour bathing in the enchanted water, the target recovers an
amount of HP (or decreases Damage Meter) equal to the spell-caster's
multiplied special. The healing proprieties of the water will be gone
overnight. Spell:
Lesser Memory Recovery. Element:
Ether. MP
Cost: 3, rising by 4 at each failed attempt. Multiplier:
1x (ailment). Level
Required: 1. The
spell-caster can have access to the target's memories of what
happened in the previous 24 hours. The target has the right to resist
using the proper mental attribute against the spell-caster's
multiplied special. If the spell-caster fails, he can try again, but
the MP Cost will be 7 and will rise by 4 at each failed attempt. He
can try again for a cost of 3 after eight hours of continuous rest. Conclusion. Because
of the limitations of my body, I couldn't make further experiments, I
would like to develop more powerful spells, but it's impossible being
a cub. Mana mining is far too hard for me and I would like to have
help from someone who is strong and healthy to experiment with the
mana. But I think that the spells I developed, albeit basic, will be
very useful to those who explore the depths of the ground, since we
don't have plans to explore the skies above just yet.Yure
T. Kitten.

Source: https://sofurry.com/view/730584


