Primal Magic
General
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Overview
Primal magic is magics at their purest form, with free-flowing mana as
its only source and only manipulated thing. It is primary used to
counter spells by disrupting mana flow from caster to target and to
create magical enchantments by shaping mana flow to bind the effect.
For magics granting duration by nature, primal magic is method to
create more lasting effects.
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Mana Drawing
Primal magic is limited to generic mana drawing, but is has other ways
to get mana as long as some mana is available: it can be used
to release mana from enchantments and to drain mana of other spells
just cast.
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Primal Effects
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Level 1
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Detect Mana
The mage can sense the mana flows around him or her. By combining this
to any other magic, mana sources other than free-flowing become
apparent. With use of other magics this mana can be also made visible
to other creatures.
Release Mana
With this spell the mage can quickly and quite safely release mana in
his or her mana pool. This can be sometimes useful when mage has
gigantic mana reserve and notices that he or she does not need it for
anything.
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Mana Storing
The mage can 'pump' mana from his or her mana pool to some
container. This uses no mana, but requires normal spell casting
roll or mana is lost. Overcharging is dangerous and may cause
explosion of container, causing effects similar to mana burn.
Spell Blasting
The mage can control free-flowing mana and mana in his or her mana
pool to create sudden flows of it. In practise this means that mage
can counter other spells by hitting them with his or her own mana
reserve. Unless total mana in spellblast can beat total mana in target
spell it only reduces effect a bit.
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Level 2
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Spell Nullifying
The mage can now control a bit even mana flows generated by other
magic users. This means that he or she can counter other spells simply
by causing mana on it to split into surroundings, breaking the spell
apart. This usually requires only some general number of mana, unless
target spell is very powerful and well defended.
Bind Effect
Instant simple effects can now be created temporary by trapping extra
mana to them and binding them to objects or places. The mage can now
create walls of fire or illusions by combining primal magic to other
magics.
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Unbind Mana
With this effect mage is capable to release mana from binding and thus
dispel any simple magical effect. Effects made more permanent require
higher level control. This power can also be used to drain mana from
other magic users.
Spell Storing
The mage can use mana to bind short-time spells into objects or
creatures. The effect is stored in target thing and released in some
way.
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Level 3
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Spell Drain
The mage can now counter other spells by breaking the mana-flow apart
and then draining it into his or her own mana pool. Countering is done
as with nullifying, but if it is successful, all mana of the other
spell is instead drained directly into mage's own mana pool.
Enchantment Enhancing
The mage uses extra mana to bind enchantments for longer duration and
durability, or even make them almost permanent and harder to break
apart. This usually requires vast number of mana.
Spell Shaping
The mage can now change effects of spells just cast before it forms to
its actual effect. This usually requires some mana, and do not affect
targets without other chances.
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Anti-Magic Areas
Now it is possible to create areas that reject all magical attempts
there, like detection from outside or portal creation to area.
Creatures in this area can try to draw mana, but it is very hard and
taxing operation. This power can also be used to shield own creations
from very easy detection or unweaving.
Mana Trapping
The mage can create temporary reserve of mana. This reserve as
duration like with spells, and after it all mana in it is released and
may cause mana burn to creatures near it. Mana can be drawn from that
reserve as from free-flowing, but it resist effects so that mana is
first drawn from surroundings, and only after that from reserve.
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Level 4
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Spell Redirection
The mage redirects a target spell just cast and possibly shapes it to
new form with other magics. This feat requires about as much mana as
in original spell.
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Spell Hardening
The mage can now create more resilient magic effects, which are very
hard to break and dispel, requiring study of spell construction.
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