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Calypso
06-23-2004, 02:19 PM
The Captain’s whore. That was what they called her, and I’ve known no other name for my mother. Owned, for twelve long years I was owned by the crew and by the captain. I don’t remember my mother, she was shot and cast overboard in my first year. I ate scraps at the table like a dog, biding my time.

I was Cal, the whore’s son. Never Cal the captain’s son, or swabbie, or even slave-boy. It was a rough and ugly time.

Only one old man was kind to me, the cannoneer for the “Scarlet Dawn,” a haggard old man in his seventies or beyond. He called me Alexi, and sometimes spoke in a strange language that sounded of metal grating on stone. I slept near him in the cannon deck (infrequently used as a brig, as well), but he never let me touch the guns themselves. “Alexi,” he’d tell me, “There be timing for metal when you old.” The old man was gaunt and covered in tattoos with strange, tribal symbols covering every part of his body. At night, he taught me how to use the brightly colored inks to stain my skin, using a needle-pointed dagger to carve pictures onto my flesh. By day, he taught me to carve wood, to repair the damage to our ship after a long battle, and to stitch sails and clothes where bullets had ripped through them. There were many such battles, and many such holes. I became useful, the beatings stopped.

We captured a young nobleman in my twelfth year. He was twenty, perhaps, and a dandy to boot. The bosun and the men took turns… with him. I turned away in horror, realizing that I was coming of age, and that I’d quickly get the same brutal treatment. Already I’d felt eyes upon me. I knew I had to go, and soon.

“Runes,” the boy rasped to me one night, not long after we’d captured him. “I need paper, ink. I must write.” I lied and told him there was no paper aboard, unless it was in the captain’s quarters. He grew frantic and his eyes were constantly searching the hold like a caged animal’s.

One night, after the men had been especially brutal with him, I took the tattoo ink and design paper from the old man, and carried them to the captive.

His eyes lit at first, but as he beheld the dagger and the inks, and the sad, stained state of the paper, his face fell sad, and tears welled in his young eyes. He spent hours scrawling, but after a short while, cursed and hurled the paper to the ground.
“What’s the matter?” I asked.

“It must be perfect, and I can’t do it. Not with the ship moving, and the—” he vomited into a small bucket in his cell. I took the ink and paper from him and put it back into a small, carved box near the old man’s hammock.

“Can it be carved?” I asked. There was a strange, quizzical look in the young man’s face as it emerged from the bucket.

I worked hard with the fine carving tools aboard the ship, but the process took days, and nearly two full cords of wood. I threw them overboard in small pieces, these failed “runes,” as the captive called them. But there was progress with each failure. Finally, after a week of carving, skinning the wood down, buffing, sanding, and polishing, it was done right. He asked how far we were from shore, and I told him. The captive nodded, huddled over the rune and began to chant, almost giddily.

The captive’s cell made a loud groan, the wood straining and tearing for an instant, and then the cell burst, sending timber through the hull, blasting the ship open. Well above the waterline, I looked out in amazement to see the night sky outside. Waves, crashing on the side of the ship, splashed drops of water through the hole. I heard commotion above.

“Come with me boy,” he said. “You have the gift!” He leapt through the hole and into the ocean, and terrified that the crew would murder me (for damage to the ship, not to mention helping the prisoner escape), I followed him into the sea. The waves tore at me as I struggled to keep my head above water. I washed up naked on the shore, struggling for breath with nothing in the world but a tattoo on my skin of a grinning skull with a dagger in its teeth.

***

I gathered scraps for clothing, and followed the young man a long while, to the heart of a forest, where his master lived in a tower that was pulled up from the roots of the earth itself. I trained there, and proved apt. In time, the Master dismissed many of his students, focusing on a few who he said, “understood the Way.” The young man who’d been held on my ship was dismissed, but I felt no loss for him. As soon as I’d entered the tower, I had become obsessed with magic. In my studies, I came upon a secret. A secret of sorcery that I never passed on, not even to the Master.

On my eighteenth birthday (or thereabouts, for I did not know my true birthdate), the Master released all his students, except for myself. “Calypso, you are the heart of sorcery. I give you run of the tower, make use of it as you will.” The Master stayed on in the tower’s highest room, and occasionally I would hear strange sounds emanating from his chamber, screams of pain, music of unimaginable beauty, or just a dull muttering.

I studied magic on my own for years with no tutelage. In this time, I worked with many elements, looking at the Master’s notes and distilling what I could from them. His power was in life, earth, and flame, and careful meditation. I took his work and used my experience in carving to put it into glyphs of power, both on wood and in sigils, tattooed onto my flesh. I gathered animals and plants from the forest beyond the tower, and I worked experiments on them. In my sixth year of experiments and magic, I left to collect specimens for a powerful new spell. From the room above I heard screaming, but this was no strange thing.

When I returned, the tower was gone.

A hole had opened in the earth and swallowed the Master, the tower, and a small part of the forest as well. I watched a tree, already halfway fallen into the trench, creak and tumble into the abyss. It fell a long, long time, and never did I hear it reach the bottom.

Tears rolled down my face. I did not weep for him. I cared little for the old man, in truth, but for my research… for my years of work, and the Master’s precious collection of scrolls and spells… now I had nothing. The rabbit I’d collected for my spell, I ate instead. I followed an old creek for miles, coming to a small town far from the Master’s tower. The town had a port. All I possessed was the robe on my back and the ink on my skin.

***

Returning to the sea was a natural choice for me. I was a man now, a commander of mystic energies. I had no fear of being Cal, the whore’s son again. I was Calypso, the mighty sorcerer. I wanted to take to the sea again, to find myself there, and to exact revenge against the element that had made my formative years such brutal torment.
In the port city, I was amazed by the bodies of the men and women around me. Huge, strong bodies, they seemed like ogres to me. Whatever muscles I’d had in my youth were gone, evaporated into the long nights of study. I’d never lifted anything heavier than a book. Though I was accustomed to pain, (for the magic burned my soul as often as it flowed easily from my fingertips), the sheer power of the humans before me was staggering. I feared the crushing mass of humanity, longed for open air, and fewer folk.

I signed on with “The Capital Venture,” a cargo hauler, where I served with the ship’s doctor, learning the fundaments of healing the injured. Though much of the crew thought of me only as the doctor’s assistant, the captain alone knew the truth. I used my magic in secret, healing the injured as best I could, and hiding my powers from the superstitious sailors. My training as a boy, mending sails, proved useful in stitching skin as well. We sailed many seas, and my heart was at peace with the world. Until we came upon the reef.

The ship was far from any known reef, far from any island or landmass. It was as though the ocean reached up and scuttled the ship. I was on deck when it happened, and was tossed far into the waves. Again, they crashed against me, again they raged and tore at my skin. Again, I washed ashore with nothing but the runes on my skin and the soaked tatters of a robe.

Splinters of the mast washed ashore, and I used the largest piece as a walking staff, supporting me as I walked along the beach, searching for survivors. I cradled the long stick, hobbling along with blood oozing down my leg from some kind of wound. A sharkbite, perhaps. I lacked the focus to cast my magics, and I stumbled along, eventually losing consciousness and collapsing to the beach just outside the bustling port city of Martown.

Three years (and two mysteriously wrecked ships, The "Enforcer" and the "Lyonnaire") later, I took a position aboard the “Cando,” a smuggling vessel with a captain interested in using my abilities to “procure” cargo. With my eloquently carved staff in hand, I boarded the vessel, determined to make my mark on the ocean at last. The first prey we found was a long, strangely familiar ship. As we grew closer, a chill swept up my spine and sweat beaded on my brow. I knew this ship. I knew it.

I’d never done it before, casting all the destructive magics at once. It took an hour, an hour in which we approached the “Scarlet Dawn,” gaining ground every minute. The spell erupted in a hellacious rupture of fire, cracking earth, and disintegrating flesh. I watched as the men aboard the “Dawn” melted into the deck, pools of black, molten bone, and listened to the cheers of my fellow crewmen as their enemies died without a fight.

But it didn’t end there. In the sky, clouds gathered, and drops of rain fell down. They were not made of water, but of red magma, pouring from the clouds and melting through the sails and hull. The sailors screamed; the boat shook. The waters grew choppy and began to fall. Suddenly, the waves around us were higher than the rails, then higher than the mast. We were sucked into a whirlpool that carried us into a trench on the ocean floor. The whole thing took under a minute, and as we crashed to the muddy ocean bottom, the captain and remaining crew were thrown overboard.

In an instant, the sea rushed in, filling the crack in the world, drowning the men, and covering me with water. This time, I was prepared. A charm on my wrist (carved from the figurehead of the “Enforcer”) protected me, allowing me to hold my breath as I rose, gently, to the surface. A shark swam near and I smacked it in the head with my staff. Not particularly effective, but enough to persuade the beast to look for other prey.

This time, I washed ashore with my staff, the small charms I’d carved from other lost ships, my robe, a number of magical tattoos, and one of the grips from the wheel of the “Cando.” Thinking of what a nice charm this small piece of mahogany would make, I swam towards the shore, and the winking lights of a nearby port.

Calypso
06-23-2004, 02:22 PM
Age: 31

Mental: Pe: B6 Wi: B5
Physical: Ag: B6 Sp: B3 Po: B2 Fo: B5 [edited]

Re: B5 He: B5 Ste: B6 Mo: B9

PTGS
Su: B4 Li: B5 Mi: B6 Se: B7 Tr: B8 Mo: B9

Traits: Gifted, Cursed, Driven
Attributes (free trait/skills): Suck Up, Skulking, Sea Legs

Skills: Mending B3, Carpentry B6, Read B3, Scribe B3, Enchant B6, Symbology B3, Surgery B3, Meditate B6, Tattoo (agility) B3, Anatomy B3, Sorcery G6

Gear: Wooden staff, earring, and bracer [items imbued with some magical power, still in negotiation with GM]. Robe (stolen). Shoes (stolen).

Contacts: None living (Calypso is truly a man cursed)

Lifepaths: Born Son of a Gun, Artillerist, lead to City-dweller, Sorceror’s Apprentice, Sorceror, Sorceror

No formal “spells” known. Abstracts known:
Facets: Anima, Fire, Earth.
Impeti: Influence, Control, Tax, Destroy, Enhance.
Origin: Personal, Presence, Sight.
Duration: Instantaneous, Sustained.
AoE: Caster, Single Target, Tens of Paces.

Instincts: Perpetual staff-clutching, muttering when it's otherwise quiet.

Calypso
06-23-2004, 02:46 PM
Description:

Calypso is a gaunt man who leans heavily on his staff, carved to look like a tree with screaming faces growing from it. A skull-shaped wooden earring dangles from his left ear, and his robes have a perpetually tattered, worn look. His hair is black, greying at the temples, and his grin is toothy and positively infectious, if infrequent.

Cal makes friends quickly, eagerly, and readily, seemingly unaware that all who remain around him perish in strange ways. He's never really thought twice about it. Instead, his mind dwells (as it has for about 18 years) on magic. He is truly a genius at spellcasting, though he has lacked the focus to ever try and distill a complete spell. After the destruction of the "Scarlet Dawn," however, a part of him changed. His drive to return to the sea was brought about by his need for revenge on those who had made his life so hard as a child. With them dead, there's little reason for him to continue his efforts at sea. Perhaps now he'll finally settle down and start distilling that home-brewed version of "Turn Aside the Blade," a spell his Master once possessed, but is now lost to time.

Kublai
06-23-2004, 03:20 PM
Cool! Very interesting your choices be!

From your story, I expected Magical Tattoos bought just like Sorcerous bits and pieces found here (http://www.burningwheel.org/html/modules.php?op=modload&name=News&file=article&sid=14&mode=thread&order=0&thold=0).

Also, why such a high Agility and low Power?

Have you figured out some abstractions using these facets? What kind of obstacles are we talking and, more importantly, do you have the Forte to resist the Tax?

Oh, and by the way, I'd never join your character in any adventure! :wink:

luke
06-23-2004, 04:57 PM
Welcome Calypso!

The character is cool, but a couple of details rankled me.

With a Speed of 3 and a Power of 1 there is no way he survived his own backstory. Power 1 is pretty crippling -- it's the strength of an infant.

I'd love to know why you chose to give him an Agility 6. It smells suspiciously like you were just mining for high roots in Carpentry, Anatomy, Tattoo and Surgery. Wouldn't be so bad if not for that pesky Power 1. If I were the GM, I'd advise you to change your physical stats.

Also, you mention his "trinkets" but I don't see any in his resources list.



Basically, you just have a small issue you need to resolve between your character concept and his actual execution. If there are elements of the character history that aren't important enough to actually make it onto the character sheet, then there's no reason to include them in the backstory. If ain't on the sheet, it ain't a part of the character.

-Luke

Calypso
06-24-2004, 09:35 AM
Thanks for the comments. I was concerned about the power of 1, but didn't know precisely how bad this was (infant is pretty bad!). On your suggestion, I think I'll pull down forte and put a point into power.

That said, Calypso's weak. When he enters the city for the first time in years, he views the other members of his species as ogres. He is a true academic wuss, not the well-fed nerdy type of today. He leans on the staff for a reason. I picture him as having lean, strong legs (not a great runner, but of decent speed), and a puny upper body.

His hands, though! His hands are tools of immense power, not for their strength, but for their dexterity. As a man who spends a LOT of time carving, Cal can do things with his hands that most can't dream of. From card tricks to tying his fingers in knots, his hands are truly the only tools he uses. As such, his agility lies entirely in his hands, in the ability to make minute motions, the motions of an artist, the movements of a surgeon. He relies upon this (as you've noted) rather than training, to get him by. For training, he cares only about the magic and the meditation that fosters it. His superior agility, for example, will never be used for any kind of weapon skill. It's not his nature, and he could probably not even lift (let alone reload) a crossbow.

Still, for all his dexterity, he's truly weak, and can barely even swim. He does walk a lot and even jog occasionally (speed 3), but lifting anything heavier than his staff is something to which he doesn't aspire, which is good, because he couldn't do it if he tried. Despite his physical weakness, Cal's no stranger to pain. In fact, the tax that mars every sorceror is particularly painful to him. Cal, as a strictly-abstract caster, feels a LOT of tax. In fact, he loses consciousness due to it on an almost daily basis, despite the patience he exibits in spellcasting.

The Dwarf: There are beasts storming the fortress!
Calypso: Give me about 15 minutes, and I'll take care of it for you.
The Dwarf: We don't have 15 minutes!

Thus, the curse. Cal doesn't really understand that his actions do/can hurt anyone. Aside from tax, the childhood beatings, and a glancing arrow shot now and then, he's never really been hurt, and certainly doesn't feel "mortal peril" as most do. It's not that he's brave (though his steel is rather good to reflect his ignorance), it's that he simply doesn't think about danger to himself. His brain's just not focused on that. As the ravaging horde approaches and starts shooting arrows, he's thinking about how if you inverted the anima facet and combined it with the control impetus, that he could make someone lose bladder control. That tends to get the people around him killed. He's only alive today because of an amazing luck that's maintained him thus far. Cal doesn't see it as luck, though, he sees it as immortality.

You won't, however, find "Lucky" or "Immortal" under his character traits. This is because he's far, far from it. I figure that his luck runs out about the time the campaign begins, and that will lead him to either a swift demise... or perhaps a revelation of mortality. Either way, it's the story that counts.


The trinkets he's got in the story are the ones under "Gear" on the character sheet. The staff is a sustainer (for my homebrewed Turn Aside the Blade), and I'm in negotiations with the GM for how to work the earring and bracer as magical items. I do have an enchant skill of 6, so I figure he'll let me put some small enchantments on them. We're really just waiting for Luke to finish the magic burner so we can all buy copies and tell our friends to snatch up the few left on the shelves :P Make sure Missouri gets some, we're starting quite a groundswell of support for you in the Midwest, and there's much interest in the future of the game.

But anyway... As for the tattoos, I figure that's just where I keep the sigils for my casting. My facets, impeti, etc. And a few just for decoration, and to look scary.

I'll post some of my abstractions in a bit.

Ubby
06-24-2004, 11:29 AM
I like the character concept except one thing bothers me a little... how does a tattooed "gaunt man who leans heavily on his staff, carved to look like a tree with screaming faces growing from it. A skull-shaped wooden earring dangles from his left ear, and his robes have a perpetually tattered, worn look" make friends readily and easily? No offense, but if I encountered such a person my instincts would be to avoid contact at all costs. :wink:

KingLord
06-24-2004, 01:02 PM
While I'm sure that Cal is more than capable of defending his own character, I'll chime in when I can if he's not around. Our game is very much still in its infancy, and so far I wouldn't say that Cal has any friends at all. But, friends don't always make adventurers! :wink:

He's had one companion so far, who was ordered by a guard to drag his uncouncious body into a city and off the streets. He might be a friend someday, but since that character doesn't talk much anyway I'm not sure it would make a large amount of difference.

(I'll try to get all my players to post their character histories up here, the dwarf Cal mentioned before is one of them, and he's truly the embodiment of speaking softly but carrying a big stick - man of few words, and a grey strength! :shock:)

Calypso
06-24-2004, 01:20 PM
Ubby, Cal makes friends by using his "Suck Up" and "Skulking" abilities, from the Sorceror's Apprentice days. He's not pretty, but he's deferential and quiet (except for the muttering), and that goes a long way towards seeming amiable. Besides, he seems like an old salt, and everybody likes to hear a good tale o' the sea every now and then.
Strangely, Cal's always end up with an unhappy ending... for everyone else at least.

As promised, a list of my "prepared" abstractions. Also posted in the magic forum.



Facets: Anima, Fire, Earth.
Impeti: Influence, Control, Tax, Destroy, Enhance.
Origin: Personal, Presence, Sight.
Duration: Instantaneous, Sustained.
AoE: Caster, Single Target, Tens of Paces.

Anima Abstractions:

"Mind Trick"
Anima(Will)+Influence(3)+Presence(1)+Instant(0)+Si ngle Target(1).
Ob=Will+5, 28 syllables.

Often cast while another party member talks to/distracts the target for a few minutes to allow for patient casting. The spell allows for a slight shift in the recipient's perceptions of a situation, but nothing life-altering or profound. Mechanically identical to the example in the Abstraction chapter. There is also a "Sight Range" version of this.

"Ranged Mind Trick"
Anima(Will)+Influence(3)+Sight(4)+Instant(0)+Singl e Target(1).
Ob=Will+8, 32 syllables.
Losing consiousness after a ranged mind trick is almost inevitable. It is best cast when someone is approaching slowly from the horizon, and will likely be cast after they've passed and approach the other horizon. Yes, it does take that long. Best used on guards who can't leave their posts for hours at a time.

"Strength Aura"
Anima(2)[+Anima(Power per added target, if any)]+Enhance(4)+Personal(0)+Sustained Duration(2)+Paces(2)
Caster Only: Ob=10(Power is 2), 48 syllables.
Additional Targets Ob=Total Power of all in radius +8, 48 syllables +10 per additional person.

This spell was cast only once, and it made the caster feel brutish and pubescent, awkwardly swinging with his enhanced strength and accidentally knocking over a small cart. Enhancing strength is an awkward feeling and difficult to adjust to. The woman who was within the radius seemed to be more in tune with her enhanced body, while Calypso was nearly immobilized by its awkwardness. In the future, Calypso will only be casting the touch version of this spell. A "caster only" version could be cast more cheaply... but it won't be.

"Strength Touch"
Anima(Power of target)+Enhance(4)+Personal(0)+Sustained Duration(2)+Single Target(1)
Touched Target: Ob=Power+7, 48 syllables.

Essentially this power grants a strength bonus equal to the number of successes over the Obstacle for as long as the caster concentrates and spends a will die to maintain it (and sustains tax based on the modified Ob of the spell, see Abstractions, page 13). Concentration and will dice are not lightly sacrificed by most sorcerors. Calypso charges for this "service." By the minute. Sure, it's sustained by the hour, but the target doesn't know that.

"Fleetfoot" or "Outtadodge"
Anima(Speed of caster)+Enhance(4)+Personal(0)+Sustained Duration(2)+Caster(0)
Caster Only: Ob=9(Speed is 3), 42 syllables.

Useful for getting the hell "out of dodge." Again, takes a long time to cast and may induce unconsciousness even if successful. Best cast when inside a castle with a large, invading army about a day's march away. Bumps up speed by 1 per success over the Ob. "Buh-bye!"

"Flying Skull"
Anima(Steel of Opponent)+Tax(2)+Presence(1)+Instantaneous(0)+Sing le Target(1)
Targeted Fear "bolt": Ob=Steel of Enemy + 4, 22 syllables.

This spell manifests as a skull, with flesh rotting off of the face, emerging from beneath the caster's face and seeming to fly towards the target, with teeth chattering and gnashing. This effectively reduces the Steel of the Opponent by 1 per success over the Ob. The target must make a hesitation check at the lowered steel value. While technically not required to do anything other than stand and drool (upon failure), the average person "drops a load" in his pants upon seeing this grisly apparition, and runs for the hills.

"Bladeturner"
Anima(1)+Earth(1)+Control(5)+Personal(0)+Sustained (2)+Caster(0)
Homebrewed Turn Aside the Blade: Ob=Number of defense dice from armor or trait bonuses+9, 46 syllables.

This spell is an attempt to mimic the "Turn Aside the Blade" spell, which Calypso's master had in his tower (before the tower was sucked into the abyss). This spell, however, rather than making blows miss, actually makes them seem to slide off the caster, in an effect that looks more like water rolling from a duck's back than dodging. This spell is connected, in Calypso's mind, with his staff (the spell's sustainer), and without the staff, he would have to reformulate a new version of the spell.

Earth Abstractions:

"Crack"
Earth(1)+Tax(1)+Presence(1)+Instant(0)+Measured Area 10s of paces(4).
To "Crack" a door or wall: Ob=7, 26 syllables.

This spell does NOT open a door or break through a wall. Instead, it weakens the structure to a point where it is much easier to break with brute force. Essentially, small cracks run up and down the object. Extra successes either increase the depth of the cracks or the radius of the cracking. Successive castings may cause more serious damage to the structure. Note: this spell will never destroy a structure outright, but many castings might weaken it to the point that a light breeze could pull down the wall of a house.

"Man, The Earth Hates You Bastards"
Earth(1)+Destroyer(2)+Sight(4)+Instant(0)+Measured Area 10s of paces(4).
To create a field of pointy things: Ob=11, 32 syllables, Damage =Will Exponent.

Pointy things is the scientific term for nettles, needles, stickers, thorns, sharp rocks, and skinny tree branches. This spell takes such items and instills them with the ability to really get under the fingernails and toenails of those unfortunate enough to be caught in the radius. While the damage is not vast, the radius can grow large, and areas struck with the "Man, the Earth Hates You Bastards" spell remain highly treacherous until erosion or nature straighten them out. Running through such an area is not recommended unless wearing thick boots.

"They Look Like Big, Strong Hands"
Earth(1)+Anima(Power)+Enhance(4)+Personal(0)+Susta ined(2)+Single Target(1).
Enhance Touched Person's Hands: Ob=8+Power of target, 40 syllables.

This spell enhances the ability of the target to deal barehanded damage and to pick up sharp, hot, or otherwise unpleasant items without gloves. Essentially, the hands are instilled with the essence of stone. The damage bonus is equal to one plus the number of additional successes beyond the first. The skin of the hands can still become damaged under this spell, but no pain is felt until the spell is over. If the flesh was burned away by fire, for example, this may cause some problems.

"Lessons of the Obelisk"
Earth(1)+Control(5)+Personal(0)+Instant(0)+Paces(2 ).
To form simple tools from stone: Ob=8, 50 syllables.

Dun. Dunnn. Dunnnn. DUNDUN! Used to create tools with which the caster is familiar, this spell is one of Calypso's favorites. It combines sorcery with the ability to carve small objects directly from the earth itself. Immediately following the sorcery check, a carving (or crafting, in the case of weapons or armor) check is made to determine the quality of the items made. Material and item complexity dictate the difficulty. In general, the more durable the material or complex the tool, the more difficult it is to make "good" quality items. Metal is particularly difficult to manipulate in this way, making superior weapons and armor virtually impossible to create... unless made with wood, but that poses other problems. Note: this only shapes the material, it does not create metal or stone with which to work. Finding enough stone in a single piece for a sword can be difficult, and working with raw materials from the ground can make for for some shoddy items. Great and unusual successes, however, can lead to magnificent work. Additional successes can also be used to make additional tools, provided that the tools are small (i.e. under dagger sized) and a carving check is made for each.

"I Can Fix That" or "Male Intuition"
Earth(1)+Control(5)+Personal(0)+Instant(0)+Single Target(1).
Used to Repair damaged items: Ob=7, 46 syllables.

Like with "Lessons of the Obelisk," this spell is used to shape raw elements to the caster's bidding, but this spell uses its power to reform bent armor or swords (or other items) back into their original shape. This spell is only able to repair armor that has lost 1 die of effectiveness or similar minor damage to weapons, shields, or tools. Upon a successful (or nearly successful) casting of the spell, a Mending (or crafting/repair check) must be made to see if the spell was successful. The Ob is only 1, as the spell does most of the work, failure merely indicates the item being incompletely fixed, requiring another attempt. For more severely damaged items (beyond a single die penalty), this spell must add the "paces" area, to use/add material from outside the armor/weapon/tool itself. This may not look very pretty, and for armor or weapons damaged to this point, a crafting/repair check is needed (mending cannot be used) with an Ob equal to the number of dice the item has lost. The caster must touch an item to repair it.

"Wall"
Earth(1)+Control(5)+Personal(0)+Instant(0)+10s of Paces(4).
Make a Wall: Ob=10, 54 syllables.

Creates a wall in the shape the caster desires. Additional successes can be used to customize the wall (with designs, windows, etc.). Not a combat spell, this is used mainly for construction... and for making repairs after another spell has caused a lot of damage. Calypso uses this one frequently. Walls can be made from any materials on hand, but most frequently are made of stone. This spell can be used on an existing wall to repair damage done by the "Crack" spell.


Fire Abstractions

"Smoking Crack"
Earth(1)+Fire(2)+Control(5)+Personal(0)+Instant(0) +10s of Paces(4).
Creates a fiery chasm at the caster's feet: Ob=12, 59 syllables.

Not to be confused with the "Crack" spell, this spell looks awesome. The earth rips apart violently and flames billow forth, looking cool and dangerous. The flames scorch the sides of the chasm and smoke billows forth even after the flames die down. While not particularly wide or long, the chasm is fairly intimidating, and while enemies may cross it safely, convincing a mount to cross or even go near it might be difficult. This is also a good spell for answering questions from your friends.
Teammate: Where were you during that fight?!
Sorceror: Smoking crack.
Teammate: Hmmm...
This spell has the material components of a planet (not consumed in casting) and a spark (which is consumed in the casting).

"Ack! I'm on FIRE!"
Fire(1)+Control(5)+Personal(0)+Instant(0)+Caster(0 ).
To set oneself on fire: Ob=6, 53 syllables.

This does, technically, set the caster on fire, but his clothes and items are not consumed in the blaze. The fire dances about an inch above the character's skin or clothes, not in actual contact with the character. It's not really a very hot fire to begin with, and the caster essentially cools it to a level that is not dangerous. Not useful in combat unless grappling (even then, only the slightest of wounds are caused). It does, however, look cool at parties.

"Obligatory Damage"
Fire(2)+Destroyer(2)+Presence(1)+Instant(0)+Single Target(1).
To burn a foe: Ob=6, 19syllables.

Mechanically identical to Fire Bolt from the Abstraction chapter, this spell appears as a ring of fire that rises under the opponent. "I fell in to a burning ring of fire."

"Mag-muh Cage"
Fire(2)+Earth(1)+Destroyer(2)+Control(5)+Sight(4)+ Instant(0)+Single Target(1).
To poke and surround with molten stone spikes: Ob=15, 25 syllables. Dam= 2xWill +1 per added success

This spell causes long spikes of earth to erupt from the ground around a single target. These shards are steaming and red-hot, infused with heat from the magma deep below. They do not erupt evenly, but at a variety of angles, stabbing the target and twisting around it in an orgy of sharp, hot points. Damage is (2xWill)+added successes. If the spell is cast successfully, the target is completely immobilized by the cage, with rock surrounding them and piercing them on all sides. Breaking free of this cage is difficult and exceptionally painful, resulting in half the original damage being dealt again to the target, regardless of success. The breaking free obstacle is a flat power roll with an Ob equal to the caster's will, and takes a full volley to attempt. Target takes damage from any attempt to break free, even if failed.
This spell has never successfully been cast.

"OH MY GAWD" or "OMG"
Anima(x)+Earth(1)+Fire(2)+Destroyer(2)+Sight(4)+In stant(0)+10s of Paces(4).
Causes upheaval, death: Ob=Group's Highest Health Stat (+1 per additional person in radius) +13, 47 syllables, Dam = 3xWill +1 per added success.

Only cast once (with major variation on area and duration), the spell is named for what every person who witnessed it said... just before their deaths. The spell rips open the earth, sucking all those in its radius downward, crushing them in the maw of earth. Meanwhile, their skin turns grey and falls off in chunks like diseased meat. And to make sure everything goes well, drops of lava fall like rain from the sky, ripping and burning through everything in the radius. Artha will need to be spent on the tax roll to avoid possible death from over-maximum taxation.


For comments on how these do/do not figure with the character, go ahead and post here. For discussions of their magicality or uncastability, post to the magic forum for the benefit of those who follow...

Kublai
06-28-2004, 02:18 PM
When you're a sorcerer as powerful as Calypso, who needs to look friendly? Just cast a Persuasion- or Arcane Kindness-type abstraction and the world loves you! :D