Sam Richard Robertson Extras
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Sam Richard Robertson ~=~=~=~=~=~=~=~=~=~=~=~=~Written Information~=~=~=~=~=~=~=~=~=~=~=~=~ Continuation of Spells, Abilities and Magic: Below is the continued evolution of different styles of elemental manipulation, magic development and categorizing of magic styles that already exist. ELEMENTS: The development of controlling a set of elements with or without mana consumption. The more complex the element combination the more skill is required to create the element and modify it from its standard manipulation. Willpower Contract: Contractor would have to learn the element as best as they can before learning a creature who can be summoned to start the ritual. The ritual will have the chosen element at the center that will be used as a medium to summon a creature to approve of the Will Power Contract. The contractor will have to show the ability of manipulation of the element before it will be approved or disapproved. More complex and pure the element is, the more likely it will be approved. Multiple attempts are allowed, but each one slightly less likely than the last to be approved if no major change has been seen between attempts. Based on: Semi Control Creation - (Disclaimers and explanation) Willpower Contracts that allow the user to control the element that is chosen at a set skill, only other contracts with other elements will allow any modification to existing elementals like flame liquid by combining water and fire so fire has a liquid base while keeping the fire aspect. They are semi controlled if they are intelligent in some format and can’t be forced into unwilling action unless they had no thought to begin with. Creation of any intelligent creature is at a set time that won’t change unless time is learned. Simple Elements: (Basic levels of all other elements within the list) Air = Starting element Chaos= Starting Element Dark = Starting Element Earth = Starting element Fire = Starting element Light = Starting Element Time = Starting element Void = Starting element Water = Starting element Abomination = Beast + Corpse + Reanimation Acid = Fire + Earth + Water A.I. = Computer + Life Air = Starting element Alcohol = Fire + Water Anthropomorphic Beast = Beast + Human + Time + Dark + Light Ash = Fire + Dust Bacteria = Life + Swamp Beast = Earth + Water + Fire + Air + Light + Dark Blood = Earth + Life + Fire Bomb = TNT + Metal + Time + Electricity Clay = Sand + Swamp Chaos= Starting Element Chimera = Beast + Philosopher's Stone + Life Coal = Fire + Wood Computer = Electricity + Metal + Light Corpse = Fire + Death + Earth Crystal = Light + Ice Cyborg = Beast + Death + A.I. + Laser Dark = Starting Element Darkness = Magic + Void + Demon + Dark + Death Death = Energy + Dark Demigod = Energy + Wizard + Time Demon = Beast + Dark + Darkness Dinosaur = Life + Fossil + Earth + Beast Disease = Medicine + Bacteria Dragon = Air + Fire + Dinosaur Dust = Earth + Air Earth = Starting element Electricity = Energy + Metal Energy = Air + Oil + Fire Explosive = Fire + Energy + Air Fire = Starting element Fossil = Time + Earth + Life + Death Ghost = Ash + Life Glass = Earth + Fire Golem = Life + Clay Grass = Earth + Life Human = Beast + Life + Blood Holy = Magic + Void + Light + Fire + Life Ice = Water + Dark Laser = Radio Wave + Fire Lava = Earth + Fire Life = Energy + Earth Light = Starting Element Magic = Beast + Energy + Earth + Water + Fire + Air + Light + Dark Magnetism = Metal + Electricity Medicine = Virus + Grass + Beast Metal = Fire + Earth Mud = Earth + Water Mutant = Human + Dark Nuclear Bomb = Bomb + Radiation + Energy Oil = Coal + Water Philosopher's Stone = Demigod + Quicksilver Plasma = Electricity + Fire Plutonium = Radiation + Metal Poison = Snake + Metal + Glass + Fire Quicksilver = Metal + Water Radiation = Radio Wave + Energy Radio Wave = Electricity + Void Rainbow = Steam + Light Rat = Disease + Beast Reanimation = Electricity + Ghost + Fossil Resurrection = Soul + Corpse Rust = Water + Metal Sand = Air + Earth Smoke = Air + Fire Snake = Beast + Acid + Water + Earth Soul = Life + Beast Sound = Metal + Wind Steam = Fire + Water Stone = Water + Lava Storm = Air + Energy Sun = Void + Plasma Swamp = Earth + Water Time = Starting element TNT = Oil + Acid Tobacco = Fire + Grass Undead = Zombie + Soul + Life Vampire = Undead + Blood + Human Virus = Bacteria + Human + Dark Vodka = Water + Alcohol Void = Starting element Water = Starting element Werewolf = Anthromorphic Beast + Human Wizard = Energy + Human Wood = Earth + Water Zombie = Corpse + Life CREATED: (Recently created or developed / discovered) Based on: Willpower, Blessing, and Mana Effects: Targets or User or Both Glow Orbs: Not much is understood, but the effects seems to be that the user emits white orbs that seem to multiply the magic that someone has by a compounding factor to the point that it seems to give the person that has absorbed at least five orbs a wish. However it does seem limited in aspects that no one wish can go overboard or be used for other wishes. The user usually does not give off, or show off any signs that there is magic, and usually can be users that don't even know how they got it. This style of magic is very rare and extremely potent because anyone nearby can use this user as a charm of sorts to empower there magic or to otherwise increase their own potential, however the user seems unaffected by the glowing orbs. Though there is signs that it seems to revive the user after any dead even if it was soul related. This part is unknown, and shrouded in mystery. Sacrificial Lamb: Sacrifice spells being the main theme, or pain is used in process to create or start a spell that comes from this style of magic. Most often the user has either pets or slaves that are used as material to create the spells needed, the sacrifice determines how powerful a spell is, the spells done without a sacrifice of any kind usually does harm to the spell caster in return. Usually this is not used exclusively by itself, but the ones that have usually have means to meet the requirements of the sacrifices constantly and therefor usually have a army or a lot of bodies to use for the spells. The main class of sacrifice is life, death, or curse related in most respects. In rare cases is this style used for good, or used to make something more powerful but when it is done right it often makes powerful creatures. Unstable Phasing: Going to or though items without control, or going through different planes of existence that are similar to the next. However the user can change where the direction of the phasing goes, and how far it goes but can only turn off the magic that is used to do this that will go to the existence the user had to start on. So a user can go to a next plane to avoid a massive attack, then fade back in however sickness is involved and can also mean that keeping attention through the phasing could affect paying attention. EvoFusion: The style of using magic to help evolve a user past normal means quickly, either taking minutes or days to completely transform into the new stage of development, afterwards it takes a long time to transform back or is weakened if it is done too fast. Using species that are nearby to fuse evolve is usually the best way to use this style of magic but also can be stressful on the body if it is done to much or to quickly. Blood Mutation: The style of magic that covers a weapon in its welders blood and when it cuts someone or thing that has DNA will than mutate when it is dead or near dead and follow the commands of the mutator or will be given an enchanted set of commands to do when it rises. Absorption Transmute: The ability to transform or change ones body into a elemental type body, or by any nearby element that is across, This is also in a attempt to follow that of the transformers, but with a magical theme. This can mean the user can 'possess' the items nearby to form a new body but instead of having to protect the original body while the soul is not there, the body transforms or is absorbed into the thing the soul is possessing. Soul Carrier: Either letting something consume the soul, body or by otherwise transmitting the mind into the other subject and the original body's soul and mind are put into the back of the mind as if storing it. Most common is by 'willingly' getting eaten and allowing the digesting to happen, after that process the soul takes over the body first before attempting to take over the mind and soul. Either by rejecting the soul out of the body or consuming it so that the body is now either empty of a soul that the user now takes over, or makes the soul a part of itself. Most commonly to get a more powerful body to hold the soul is mainly the goal that is used with this process or to live for longer than the average amount that the user was to have, or to get out of a body that is ill. Flesh Sculpting: This is reflective on a necromancer's abominations where the user replaces parts of their own body with parts from another to take their power or to farther their life. Replacing organs and body parts on the fly without much ritual and processing so it can be done during battle. Though the brain is still fragile there can be a different brain in the body but it will not be of the same as the dominant mind unless the brain is processed by the user of this style of spell before it is taken into the body. Though the mind of the other will serve the user it will still have its own thoughts and mind from before. However the memories could also be altered if needed to keep the brain alive and the sanity of the mind complete.