- ⊗ Page 5- Spells, runes and feyblood.
Feyblood: pretty much a synonim of magic.
> You expend physical energy to pull raw magic off of the kalisto plane into your body as the form of feyblood, which rapidly decays (pulling feyblood into your body is always done right before casting a spell - feyblood is like a liquid.)
> A "spell" is one of the 3 uses of feyblood; Flow, Solid and Float.
-->A flow spell is a mass of feyblood that gets ejected off of your body (from whichever location you choose) as the shape you give it (since it comes from your body, BIGGER spells are usually shot from the torso, whilst smaller ones are shot from the hand). When cast in this form, feyblood works like a *very* diluted form of antimatter, nullifying itself and the particle it hits. (Will not interact with gases). The speed at wich a flow spell can be shot out depends on its size, but so does its damage // a flow spell is ALWAYS shot faster than the caster. The consistency of the spell's shape is usually "solid" (won't jiggle or anything), unless it something extremely hard (think of metals or hardwood), in wich the spell's shape will splatter like a "liquid", and dissipate (altough still doing extreme damage to that surface's integrity, if not having already disintegrated it fully.)
-->A solid spell is a mass of feyblood that originates like a fountain from the body, being like a liquid for a few seconds (a state in which you have full control over the shape it takes) and then hardening (in which you lose the grasp over it's shape). The spell will slowly degrade and wither away over the course of a few hours, or a few seconds if its taking severe damage. The momentum of a solid spell matches the caster. The *color* of a hardened solid spell is like a cyan, with the spell being semi-transparent.
-->A float spell is a mass of feyblood that does not have a chargeup (more in the appearence category), and it CAN appear out of thin air. The feyblood of a float spell behaves as a liquid, and it can be placed in thin air, without needing phyisical contact with the caster's body, altough it can only be put 10~ish centimeters from it. In this liquid state, the float spell's shape can be fully manipulated, until it is then transformed into either a solid or a flow spell. Know that after the flow spell is cast, there is a cooldown of MULTIPLE seconds for it to be transformed. The flow spell will also evaporate if the caster goes too far from it.
---> ⊗Important tip on this one, you can't cast a float spell in anywhere too cramped, wich means that you can't cast a spell INSIDE of someone's lungs. That's stupid and i HATE when i see any fantasy book with a magyc system that allows that with all of my power.
Feyblood extras \\ THE NERD STUFF
Feel free to skip this part, non-nerds.
>>>RUNES are feyblood *painted* into objects, which turns it into a sort of battery. It can be charged, and the charge will slowly deplete over time as the rune emits a glow, heat, or whatever it was set to do. If a rune runs out, it disappears. Making a rune is extremely simple, you just "sweat" it onto the tip of a finger, drag it across the surface, and focus on what you want it to do.Runes can: Produce heat, Light, be set as a flow rune (touching it will have the same effect as being hit with a flow spell, these types of runes invert the color of whatever they're on.) - Beware that flow runes are much more stamina consuming.
GENERALS;;
All spellcasting has a generally very noticeable chargeup, something which connects to the next segment - appearance!
>>>APPEARANCE;
*feyblood* is grayish white, and once it forms into a done flow spell, or a hardened solid spell, it also forms the WEAVEHART pattern in a darker grey on it's surface. for the chargeup, you're generally gonna see a lot of "strands" of feyblood forming around the origin point of the spell, followed by a ""crack"" (fully flat) opening from the origin point with the kalisto plane pattern (it should be noted that this crack will also noticeably increase the surface area of the origin point of the spell, because of the *tendrils. The crack rapidly grows, flashes for a split second with a sound comparable to hitting two metal pipes..? then the weaves close in on the crack, shrinking it, and simultaneously forming and ejecting the spell out, with a lot of feyblood getting shot from the spell the opposite direction of the spell during this, alongside a "bang" sound and a noticeable vibration. The crack closes during this process, and the "recoiled" feyblood quickly evaporates. (it should be mentioned that, if your spell is a continuous beam instead of a single projectile, the crack will not close until you're done.) // *The "tendrils" of the crack do extend outward into the air, too, not only where the body is, but generally, the crack is very flat in the side facing the body. The chargeup time depends from 2 seconds to a LOT more depending on the spell.
>>>SOUNDS
The sound of a solid spell is of a low pitched hum, although the one of a *flow* spell is a really loud... crunch-hum-shriek?????? Can't describe this one well.
TRIVIA:
- Curiously enough, the grand majority of flow spells mostly just pass through any sort of cloth and hit the user (as long as it's thin enough). Which, in my opinion, is convenient, imagine if you hit your enemy with a spell and boom, they're naked, pfffft.
- The "FeyHeart core" is a trinket of your choosing, imbued with a heat rune, configured in a specific way so that the effects of the rune warm up a thin layer of air around your entire body. This technique is called "runewarping", because it pretty much warps the limits of what a rune does with bullshittery. \\ either way, the feyheart core is used by many magic users to help keep warmth in areas with exposed skin, which help make some fashion styles more manageable. Using the Feyheart core to cover a body already fully protected by clothing is rather ineffective, though, and the same goes for a underclothed body.
- Shooting magic anywhere other than your torso or hands is extremely difficult and inefficient.
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