Difference between revisions of "Safe Keeping"

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|distance=N/A
 
|distance=N/A
 
|target=N/A
 
|target=N/A
|description=The mage calls on a magic coat check of sorts — he makes contact with an elemental and implores it to store an item. The elemental takes possession of the object and stows it amongst the natural flows of mana. The item is no worse for the wear during its stay in the realm of magic, which could be indefinitely (many an annoyed elemental have stockpiles of now-dead mages' crap). The mage and the elemental agree on a pass phrase that can be recited to have the object returned. Reciting a return chant takes 2 AP, but incurs no MP cost. A mage can claim another's items using the agreed-upon pass phrase and the original caster's name. Elementals tend not to get involved in property disputes, so the pass phrase should be guarded. Elementals may turn down a deal if the object in question opposes them somehow (e.g. a fire elemental may balk at having to store your frozen daiquiri, and an earth elemental wouldn't be caught dead with your new hang-glider). The size and kind of object that the elemental will take depends on the Intensity.
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|description=The mage calls on a magic coat check of sorts — he makes contact with an elemental and implores it to store an item. The elemental takes possession of the object and stows it amongst the natural flows of mana. The item is no worse for the wear during its stay in the realm of magic, which could be indefinitely (many annoyed elementals have stockpiles of now-dead mages' crap). The mage and the elemental agree on a pass phrase that can be recited to have the object returned. Reciting a return chant takes 2 AP, but incurs no MP cost. A mage can claim another's items using the agreed-upon pass phrase and the original caster's name. Elementals tend not to get involved in property disputes, so the pass phrase should be guarded. Elementals may turn down a deal if the object in question opposes them somehow (e.g. a fire elemental may balk at having to store your frozen daiquiri, and an earth elemental wouldn't be caught dead with your new hang-glider). The size and kind of object that the elemental will take depends on the Intensity.
 
|level1=A small object (keys, a pipe, an ace of spades)
 
|level1=A small object (keys, a pipe, an ace of spades)
 
|level2=A medium object (a keg, a sack of money, the evidence against you)
 
|level2=A medium object (a keg, a sack of money, the evidence against you)

Revision as of 19:13, 7 January 2013

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a unknown essence
This is a air spell
This is a earth spell
This is a electricity spell
This is a fire spell
This is a ice spell
This is a metal spell
This is a slime spell
This is a water spell
Rarity 2
AP 4
Target N/A
Distance N/A
Lasts N/A

The mage calls on a magic coat check of sorts — he makes contact with an elemental and implores it to store an item. The elemental takes possession of the object and stows it amongst the natural flows of mana. The item is no worse for the wear during its stay in the realm of magic, which could be indefinitely (many annoyed elementals have stockpiles of now-dead mages' crap). The mage and the elemental agree on a pass phrase that can be recited to have the object returned. Reciting a return chant takes 2 AP, but incurs no MP cost. A mage can claim another's items using the agreed-upon pass phrase and the original caster's name. Elementals tend not to get involved in property disputes, so the pass phrase should be guarded. Elementals may turn down a deal if the object in question opposes them somehow (e.g. a fire elemental may balk at having to store your frozen daiquiri, and an earth elemental wouldn't be caught dead with your new hang-glider). The size and kind of object that the elemental will take depends on the Intensity.

Intensity Effects

  1. A small object (keys, a pipe, an ace of spades)
  2. A medium object (a keg, a sack of money, the evidence against you)
  3. A large object (a ladder, a battering ram)
  4. A huge object (a great bronze statue, an outhouse)
  5. You can store in stasis any living creature (a treasured pet, a crucial witness, an illicit lover)