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nation:hfs:magic:bindings [2021/07/26 07:27] – whispernation:hfs:magic:bindings [2021/07/30 23:53] (current) – whisper
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-====== Magical Creatures and their Spirit Bindings ======+====== Bestiary of Magical Creatures and their Spirits ======
  
 The varied magical creatures native to the Hybora system can bestow others with their powers when bound into an appropriate artifice or vessel. Known in [[nation:hfs:magic|Hyboran Magic]] as Spirit Bindings, they are an integral part of Hyboran 'technology' and society as a whole. The varied magical creatures native to the Hybora system can bestow others with their powers when bound into an appropriate artifice or vessel. Known in [[nation:hfs:magic|Hyboran Magic]] as Spirit Bindings, they are an integral part of Hyboran 'technology' and society as a whole.
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 A common sight in Hyborea's waters, the //Acto Jelly// has a translucent, dome-shaped body with dozens of thin, trailing tentacles. Actos have no real intelligence and act purely on stimuli, but are nonetheless dangerous to those caught unaware. Creatures caught in its tentacles find themselves slowly paralyzed while their magical energy is drained out of their body to serve as food for the Jelly. A common sight in Hyborea's waters, the //Acto Jelly// has a translucent, dome-shaped body with dozens of thin, trailing tentacles. Actos have no real intelligence and act purely on stimuli, but are nonetheless dangerous to those caught unaware. Creatures caught in its tentacles find themselves slowly paralyzed while their magical energy is drained out of their body to serve as food for the Jelly.
  
-**Role in Artifice**+Actos are valued in bindings for their ability to transfer mana from one location to another, effectively acting as magical conduit.
  
-Actos are a common piece of more complicated artifice, where their powers to drain magical energy is used to transport the energy from one location to another. While the spun copper filigree that they reside in is considerably different from their original bodies, they are most commonly used to pull power from less useful spirits, typically in crystal form, and provide it to more mana-hungry spirits elsewhere. 
- 
-**Role in Bindings** 
- 
-Actos are not commonly used in personal bindings because of their tendency to drain mana from those who wear their vessel. Their low willpower and mana-draining capability makes them particularly well-suited for something akin to anti-magic handcuffs. Some binders are able to use an Acto binding to leach mana from others or other objects, but it requires a strong degree of control. 
 </blockquote> </blockquote>
  
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 Their tolerance for cold and warm bodies made them a popular pet option for early interplanetary travelers until their tendency to catch on fire was discovered to not go well with the wood of the vessels of the time. Their tolerance for cold and warm bodies made them a popular pet option for early interplanetary travelers until their tendency to catch on fire was discovered to not go well with the wood of the vessels of the time.
  
-**Role in Artifice** +Fiammander bindings are most commonly used by those who wish to create flames on demand. Simple lighters, lanterns, and more take advantage of the creature's ability to spontaneously produce magical fire.
- +
-Fiammanders are most commonly bound into artifices that wish to create flames on demand. Simple lighters, lanterns, and more take advantage of the creature's ability to spontaneously produce magical fire. +
- +
-**Role in Bindings** +
- +
-When placed into a vessel, the vessel's wielder becomes able to produce minor flames on command. While these flames cannot be thrown or cast out in waves, they are an excellent source of light and are strong enough to light fuses.+
 </blockquote> </blockquote>
  
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 Popular as a pet, the adorable creature has a particular knack for hunting out metals of all varieties when allowed to consume a small quantity of it. This ability also makes it popular in binding form, though many struggle to perform the actions required to bind it properly. Popular as a pet, the adorable creature has a particular knack for hunting out metals of all varieties when allowed to consume a small quantity of it. This ability also makes it popular in binding form, though many struggle to perform the actions required to bind it properly.
- 
-**Role in Artifice** 
- 
-For those seeking treasure, a metal-detecting artifice bound with a Rabbuncle's spirit is the tool of choice. Larger artifice have been known to use one or more of the creatures' spirits to look for larger or more distant objects, such as a ship in space. 
- 
-**Role in Bindings** 
- 
-The Rabbuncle's metal-detecting ability is a favorite among thieves and thief-catchers. With a small ingestion of gold or some other precious metal, one can detect all sources of the material within a thirty foot radius. 
 </blockquote> </blockquote>
  
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 Scale Worms are one of a few creatures that Hyborans use without binding their spirits. A single Scale Worm can be put into a glass container (such as a lantern or flashlight equivalent) and will generate a varying amount of light depending on the quantity of mana they are exposed to. Scale Worms are one of a few creatures that Hyborans use without binding their spirits. A single Scale Worm can be put into a glass container (such as a lantern or flashlight equivalent) and will generate a varying amount of light depending on the quantity of mana they are exposed to.
- 
-**Role in Artifice** 
- 
-Scale Worm spirits are frequently used to provide illumination as part of larger artifices. When used in a smaller artifice they are used as light sources. 
- 
-**Role in Bindings** 
- 
-Scale Worms are not common in vessel or rune scar bindings, but when they are it is typically for their ability to create light on demand. They can consume all of their mana to create a blinding flash, but after doing so it takes a number of hours before it can provide light normally. 
- 
 </blockquote> </blockquote>
  
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 While shogs are loyal companions, they retain much of their predatory instincts and enjoy hunting small creatures. This makes them a common sight on ships, where their ability to ward off pests like the gryphigeon ensures they earn their keep. While shogs are loyal companions, they retain much of their predatory instincts and enjoy hunting small creatures. This makes them a common sight on ships, where their ability to ward off pests like the gryphigeon ensures they earn their keep.
- 
-**Role in Artifice** 
- 
-- 
- 
-**Role in Bindings** 
- 
-- 
- 
 </blockquote> </blockquote>
  
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 A bargoat's form seems to meld into any shade that it stands within, making it particularly difficult to see. It can teleport short distances from one shadow to the next, so long as they are within six feet of each other, so that it can remain within shadow perpetually. Exposure to bright light blocks both of these effects entirely. A bargoat's form seems to meld into any shade that it stands within, making it particularly difficult to see. It can teleport short distances from one shadow to the next, so long as they are within six feet of each other, so that it can remain within shadow perpetually. Exposure to bright light blocks both of these effects entirely.
- 
-**Role in Artifice** 
- 
-Bargoats are rarely used in artifice as anything other than a simple power source. It is possible to create artifice that allows a medium sized object to conceal itself in places of dim light, but there have been few situations that call for it. 
- 
-**Role in Bindings** 
- 
-Not particularly strong or fast, those who bind with a Bargoat's spirit are much more interested in its ability to hide in shadows and move quietly from one shadow to the next. They benefit from its sure footedness, as well, and can balance just about anywhere their feet can find sufficient purchase. The Bargoat's granted ability to hide in shadows can be performed at will, while its shadow step can be used once every five seconds - so long as a large enough shadow is nearby. 
  
 </blockquote> </blockquote>
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 Beagles are fiercely territorial, especially when their young are nearby, and as such can prove to be a difficult spirit to capture. Beagles are fiercely territorial, especially when their young are nearby, and as such can prove to be a difficult spirit to capture.
- 
-**Role in Artifice** 
- 
-Often found in armor artifice thanks to their natural resiliency and ability to 'mend' themselves over time. Some helmet artifices take advantage of the Beagle's keen sight to confer the same about their wearers. 
- 
-**Role in Bindings** 
- 
-Beagles are incredibly strong beasts and those who bind with their spirits become stronger and tougher. It isn't uncommon for someone to be able to lift an additional two hundred pounds or more. The binder's eyesight is similarly improved, granting their sight something akin to a 10x optical zoom at will. 
 </blockquote> </blockquote>
  
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 A Blureel's illusion is surprisingly sophisticated thanks to the wide range of creatures it hunts (and is hunted by). It replicates heat, air displacement, electrical signals, and even the perception of mass. A Blureel's illusion is surprisingly sophisticated thanks to the wide range of creatures it hunts (and is hunted by). It replicates heat, air displacement, electrical signals, and even the perception of mass.
- 
-**Role in Artifice** 
- 
-The Blureel's illusionary ability, when combined with the appropriate artifice, can be used in creating magical displays of varying types. Given the complexity of such an artifice, they are rare and typically fashioned only by master craftsmen. 
- 
-**Role in Bindings** 
- 
-Tricksters and fighters alike enjoy the ability to project an illusory copy of themselves. While the copy must remain within sight and within fifteen feet of the binder, their movements and appearance are convincing enough to fool most people - and their sensors. When used defensively, the image can be layered on top, just out of sync, of the binder - making it particularly hard to figure out how or where to strike them. 
- 
-Blureels are strong beasts, though not particularly fast or nimble. A binder benefits from this strength and can lift an additional fifty pounds. 
  
 </blockquote> </blockquote>
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 Its physical attributes are not what it is most well-known for, however. The Iscarlin is capable of teleporting - 'blinking' - to a location up to thirty feet away. While this is a powerful defensive tool, it is the way the Iscarlin uses its blink in hunting that has gained it such notoriety. Most hunters need to sneak up on their prey to land a hit - the Iscarlin needs to simply build up speed towards its prey and then blink directly next to it to ensure a stab of its spear lands. Its physical attributes are not what it is most well-known for, however. The Iscarlin is capable of teleporting - 'blinking' - to a location up to thirty feet away. While this is a powerful defensive tool, it is the way the Iscarlin uses its blink in hunting that has gained it such notoriety. Most hunters need to sneak up on their prey to land a hit - the Iscarlin needs to simply build up speed towards its prey and then blink directly next to it to ensure a stab of its spear lands.
- 
-**Role in Artifice** 
- 
-Their prodigious speed make them favored spirits when creating small water vessels. While these vessels tend to be too large to take advantage of the Isacarlin's ability to 'blink', they are nonetheless exceptionally fast. 
- 
-**Role in Bindings** 
  
 Iscarlin are fast swimmers, able to reach speeds of 80 mph or more for long periods of time. Their binders benefit from significantly increased movement speed (+~16 mph), enhanced stamina, and the ability to 'blink step' up to 30 feet once every minute. They need to be able to see their destination and arrive with all of their momentum intact. Iscarlin are fast swimmers, able to reach speeds of 80 mph or more for long periods of time. Their binders benefit from significantly increased movement speed (+~16 mph), enhanced stamina, and the ability to 'blink step' up to 30 feet once every minute. They need to be able to see their destination and arrive with all of their momentum intact.
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 Should a Ravighast grow large enough, its spirit may mature into that of a Greater Spirit. Should a Ravighast grow large enough, its spirit may mature into that of a Greater Spirit.
  
-**Role in Artifice** 
- 
-When used as the force driving an artifice, what can the artifice do? 
- 
-**Role in Bindings** 
- 
-Ravighast binders can create a mild electric charge between their fingers. By exhaling forcefully and initiating the appropriate will, they can cause a spray of the Ravighast's flammable spit to emerge from in front of their lips and expel forth in a violent spray of fire that sticks to those it touches and continues to burn for minutes. 
- 
-The Ravighast is swift, powerful, and cunning - a set of traits that it passes on to its binder. Ravighast binders are able to dodge blows more easily, move more swiftly, and plan ambushes with unusual skill. 
 </blockquote> </blockquote>
  
 ==== Shab ==== ==== Shab ====
 <blockquote> <blockquote>
-//by [[user:(YOURUSERNAME)]]// +//by [[user:whisper]]//
- +
- +
- +
-**Role in Artifice** +
- +
  
-**Role in Bindings**+The terrifying Shab, a shark-like creature with a crab's legs and pincers, prowls both waters and beaches. They possess hard shells and impressive speed below and above water, though they share a crab's need for moving from side-to-side when walking.
  
 +While the Shab has no obvious magical powers, its strength and resiliency make it a popular choice for binders nonetheless.
  
 </blockquote> </blockquote>
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 A brief description of the creature, including its appearance, behavior, etc. Enough that if someone wants to go capture one of these creatures, they can write about it and stay true to your vision for them. A brief description of the creature, including its appearance, behavior, etc. Enough that if someone wants to go capture one of these creatures, they can write about it and stay true to your vision for them.
  
-**Role in Artifice** +If you wish the creature to be used in bindings, make sure to include the creature's powers or qualities. It's (mostly) up to the player to decide what abilities manifest for their character.
- +
-When used as the force driving an artifice, what can the artifice do? +
- +
-**Role in Bindings** +
- +
-When bound to a vessel or rune scar, what power does the Spirit grant? Should be the same, thematically, as what it could do as an Artifice, but the powers need not be the same.+
 </blockquote> </blockquote>
 </code>  </code> 
nation/hfs/magic/bindings.1627306046.txt.gz · Last modified: 2021/07/26 07:27 by whisper