nation:hfs:magic:bindings
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| nation:hfs:magic:bindings [2021/07/26 07:27] – whisper | nation:hfs:magic:bindings [2021/07/30 23:53] (current) – whisper | ||
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| - | ====== Magical Creatures and their Spirit Bindings | + | ====== |
| 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: | 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: | ||
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| A common sight in Hyborea' | A common sight in Hyborea' | ||
| - | **Role | + | Actos are valued |
| - | 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. | ||
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| - | **Role in Bindings** | ||
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| - | 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. | ||
| </ | </ | ||
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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 |
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| - | Fiammanders | + | |
| - | + | ||
| - | **Role in Bindings** | + | |
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| - | When placed into a vessel, the vessel' | + | |
| </ | </ | ||
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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. | ||
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| - | **Role in Artifice** | ||
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| - | For those seeking treasure, a metal-detecting artifice bound with a Rabbuncle' | ||
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| - | **Role in Bindings** | ||
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| - | The Rabbuncle' | ||
| </ | </ | ||
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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. | ||
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| - | **Role in Artifice** | ||
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| - | 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. | ||
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| - | **Role in Bindings** | ||
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| - | 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. | ||
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| </ | </ | ||
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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. | ||
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| - | **Role in Artifice** | ||
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| - | **Role in Bindings** | ||
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| </ | </ | ||
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| A bargoat' | A bargoat' | ||
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| - | **Role in Artifice** | ||
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| - | 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. | ||
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| - | **Role in Bindings** | ||
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| - | Not particularly strong or fast, those who bind with a Bargoat' | ||
| </ | </ | ||
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| Beagles are fiercely territorial, | Beagles are fiercely territorial, | ||
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| - | **Role in Artifice** | ||
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| - | Often found in armor artifice thanks to their natural resiliency and ability to ' | ||
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| - | **Role in Bindings** | ||
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| - | 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' | ||
| </ | </ | ||
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| A Blureel' | A Blureel' | ||
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| - | **Role in Artifice** | ||
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| - | The Blureel' | ||
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| - | **Role in Bindings** | ||
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| - | 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, | ||
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| - | Blureels are strong beasts, though not particularly fast or nimble. A binder benefits from this strength and can lift an additional fifty pounds. | ||
| </ | </ | ||
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| Its physical attributes are not what it is most well-known for, however. The Iscarlin is capable of teleporting - ' | Its physical attributes are not what it is most well-known for, however. The Iscarlin is capable of teleporting - ' | ||
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| - | **Role in Artifice** | ||
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| - | 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' | ||
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| - | **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** | ||
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| - | When used as the force driving an artifice, what can the artifice do? | ||
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| - | **Role in Bindings** | ||
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| - | 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' | ||
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| - | 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. | ||
| </ | </ | ||
| ==== Shab ==== | ==== Shab ==== | ||
| < | < | ||
| - | //by [[user:(YOURUSERNAME)]]// | + | //by [[user:whisper]]// |
| - | + | ||
| - | + | ||
| - | + | ||
| - | **Role in Artifice** | + | |
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| - | **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. | ||
| </ | </ | ||
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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 |
| - | + | ||
| - | 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 | + | |
| </ | </ | ||
| </ | </ | ||
nation/hfs/magic/bindings.1627306046.txt.gz · Last modified: 2021/07/26 07:27 by whisper
