Magic and Spells

Magic in Sun East usually takes the form of a spell written on a paper seal and applied to a target. Sometimes the caster is the target, or an enemy, and some seals will themselves be the target. Priests are the usual spellcrafters of the game, but any character can attempt to write a seal if they have knowledge of a spell.

When a seal is affixed to a target, it immediately takes effect. Most seals are difficult to remove, and some are dangerous if not removed correctly. Characters attempting to take off a seal must pass a Remove Seal roll (Intensity + Spirit), which becomes more difficult the more powerful the spell or spellcrafter.

  • Sear is a seal which, when applied to a person or creature, causes the target to experience searing pain from within their body. Their spirit is assaulted by ethereal flames, and they will take damage every few seconds, or each turn if in combat.

  • Ward seals are a protective spell in combat. Once applied to a person or creature, any damage that creature would receive is reduced.

  • Burden is a seal that affixes to an object to make it more difficult for people and creatures to lift or move. It does not actually make the object heavier, but it will be about twice as hard to carry around or push.

  • Spirit Barrier is a seal that can be activated by anyone holding it without being affixed. When active, it acts as a wall for spirits not attached to a corporeal form, such that they must pass an intensity roll to pass through. The barrier is one-way, so it cannot be used as a prison; it will only help prevent spirits from entering, not leaving. Spirit barrier seals don't last very long normally, but can be extended by powerful spellcrafters.

  • Reveal seals will revert a transformed spirit creature to its original form when affixed. Some powerful spirits may be able to resist the effect.

  • Scorching Hand may only be affixed to people or creatures with hands. It quickly heats one of the affixed target's hands to ~350 degrees Fahrenheit, ending near the wrist. This heat will not damage the target's hands or arms, but can potentially burn other parts of their body.

  • Silent seals are affixed to nonliving objects, and prevent them from making any sound. A powerful enough shock may break silent seals, such as the clash of a weapon against the affixed object.

  • Closing seals keep doors, lids, drawers, and the like closed and effectively locked. This seal will burn away at a character's purity if they attempt to remove it incorrectly.

  • Animate seals are placed on a corpse to make it rise from the dead and move around. The re-animated creature will act according to its nature, but with limited functions. Using this seal on the corpse of an especially violent creature may result in it turning on its re-animator.

  • Growth is a seal that is affixed to plant material, causing it to grow rapidly and uncontrollably for a short while.

  • Spirit Projection is a seal that does not need to be affixed to be activated, and can be activated remotely. The spellcrafter's body becomes catatonic as their consciousness is transferred to the location of the seal.

  • Doorway seals must be written in pairs. When they are both affixed to a doorway or archway, they become a one-time use portal between the two.

  • Exploding seals may be activated by anybody holding them. They burn away slowly and explode when they reach the end of their fuse.

The priesthood of Sun East is willing to teach the creation of many of these spells for anybody willing to pay. It takes about a week of study and costs 2 ryo.

Posted Aug 17, 2017, 7:57 PM UTC · edited

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