Continualism

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Continualism is a class of magic focusing on low power items of a temporary nature. It is a very common form of magic found in any realm that supports various forms of shadow magic. In general, the spell system ranks in power above cantrips and below the 3rd level of most shadow magic systems. They are a highly popular form of magic and it is highly profitable for low level practitioners. Many students of the arts take time to learn a few continual spells and use them to pay the bills by making these small and useful items. .

The most basic Continual spell is Continual Light. It is the first spell learned when studying Continualism. The spell is cast on an item and casts a ambient light in a globe of 10 feet.

Spells[edit]

From that beginning comes a large collection of spell effects. The spells can be cast on nearly anything but the most common items are small smooth river stones, glass beads, or various utensils. Described below.

Types[edit]

There are four types of continual spells. Constant, Variable, Capacity, and Contact.

  • Constant Spells are active within their parameters at all time. A continual light spell with an area of 50' in diameter will light that area regardless of walls or obstacles and do not cast shadows. These are the simplest of Continual spells.
  • Variable Spells can be increased and decreased in intensity by simple manipulation of the item the spell is cast on. Variable spells on an item allows one to touch the item and not be effected by the items effect and to activate the variable functions. Variable spells are among the most difficult of the Continual Magics.
  • Capacity Spells act with the area of confined spaces, not spilling over into the general area that the spell is cast. Examples are Heat and Chill spells cast on the interior of mugs only effect the contents in the interior of the item. Area spells like Ambient Light fill a room in the same way a candle or light-bulb would.
  • Contact Spells Are variable spells that activate on touch to a target object. It its a living target it interacts with their innate defenses.

Spells[edit]

  • Constant Spells
    • Continual Light: Variations of the spell cast a 1', 5', 10', 25', 50' & 100' sphere of constant light. Brightness can vary from 5 watt to 200 watt.
    • Constant Temperature : Creates a ambient temperature in an area of 1', 5', 10', 25', 50' & 100' sphere. Temperature rangers from 5 degrees to 120 degrees.
      • A common use for 1' Con Light is on the pages of books. Cast on a book, the book may be easily read in the general area of the pages.
    • Clear Area: This causes a light air pressure enough to clear an area of fog and moderate smoke and most scents. Variations of the spell cast a 1', 5', 10', 25', 50' & 100' sphere of clarity.
    • Repeal Insect: a very common area spell usually in the 30 to 200 ' range. Overlapping fields force insects upwards.
    • Scent: When cast on a scent it creates an extended sphere of that scent.
    • Location: When cast on an animal it radiated a detectable location for the animal. Users can sense the distinction between various location spells in the same area.
  • Variable Spells
    • Ambient Light: Creates a general radiant light from the spell source. it may be adjusted in brightness
    • Ambient heat: Creates a general area of heat in the 1' to 100' area in temperatures ranging from 50 degrees to 100 degrees.
    • Cooking Surface: The spell causes a surface to have to heat foods placed upon it.
    • Area Cooking: this causes a sphere of variable size and variable temperature cause materials in the ran
    • Warm: Causes items in the general area to remain at the desired temperature. Range is between 60 degrees to 200 degrees.
    • Chill: Causes items in the general area to remain at the desired temperature. Range is between 30 degrees to 60 degrees.
  • Capacity Spells
    • Heat: Heats the temperature of the contents of a confined space around the source of the spell to a specific point. The range of temperature can be between 65 degrees to 100 degrees.
    • Chill: Cools the temperature of the contents of a confined space around the source of the spell to a specific point. The range of temperature can be between 32 degrees to 65 degrees.
      • This spell creates the common Chill Stones or Cold Mug or Chilled Dishes
    • Boil: Heats the temperature of the contents of a confined space around the source of the spell to a specific point that causes it to boil. The upper limit is around 350 degrees depending on the liquid.
      • This spell creates the common cooking pots called Hot Pots or Fry Pots that keep water and oils at a constant temperature.
    • Freeze: Cools the temperature of the contents of a confined space around the source of the spell to a frozen block. The range of temperature can be between 32 degrees to -100 degrees depending on the material.
    • Purify: Placed in a liquid it purifies it, cleansing it to the purest form of that liquid. The spell will purify areas from 1 gallon to 60 gallons. Larger bodies of water require multiple spells.
    • Freshness: Keeps items in the container from rotting, molding, spoiling, souring, and otherwise wasting away.
    • Warmth: This cast on an item keeps it at a constant temperature from 65 to 120 degrees.
      • This spell creates the common Warming Blankets
    • Cool: This cast on an item keeps it at a constant temperature from 20 to 65 degrees.
      • This spell creates the common Cooling Blankets
  • Contact Spells
    • Contact Fire: This spell causes a surface touched to burn.
      • These common items at the Fire Stones. Stones may be placed in a pile of combustible material and retrieved after the material is exhausted. The stone may be place in contact with a burnable substance. As an essentially variable it may be handled with safety as the spells magic operates on the physical controls of the user.
    • Contact Freeze: Contact causes freezing to begin.
      • These common items are the commonly know Ice Stones. In contact with a liquid a ice block begins growing.

Dispelling[edit]

Continual Spells are fragile things and a simple Dispel Magic spell clears the spell away. Because of this great caution is taken in the casting of the spell. In the normal course of life the Dispel Magic spell is not commonly used since it is essentially a defensive spell used against aggressive magic or malfunctioning magic.

In realms that use, even depend, on continual magic the indiscriminate use of a Dispel Magic spell that erases a wide area of Con items is consider at the least, rude, and at the worst, criminal.

Many realms that use continual magics have found various methods for protecting Con Items when not in use. For example, in Trasidy there are wooden boxes made with thick walls using the Brutus Tree.

Conbox3.jpg Conbox4.jpg

Items and Sales[edit]

Items[edit]

The items that the spells are cast on vary vastly. Some attention must be made since the spells will dissipate if the item is destroyed.

  • The most common is some type of jewelry, a stone on a cord, pendants, that can be carried easily worn around the neck or attached to handles of pots and mugs.
  • Some spells work well in serving vessels like samovars or pitchers. Many mugs, cups and glasses have the spells cast on their interiors.
  • Many types of spells are cast on ribbons.

Sales[edit]

  • Considerable artistic effort is made creating items to hold continual spells. '"Con Stone Art is common in any realm where continualism is practiced.
  • Many artisans make arrangements with students of magic to partner in selling finished spell bearing items.
  • Many people retain favored items to be respelled after items are dispelled.
  • In some realms restaurants have resident mages or contract arrangements to provide continual spells to be used in commercial applications. Cold mug, hot plates, cooking surfaces.
  • Many religious sites and pilgrimage locations have continual items among their merchandise.


Reputation and Stigma[edit]

While many mages begin their study of magic by mastering continualist spells, due to their ease, convenience, and speed to cast few mages remain focused on the art. However, like many people in higher education, many students of the craft do not reach higher levels of power. For whatever reason they do not attain the ability to manipulate the universal forces in a great way.

But they have to eat and whatever else can be said about it creating continual items can be very profitable. So the term Contiunalist or Hedge Wizard, or Merchant Mage are used commonly for these types of mages

Other terms are used to denote, in a variously derogatory manners, mages who eventually give up trying to become arch-mages and instead become professional creators of utility magic. "Cattle Caster","Rock licker","Spit Caster" are all well-known derogatory terms