03 June 2023 

The Orb Magic

Translation not yet corrected ;-)

I.    What is an Orb ?

II.   The Orbists.

III.  The various kinds of orbs

V.    Exemples of Orbic powers by Orbs types.

VI.   Game System for orb magic.






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I. What is an Orb ? :

The Orbs are spheres of pure magical energy allowing to make magic.

The power of an orb is proportional to its diameter (cf :The power of an Orb)
Their origins are unknown, theoretically it's possible to find some everywhere. But Orbists collect them for long, then in fact they just can be found in back places or in the deep ground or in beach sand or in sea-bed.

Usually, they are simply bought, and the cost is very high.

It is almost impossible to destroy an orb. However it's possible by bombarding it with lightning. The bombarding rate is 144 lightning by centimetres of its diameter.

An orb can be exploded into pieces if the orbist's staff on whom it was is destroyed.

There is two special orbs : the orb of memory and the orb of communication; everybody can use these orbs.

The orb of communication can't be link to a staff.

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II. The Orbists :

An Orbist is a magician using orbs to make magic. An orbist has obligatorily a staff on which will be grafted its orbs.

The orbs put in contact with the orbist's staff become part of this one.

If an orbist acquires an orb of a type which it has already, this one at the time of the absorbtion will amalgamate with that already presents on the staff.
It will increase the size of the current orb at the tenth of its diameter.
If the magician did not have yet an orb of this type, it simply will take a place on the staff.

The Orbist Staff :

The size of a staff of orbist is proportional to the one of the magician, it must have a size equal or higher than the owners shoulders.

Materials constituting the staff by races :

* Elves: Ebony staff whose heart is replaced by mithril.

* Half-Elves: Ebony staff whose heart is replaced by mithril.

* The Humans : Os staff of which the heart is filled by mithril.

* Dwarves: Made staff of interlaced Galvorn and mithril.

If a orbist loses his staff, he becomes unable to make magic

If the staff of the orbist is destroyed (possible thing by throwing the staff in a volcano or via the lightning) the magician known as " is roasted ", it becomes unable 'ad vitam eternam' to make magic and this without any possibility of recovery magic faculties. His magic nature was destroyed with his staff.

When a staff is destroyed, the orbs bounded to it are parcelled out and dispersed through away via ether.
No more than 10% of the orbs can be recovered on the place of the destruction.

The staff of an orbist is very expensive, it cost approximately 100 of mithril coins which will be molten, and a major orb.

The staff becomes the one of the orbist when the magician puts the staff in contact with a major orb bathing in his blood.
After that, the staff becomes magical and the blood provider will be the only one able to make magic with this staff. If blood was mixed with another blood, the absorption of the orb by the staff would simply not happen.

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III. The various kinds of orbs :

NAME :
Color :
Distribution :
Type of Magic :
Compatible with :
Orb ( Major ): * of life
* of Force
Transparent with silver heart
unknown
All (white magic) All white or neutral magic
Orb ( Major ) : du Chaos
Transparent with
black heart
unknown
All ( black magic ) All black or neutral magic
Orb of Earth
Green
5 % of Orbists
Allows magic relative to earth (as the ground) and the vegetation Orbs : * of water
* Mental
* of Control
* of Silver
Orb : * Air
* blue
Blue
5 % of Orbists
Allows the control of the wind and of the Air Orb of Water
Orb of Water
Overseas
5 % of Orbists
Allows the control of the rain and marine stream. (translation to be check) Orbs: * of Air
* of Earth
Orb of Fire
Red
5 % of Orbists
Allows the magic of fire and heat Orbs : * of Light
* Orb Brown
Orb of Light
Yellow
5 % of Orbists
Allows the magic of Light Orbs : * of Fire
* of Smoke
Orb : * of Ether
* Silver
Argentée
3 % of Orbists
Allows the magic of Ether Orbs : * Brown
* of Air
* of Bronze
Orb : * of Lightning
* of Platinum
Platine
3 % of Orbists
Allows the magic relative to electricity Orbs : * of Air
* of Ether
Orb of reinforcement
Changing
9 % of Orbists
depend of the use All magic : Bonus between + 1 to + 7
Orb of Soul
Translucent iridescent
5 % of Orbists
Make the soul of the owner more protected agains psychic attacks. Orbs : * Scintillating
* of Smoke
* of Power
* gilded
Orb of physical power
Brown
38 % of Orbists
Increase the physical capacities (not the senses ) None
Orb of Memory
Transparent
65 % of Orbists
Allow to store informations
None
Orb : * of Crystal
* of Vision
Crystalline
43 % of Orbists
Allows the communication, the ability to see in medium way, and true sight. Orb Scintillante and Orb of Smoke
Orb : * Mental
* Scintillante
Scintillante
74 % of Orbists
Allows telepathy in emission and reception Orbs : * Orange
* of Soul
* of Smoke
* de Power
Orb : * of prescience
* of Smoke
Smoke
45 % of Orbists
Allows to feel / see the future or something of normally nonperceptible Orb Scintillante and Orb of Soul
Orb of Mother-of-pearl
Pearly
unknown
Matter Control White Orb and Silver Orb
Shimmering Orb
Shimmering
1 % of Orbists du chaos
Incarnation energy into matter Orbs : * white
* Gilded
* of Mother-of-pearl
Orb of Alchemy
Orange
17 % of Orbists
Increase Alchemist abilities Orbs : * of Memory
* Shimmering
Orb de Power
Violet
23 % of Orbists
Allow TK powers Orbs : * of Air
* of Soul
* Mental
Orb of Dissimulation
Grey
87 % of Orbists
Allow powers :
- invisibility
- dissimulation
- darkness
Orb Mental
Ivory Orb
Ivory
35 % of Orbists
Allows to increase a capacity or a characteristic None
Orb of Control
Gilded
5 % of Orbists
Allow powers of suggestion, hypnosis, and mental control Orb : * Scintillante
* of earth
Orb : * of Flight
Bronze
3 %des Magiciens
Allows partially to fly Orb of Air
Orb of Senses
Copper
25 % of Orbists
Allow ESP Brown Orb
Orb : * Cursed
* Orb of Plague
Black (durty)
1 % of Orbists
Make : - epidemic
- Plague - mutations...
Orb of Chaos

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V. Exemples of Orbs powers by type of Orbs.

NAME : Powers

Orb of Earth
Plants Control
Vegetable growth
Healing Earth
Excavation
Earthquake
Associated with Orb of Water: To go on a surface marshy


Orb : * of Air
* Orb blue
Water Breathing
Easy Breathing (to breathe in the place low in oxygen)
Navigation easy (control of the wind)
Air cleaning
Protection against the cold
Fire protection
Listens remote.
Associated with Orb of Fire: Spontaneous Combustion


Orb of Water
Water breathing
Purification of water
Water Jet
Detection of water
Heat protection
Walk on water.
Associated with Orb of Earth : To go on a surface marshy.


Orb of Fire
Creation of fire
Alteration of fire
Controls fire
Fire protection
Heat protection
Projectile of fire.
Associated with Orb of Air : Spontaneous Combustion

Orb of Light
Light creation
Light Control (intensity)
Blade of light
Arrow of light
Flash
Orb of Memory Storage of informations, plans, formulas...

Orb : * of Lightning
* of Platinum
Lightning collection
Send back lightning (damage: 15 D 8)
Spark
Electric arc
To light.
Orb : * of Ether or Silver Teleportation
Orb : * of Crystal
* of Vision
Communication (one orb needed by concerned person)
Clairvoyance
True sight
Orb : * Mental
* Scintillating
Telepathie
Telepathic emission
Telepathic reception
Orb : * of prescience
* of Smoke
Objet Memory (feeling who touched it)
Premonition
Postcognition
Orb of Mother-of-Pearl Twisting materials in their structures.
deform an object
Shimmering Orb Transform energy into bad magical object, difficulty: impossible.

Orb of Alchimy
Allow the making of magic filter and alloy :
Fissibility
Homogenization
Héterogeneization
Précipitate a solution
Orb of Power Telekinesis

Orb of Dissimulation
Visual illusion only but in all the spectra.
Dissimulation of the orbist's staff.
Alteration of the orbist's staff appearance.
Alteration of the appearence.
Dissimulation of walktrough (the orb must remained in the area)

Orb of Control
Animal manipulation
Animal control
Mind Manipulation (Memory alteration for exemple)
Mind control (the controled one become the orbist extension)
Orb : * of Flight
Fly (oneself)
Feather falling
Orb : * Cursed
* Orb of Plague
Disease
Epidemic of plague

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VI. Game System for orb magic.


The Magic points

All the orbists use points of magic for all their magic activities. Even a spell costing zero point of magic requires that the magician has at least 1 magic point.

The orbist has in addition to these points of magic, the points given by these Orbs: 1 point by point of power of the orb.

The orbist increases his points of magic in normal way except that those are stored in his staff .

The magician's initial points of magic :

To calculate these points according to the game you are going to add orb magic : click here

Calculation of the points of magic :

Add the total of powers (or diameter) of Orbs present on the staff of the orbist, except Orb of force.

Then, multiply this total by the diameter of Major Orb round to the lower value.


The power of an Orb :
The power of an orb is proportional to its diameter, there size are between 1mm to 5 cm for biggest known, the power points are 1 point by half centimeter of diameter.
There is an ecception : the communication orb. This one got a size between 10 cm to 50 for biggest known, and the power points are 1 point by 20 centimeters of diameter.

Increase in the power of an Orb :

Power of Orb can be increased if the Orb is linked to an object.
By putting linked Orb in contact with another Orb of the same type.
The new Orb obtained will be equal to the initial linked Orb plus the tenth of the power of that which will have been absorbed.

It's understable that increasing the power of an orb is long and not easy.

Cost in magic point to make magic :

- According to the rank of the orbist in Orb used.
- According to the damage to be inflicted : 7 points of magic by 2 D 8.
- According to the weights or volumes concerned : + 1 point of magic by kilogramme or by m3.
- According to the distance (for the light only in the event of bad propagation of this one) by section of 35 meters increased the difficulty of a row.

The points of magic can be increased temporarily :

By using free points of experiment at a rate of 1 XP for 1 point of magic
While puncturing : - Life Points at a rate of 2 points of magic for 1 P.V.
(the recovery of the life points can be done only in total rest and with half normal speed)

Psychic fight :

It happens each time that a spell of control or person alteration is launched on a person not agreeing. It is about a fight of will and/or of power between the attacker and attacked.

Table of cost in magic points according to the difficulty :

Number of magic points to spend according to the difficulty



Level


according


to the


concerned


field

Very
Easy
Easy
Difficult
Very
Difficult
Very
Difficult
Impossible
0
35
42
49
56
224
343
1
28
35
42
49
112
224
2
21
28
35
42
56
112
3
14
21
28
35
49
56
4
7
14
21
28
42
49
5
4
7
14
21
35
42
6
0
4
7
14
28
35
7
0
0
4
7
21
28

Questions or your remarks.
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