Primordial Magic

Primordial Magic

Drawing on the power in the air around him the mage focused all the energy into a single point. Then, drawing on the power in the staff she carried with her she added to this power even more. Waving a complex series of gestures while speaking ancient words to harness the last bit of energy within her she was ready to unleash the automata. The entire little dance had not taking longer than a few seconds and it was almost a rote action at this point. The winds around her picked up paste and the duelling mage in front of her was knocked on his back, losing his concentration on the, doubtlessly more powerful, spell he was preparing. But now that he had fallen down she had time to cast her truly offensive automata. It would all be over soon.

Primordial magic is the domain that gives you the ability to manipulate the five elements, the very building blocks of matters. The primordial magic domain enables you to create your own spells trough an extensive system called automata crafting. But if you want you can play a mage with the spells that are already in the system, or build by other players.

This domain has many skills, conditions and items that give you ways to conjure up power. With this power you can power your automata (or spells) to alter reality around you.

Anonymous (not verified) Wed, 21-12-2011 15:04

Automata

Automata

Automata are a collection of glyphs that can be triggered to produce an effect.

Inscribing Automata

Inscribing is the process of writing down the glyphs to create a new automata. To inscribe a new automata you take a number of glyphs and combine them on a hexagonal grid. The size and shape of this grid depends on the object you are inscribing. The available glyphs are listed on the glyphs page. Note that automata can only be inscribed on imbued items, which have been specially crafted so they can be inscribed. Inscribed automata can be removed from an item with the Imbue skill.

Each automata needs to be written on a surface consisting of hexagons oriented with the straight edges up. Each hexagon should be 2cm by 1.5cm. The size of the grid is the amount of surface of the object you are inscribing. Note that in the case of very thin objects like paper sheets only one side can be used. You are allowed to use a paper to represent the surface of the object when inscribing things like wands.

Rules

Each automata has to follow a certain set of rules. These rules were created by the original creators of primordial magic and serve as an abstraction on reality to make it possible to - literally - create magic effects.

To start the inscribing process, pick a starting grid tile and place the "Begin" glyph. Put other glyphs adjacent to the start glyph or other glyphs such that it will eventually produce the desired effect. It is very important during this process is to account for how the power flows through the glyphs: From the "Begin" glyph, the power will flow to the other glyphs in a single chain. The next glyph to be powered will be determined by starting from the top of the current glyph and moving clockwise. The first glyph that is encountered will be the next glyph to be powered. The previous glyph, take and put glyphs are excluded from this process. Should another, previously powered glyph be encountered this way the automata will short-cirtuit and be disintegrated.

Input and Output

Each glyph can have at most two inputs and one output. However, it depends on the glyph whether or not it will actually use an input or produce an output. To find the inputs, the same clockwise lookup is performed as for the next glyph except that Take glyphs are included. If the previous glyph produced an output, it is also included in the lookup. The first such glyph encountered is assigned to the first input of the next glyph, the second glyph is assigned to the second input.

For outputs, the surrounding glyphs are searched for a Put glyph using the same clockwise lookup. The first such glyph encountered will be used to put the value produced by the glyph. If there is no Put glyph, the value will be available for the next glyph to use. If nothing is done with the value, it will be lost.

Picking

Certain glyphs allow you to "pick" something. This represents a collection of Glyphs that your character knows that share a common design but have slightly varying parameters. Picking the parameters for the glyph does not mean creating a new glyph, but rather means that you know a glyph of that type with the chosen permutations. For example, the Create Particles glyph needs you to pick an amount and a type. If you need 5 Fire particles, you can pick "5" for the number and "Fire" for the type, which results in a "Create 5 Fire" glyph.

Dominance

Some glyphs are marked as "Dominant" with a certain element. If more than 50% of the power of your automata is spent on dominant glyphs of the same type and there are no glyphs of the opposite of that type, the automata will become dominant of that type. This can have certain benefits, most importantly it allows certain skills to provide you with bonuses.

The Effect

The end result of the automata - the effect, needs to be put into game terms once you are satisfied with your automata. To do this, contact a Game Master and hand him or her your automata. The game master will check it for you and then hand you a closed note with the effect in game terms. You can open and read the note the first time you activate the automata.

Activating Automata

To activate an automata, you have to put enough power into it. Each automata comes with a power cost that needs to be matched. The power cost of the automata depends on the glyphs used for the automata. You need to be able to touch the automata with one of your hands to be able to put the required power into it.

The source of the power used to activate the automata depends on the components you use. See components for a detailed list of all available components and how to use them. Once an automata has been activated, the automata creates an effect either at the palm of one of your hands or at a point of the object the automata was inscribed upon, as decided during activation. The effect persists for a certain duration, then dissipates. How long the effect persists depends on several things, primarily on what type of matter - if any - is used. Please see "Stability and Radiation" for more details.

Anonymous (not verified) Wed, 08-10-2014 14:42

Example Automata

Example Automata

To create an automata several steps have to be taken. This page provides an example automata and the process to create it.

Effect

To start off, we need to decide what kind of effect we want to achieve with the automata. For this example, we will create an automata producing a simple Stumble effect for two seconds and can be used during combat on touch.

With the effect decided upon, we need to decide how to produce this effect. There are many ways of producing a stumble effect, for example you could produce a gust of wind to push someone back, try to push someone backwards using pure force, make him feel like there is something ahead of him that he needs to get back from. However, one very simple way of producing the effect is using a property of the matter mages work with: Combining two opposing particle types annihilates them, releasing the energy used for those particles as a burst of light. Producing a burst of light in someones face is bound to cause them to stumble back.

Implementation

To start the implementation, we need to come up with a way of prducing this burst of light. Since annihilation happens when combining opposing particle types, we need to create a certain amount of two opposing particle types and then perform a combine on them. The amount of particles we need is dependant on the strength of the effect. To produce a Stumble effect we need to produce a flash of light of about 1350 power. Annihilation produces light equal to the amount of particles combined, so to produce a burst of light of 1350 power we need to produce about 675 grains of both types of particle, as each grain of particles requires one power to produce.

To put this all down on paper, we start off with a Begin glyph. Underneath that, we put a "Create Particles" glyph, picking "Fire" as the particle type and "675 grains" as the amount. We will need to store this value somewhere so that we can later use it for the combine operation, so we put a "Put" glyph to the top right of the "Create Fire", picking the location "Alpha". Underneath the "Create Fire" glyph, we put another "Create Particles" glyph, in this case picking "Water" as the type but using the same amount. We place a "Put" glyph to the top right of the "Create Water" to store the value again, this time picking "Beta" as the location.

Underneath the "Create Water", we now place a "Combine" glyph to perform the actual annihilation. "Combine" needs two values as input, so we put a "Take" glyph to the top right of the combine, picking "Alpha" for the location and we put a second "Take" to the bottom right of the combine, picking "Beta" for the location. These two glyphs will take the values from their respective locations and make them available for the "Combine" to use.

Final Implementation

Anonymous (not verified) Mon, 27-04-2015 00:57

Bind Automata

Bind Automata Anonymous (not verified) Thu, 14-05-2015 17:10

Charm Automata

Charm Automata Anonymous (not verified) Thu, 14-05-2015 17:09

Daze Automata

Daze Automata Anonymous (not verified) Thu, 14-05-2015 17:08

Fall Automata

Fall Automata Anonymous (not verified) Thu, 14-05-2015 17:05

Fear Automata

Fear Automata Anonymous (not verified) Thu, 14-05-2015 17:10

Hit 2 Automata

Hit 2 Automata Anonymous (not verified) Thu, 14-05-2015 17:07

Stumble Automata

Stumble Automata Anonymous (not verified) Thu, 14-05-2015 17:04

Glyphs

Glyphs

Basic

Glyph Begin
= Input None
= Output None
= Cost 0
= Comment Indicates the beginning of an automata.
Glyph Take <Location>
= Pick Pick a location. This glyph will take the value of that location.
= Input None
= Output Value at <Location>
= Cost 10
= Comment Takes the value at <Location> and makes it available to be used as input to the next glyph. Note that <Location> will be empty after this.
Glyph Put <Location>
= Pick Pick a location. This glyph will take the value of that location.
= Input Any value
= Output None
= Cost 10
= Comment Takes the output of the last glyph and puts it at <Location>. Note that this will fail if <Location> already contains a value.
Glyph Spacer
= Input None
= Output None
= Cost 10
= Comment Does nothing.

Creation

Glyph Create Particles <Amount> <Type>
= Pick Pick an amount. This glyph will create that amount of particles.
= Pick Pick a type except Force. This glyph will create particles of that type.
= Input None
= Output <Amount> particles of type <Type>
= Cost The cost of this glyph is equal to <Amount>
= Dominant The glyph is <Type> dominant.
= Comment A picked glyph used to create particles.
Glyph Create Force <Amount>
= Pick Pick an amount. This glyph will create that amount of particles.
= Input None
= Output <Amount> particles of Force
= Cost The cost of this glyph is equal to 2 * <Amount>
= Dominant The glyph is Force dominant.
= Comment A picked glyph used to create force.
Glyph Create Atoms <Amount> <Type>
= Pick Pick an amount. This glyph will create atoms equal to that amount.
= Pick Pick a type of atom. This glyph will create atoms of that type.
= Input None
= Output <Amount> grains of <Type> matter.
= Cost <Amount> * <Cost of Type> * 5
= Comment A templated glyph used to create matter. See your Material Compendium for the types of atoms you can create and the associated cost multiplier. Several parameters of the new matter are determined by what type of matter is created. Please see your Material Compendium for details.
Glyph Create Inverse
= Input An amount of particles.
= Output The inverse of the input particles. If the input is not particles, an error value will be output.
= Cost 200
= Dominant This glyph is dominant of the inverse type of IN1.
= Comment Modifies IN1 to output its inverse.

Transmutation

Glyph Combine
= Input Two particle values.
= Output The combination of both values.
= Cost 50
= Comment Combines IN1 with IN2. The type of the parameters determines what happens.
* If IN1 and IN2 are the same type, the output will be IN1 + IN2.
* If IN1 and IN2 are opposites, the output will be IN1 - IN2.
* If they are unrelated, IN1 will be output.
* If either input is a non-particle value an error value will be output.
Glyph Join
= Input Two values.
= Output This glyph is used to create complex structures, called aggregations, from base particles.
= Cost 100
= Comment Joins IN1 and IN2 together to create an aggregation. Aggregations of particles are atoms. Aggregations of atoms are molecules. Aggregations of molecules are objects. Note that this process can not be reversed. This process is potentially wasteful. It will create matter equal to the lowest amount of the inputs.
Glyph Apply
= Input Two values.
= Output IN1 modified by IN2, see below.
= Cost 150
= Comment Applies IN2 to IN1. This has different results depending on the types of IN1 and IN2.
* If both inputs are particles IN1 is output.
* If IN1 is not particles, atoms or molecules, IN1 is output.
* If IN2 is an atom, molecule or something else IN1 is output.
* If IN2 is Force, IN1 will be accelerated by that amount of force.
* If IN2 is Fire, IN1 will be heated 1C for every 50 Fire.
* If IN2 is Water, IN1 will be cooled 1C for every 50 Water.
* If IN2 is Earth, IN1 will be compressed with 1 Pa for every 50 Earth.
* If IN2 is Air, IN1 will be expanded with 1 Pa for every 50 Air.
* If IN2 is Spririt, IN1 will be pulled closer to the material world.
* If IN2 is Divine, IN1 will be pushed towards the divine realms.
* If IN2 is a Trigger target, IN1 will be shaped in such a way that it fits onto the target like armour.

Convenience

Glyph Heat
= Input A value of atoms or molecules and an amount of Fire.
= Output IN1 heated by IN2.
= Cost 200
= Dominant Fire
= Comment Heats IN1 using IN2, as if using the Apply glyph. Will do nothing if IN1 is not atoms or molecules or if IN2 is not Fire.
Glyph Cool
= Input A value of atoms or molecules and an amount of Water.
= Output IN1 cooled by IN2.
= Cost 200
= Dominant Water
= Comment Cools IN1 using IN2, as if using the Apply glyph. Will do nothing if IN1 is not atoms or molecules or if IN2 is not Water.
Glyph Propel <Amount>
= Pick Pick an amount of Force. This glyph will create that amount of force and use it to propel IN1.
= Input A value of particles, atoms or molecules.
= Output IN1 accelerated by <Amount> force.
= Cost <Amount> + 200
= Dominant Force
= Comment A convenience glyph used to propel objects created using primordial magic. Will do nothing if IN1 is not particles, atoms or molecules.

Artithmetic

Glyph Add
= Input Two values.
= Output IN1 + IN2
= Cost 100
= Comment Adds IN1 to IN2. The output type is always the same type as IN1.
Glyph Subtract
= Input Two values.
= Output IN1 - IN2
= Cost 200
= Comment Subtracts IN1 from IN2. The output type is always the same type as IN1.
Glyph Multiply
= Input Two values.
= Output IN1 * IN2
= Cost 300
= Comment Multiplies IN1 by IN2. The output type is always the same type as IN1.
Glyph Divide
= Input Two values.
= Output The floor of IN1 / IN2 when IN2 is not empty.
= Output An error value when IN2 is empty.
= Cost 500
= Comment Divides IN1 by IN2. The output type is always the same type as IN1.
Glyph Modulo
= Input Two values.
= Output The remainder of IN1 / IN2 when IN2 is not empty.
= Output An error value when IN2 is empty.
= Cost 500
= Given Divides IN1 by IN2 and outputs the remainder. The output type is always the same type as IN1.
Glyph Minimum
= Input Two values
= Output Whichever value is the smallest.
= Cost 100
= Comment This will compare two values and output the smallest. Type is ignored for this comparison.
Glyph Maximum
= Input Two Values
= Output Whichever value is the greatest.
= Cost 100
= Comment This will compare two values and output the greatest. Type is ignored for this comparison.

Triggers

Trigger Touch
= Input None
= Output When touching something, a value representing the thing touched. Otherwise nothing.
= Cost 100
= Comment Checks if the activator or the object inscribed touches something. Which one exactly is determined by the inscriber.
Trigger Word
= Input None
= Output If the word is said, a value representing the direction in which the activator is currently standing. Otherwise nothing.
= Cost 200
= Comment Checks if a certain command word is spoken. The command word is chosen by the inscriber, as well as whether anyone or only the activator can trigger it.
Trigger Gesture
= Input None
= Output If the gesture is performed, a value representing the direction in which the gesture is performed. Otherwise nothing.
= Cost 200
= Comment Checks if a certain gesture is performed. The gesture is chosen by the inscriber, as well whether anyone can trigger it or just the activator.
Trigger Particle
= Input A value to trigger on.
= Output IN1 if touched by a value matching IN1, otherwise nothing.
= Cost 100
= Comment Checks if either the activator or the object inscribed is touched by a value equal to that of IN1. Note that the value does not need to be created by primordial magic.

Emotion Manipulation Glyphs

These glyphs produce effects that manipulate emotions of others.

Glyph Fear <Duration>
= Pick Pick a duration in seconds. This glyph will produce enough substance for a Fear effect of that duration.
= Input None
= Output An amount of substance that can be used to produce a Fear effect when it comes into contact with someone.
= Cost 750 * <Duration>
= Comment Using specially crafted atom-like structures using Divine particles, it is possible to induce a Fear effect in someone.
Glyph Charm <Duration>
= Pick Pick a duration in seconds. This glyph will produce enough substance for a Charm effect of that duration.
= Input None
= Output An amount of substance that can be used to produce a Charm effect when it comes into contact with someone.
= Cost 750 * <Duration>
= Comment Using specially crafted atom-like structures using Divine particles, it is possible to induce a Charm effect in someone.

Flow Control

Glyph Wait
= Input One value
= Output None
= Cost 10
= Comment Waits for a number of seconds equal to value. Waiting costs no addiitonal power.
Glyph Loop
= Input A value.
= Output IN1 reduced by 1.
= Cost 10
= Comment This glyph can be used to create loops in the power flow of an automata. The first time this glyph would be considered for the next glyph to flow power to, it is ignored. The second time it will be activated as normal.
Glyph Branch
= Input A value.
= Output IN1
= Cost 10
= Comment This glyph will divert the power flow. It checks to see if IN1 is a value. If it is, the flow of power continues normally at the next glyph. If the value is empty instead, it will skip the first glyph it finds and instead divert the flow to the next glyph.
Anonymous (not verified) Wed, 08-10-2014 14:50

Stability and Radiation

Stability and Radiation

Primordial Magic creates many forms of matter. This has the potential to greatly affect the world around the magician. However, this matter only exists for a short while, eventually dissipating into the same nothing it came from. This process releases the energy of the matter back into the environment. This process is called radiation, as each particle decays and radiates away.

Unfortunately for primordial mages, this can negatively impact the environment. The exact reason is a subject of debate among the more scholarly mages, but the result is that sometimes, things go awry. Older mages have been known to grow tumours, lose their hair or even more radical things - including death. In addition, sometimes spells go wrong and instead of simply fizzling, create an anomaly.

In game terms, this is represented by an instability score. One of the side effects of an newly inscribed spells can be to increase your instability score. If your instability score reaches 10, you should contact a GM. Instability cannot be reduced.

Anonymous (not verified) Wed, 20-04-2016 22:56

Components

Components

Components are small things you can do or use to provide power to your automata when activating them. What components you have access to depends on your skills. You need to use at least one component to activate your automata.

Unless otherwise noted, each component can be used only once per activation and each component requires exactly one second to use. In addition, only one component can be used at the same time, so you will have to string them together to use multiple components. Every component provides a certain amount of power as described by the component. Once finished using components you have five seconds to power an automata before the power is lost.

Using components requires a certain amount of concentration, which means you can not fight, run or perform other phisically heavy tasks. If your concentration is broken, all power you gathered to activate the automata is lost and you need to start again. Note that components that are consumed when used for power will still be lost!

Types of Components

Each component type represents a different source of power.

Verbal and Somatic

These are the most basic of components, that provide a little power even to an untrained apprentice. They represent an innate power source, the power of your own body. Both components are a way to access this power. The Verbal component is something like a spoken word, a short melody or even just a raw shout. The Somatic component is a gesture, like a hand wave, a piroutte or similar. Both components can be the same every time or something completely different per activation. Verbal and somatic components can be used at the same time, this is an exception to the normal rules of only allowing on use at a time.

Material

Material components are small amounts of matter that are consumed to provide power to your automata. They are simple things like a handful of sand or a cup of water, but also more elaborate things like a piece of silk or a specially crafted gold coin. Each material component provides an amount of power as described on the item card of that component. To use the component, perform an action with the material, preferrably something that indicates the material is being consumed. For example, in the case of a handful of sand you can sprinkle it around. You can use any amount of material components during activation, but each material component is consumed during use. Note that each material component still counts as a separate use, so using five materail components will take ten seconds.

Focus

A focus component is a specially crafted item that can be used to focus and channel the ambient energy around you. The amount of power provided is described on the item card. Focus components are not consumed when used. To use a focus component, wave it around it the air around you, touch it to the ground or perform some other action with the object to indicate the energy gathering.

Willpower

Willpower can be used to add power to your automata. To do so, choose an amount of willpower you want to expend. After concentrating for two seconds, you expend the amount of willpower. This will provide you 500 power for every willpower expended.

Hitpoints

Your own flesh and blood can be used to power your automata. To use this component, cut or otherwise damage yourself to become injured. You will drop to 0 hit points and receive 500 power. Note that this will not break your concentration like taking damage normally would. This process can be repeated once during the same activation, the second use drops you to -1 hitpoint and will also provide you with 500 power.

Special Components

There are several special components that are provided by skills, like "Sacrifice Flesh" or "Power Reserve". The details of these components are described by the skills, but remember that unless otherwise noted, the normal rules apply to them.

Anonymous (not verified) Wed, 08-10-2014 14:13

Skills and Conditions

Skills and Conditions

These skills and conditions generally give a mage power. These sources of power can then be used to power automata (which can be seen as the spells the mage can cast).

The spark is a mutation that enables the mutant to actually tap into the primordial flow for power and influence. Without the spark there would be no primordial mages. In theory you are able to cast spells but unless they are incredibly basic they will require willpower or your blood to power them.

=Condition The Spark
=Points 1
=Unique Rule You have the ability to power automata.
=Unique Rule Your somatic component provides 100 power.
=Unique Rule Your verbal component provides 100 power.
=Unique Rule You can use verbal, somatic, hitpoint, willpower components to power automata.
=Details Some people are born with an innate ability to affect the primordial flow around them.

Power reserve is a condition that gives a person the ability to cast more powerful spells without needing to spend consumable resources. It is also the only way to gain more power without formal automata crafting training.

= Condition Power Reserve
=Points 5
= Requires The Spark condition
=Unique Rule You have access to a special "Power Reserve" component. This component provides 200 power and requires just one second of concentration to use.
=Shared Rule You can have this condition multiple times. Each time gives you access to another use of the power reserve component during the same activation.
=Details Some people have an innate gift for Primordial magic that allows them to use much more powerful automata than they normally would be able to.

Probably the first skill any mage learns. Automata crafting gives you the ability to create your own spells and gives you access to enough power to cast them trough additional components.

= Skill Automata Crafting
=Points 4
=Requires The Spark condition
=Unique Rule You have the ability to craft new automata. You will gain in character documents detailing this process.
=Unique Rule Your somatic component provides 200 power.
=Unique Rule Your verbal component provides 200 power.
=Unique Rule You can use material and focus components to power automata.
=Downtime Rule You receive a free Materal Compendium item when you acquire this skill.
=Details After learning how to power automata, the second thing an apprentice mage learns is how to craft his own automata.

Most powerful mages specialize in an element to further their power.

= Skill Element Focus
=Points 5
=Requires Automata Crafting skill
=Unique Rule Choose a Particle Type other than Divine. Glyphs that are Dominant of that type cost 20 power less, to a minimum of 10 power.
=Unique Rule For every 5 Dominant glyphs of this skill's type in an automata the power reduction is increased by 2.
=Shared Rule You can gain this skill multiple times. Each time you must select a different Particle Type and this skill costs 1 point more.
=Details There are mages that focus on mastering a single element instead of all at once. They become masters of that element but may not have much control over the other elements.

A small trick most mages learn to gather additional power from their immediate surroundings by finding sand water or sticks from the ground that hold primordial flow irregularities.

= Skill Component Crafting
=Points 1
=Requires Automata Crafting skill
=Unique Rule You can find basic material components using a bit of matter and some energy. Spend 10 minutes crafting a component to get one basic material component.
=Details With a bit of time and concentration you can turn any ordinary thing into something you can use to power your automata.
= Skill Imbue
= Points 8
= Requires Automata Crafting skill
= Unique Rule You can assist someone using the Crafter skill to craft items. Spend 1ℜ and 12¢ for each 1ℜ the crafter spends. The item becomes an Imbued <Item> once finished.
=Unique Rule You now spend 600¢ per month on your standard of living.
= Unique Rule You can reset the automata on an imbued item by spending 1ℜ cleaning and polishing the item.
= Details Using specialised glyphs and automata, you can modify items so they become receptive to primordial magic.
Anonymous (not verified) Thu, 02-10-2014 23:03

Items

Items

Imbued Objects

Automata need to be inscribed on imbued objects. The items following items describe some common items avaialbel for this.

=Consumable Imbued Paper
=Market Price
=Unique Rule Can hold an 8 by 10 automata grid.
=Unique Rule This item is consumed after activating the automata on it.
=Details Cheap scrolls are often used to weave and sell one-time uses of specific automata.
=Consumable Imbued Canvas
=Market Price
=Unique Rule Can hold a 10 by 16 automata grid.
=Unique Rule This item is consumed after activating the automata on it.
=Details Larger than the scroll, which means it can hold more complex automata.
= Item Imbued Common Item
= Market Price Var
= Unique Rule This item can hold an automata based on its type. See the rulebook for details.
= Unique Rule The market price of the item depends on its type. See the rulebook for details.
= Details A common item specially adjusted to carry automata.
=Item Imbued Item
=Market Price Var
=Unique Rule This item modifies another item. Keep it together with that item.
=Unique Rule The item can hold an automata based on its type. See the rulebook for details.
=Unique Rule The modified item's market price is increased by 50%.
=Details Specially crafted items can hold primordial magic.

Imbued Item Grids

The following two tables list the grids associated with items described above.

= Imbued Common Item
=Imbued Item = Market Price = Automata Grid = Hex area
Wand 20¢ A rectangle 2 wide and 8 high. 16
Rod 60¢ A rectangle 3 wide and 18 high. 54
Staff 120¢ A rectangle 4 wide and 30 high. 120
Earring 22¢ An annulus with diameter 5 and 2 wide. 18
Ring 50¢ An annulus with diameter 9 and 2 wide. 42
Amulet 100¢ An unfilled triangle with sides of length 15 and 3 wide. 96
Belt 110¢ A strip 24 wide and 4 high. 96
Robe 135¢ A grid in the shape of a robe. 150
= Imbued Item
= Imbued Item Automata Grid
Weapon A grid symbolizing the weapon. Higher quality items have a larger grid.
Armour A grid symbolizing the armour. Higher quality items have a larger grid.
Small Shield A circle with diameter 5.
Medium Shield A circle with diameter 8.
Large Shield A rectangle 8 wide and 10 high.

Material Components

Some materials are infused with small primordial flow irregularities and can be used to power automata.

=Consumable Basic Material Component
=Market Price
=Unique Rule Provides 100 power when used to activate an automata.
=Details A handful of fine sand, a puff of smoke, a cup of water or similar material.
=Consumable Improved Material Component
=Market Price
=Unique Rule Provides 300 power when used to activate an automata.
=Details A small rod of iron, a wedge of dried wood, a lit candle.
=Consumable Superior Material Component
=Market Price 30¢
=Unique Rule Provides 1000 power when used to activate an automata.
=Details A silver coin. A rabbit's foot.
=Consumable Exquisite Material Component
=Market Price 90¢
=Unique Rule Provides 3000 power when used to activate an automata.
=Details A gold coin. A piece of silk.
=Consumable Extraplanar Material Component
=Market Price Var
=Unique Rule This is a special item made from parts acquired from different planes. If you wish to sell it, you will have to find a specific buyer. It cannot be bought normally.
=Unique Rule Provides 6000 power when used to activate an automata.
=Details A living flame from Danu's divine realm. The essence of a murder spirit. The threads woven by a fate weaver.

Focus Components

=Item Basic Focus Component
=Market Price Var
=Unique Rule Provides up to 100 power when used to activate an automata.
=Unique Rule The item costs 18¢ for every 10 power it can supply.
=Details A simple wooden staff. A pewter symbol hanging from a chain. A simple but elegant dagger.
=Item Improved Focus Component
=Market Price Var
=Unique Rule Provides up to 300 power when used to activate an automata.
=Unique Rule The item costs 20¢ for every 10 power it can supply.
=Details An ornate wooden staff. A sword with a large gem in the pommel. A slightly silly but well-made pointy hat.
=Item Superior Focus Component
=Market Price Var
=Unique Rule Provides up to 1000 power when used to activate an automata.
=Unique Rule The item costs 24¢ for every 10 power it can supply.
=Details A metal rod with a deamon's head at one end. A long pipe filled with expensive tobacco. A breastplate with a gold dragon embossed on the front.
=Item Exquisite Focus Component
=Market Price Var
=Unique Rule Provides up to 3000 power when used to activate an automata.
=Unique Rule The item costs 30¢ for every 10 power it can supply.
=Details A gold and silver crown set with several large gems. A wood and metal staff with a fist-sized diamond in its top. A curved dagger made of pure gold with an ivory hilt.
=Item Extraplanar Focus Component
=Market Price Var
=Unique Rule Provides up to 10000 power when used to activate an automata.
=Unique Rule This is a special item made from parts acquired from different planes. If you wish to sell it, you will have to find a specific buyer. It cannot be bought normally.
=Details A beastling's horn. A good and evil rock from the realm of Ratish. An ethereal book containing stories written by hundreds of storytelling spirits.

Other Items

=Item Material Compendium
=Market Price 300¢
=Unique Rule OC updated book which contains descriptions of several things important for Primordial Magic, primarily among them descriptions of the various types of matter, their properties and uses. Get the physrep from the GM's.
=Details Almost all mages that create their own spells have a copy of this or a similar book. This book details how spells can be crafted. Author: The Thaumatology caste of Asgard.
Anonymous (not verified) Thu, 30-04-2015 23:26

Particle Types and Units

Particle Types and Units

The following is a description of the particle types and several in game units.

Particle Types

The first five particle types are the primary constituents of matter. They are divided into two pairs and one single type. The two pairs are Fire and Water and Earth and Air. Fire and Water annihilate eachother. Earth and Air also annihilate each other. The single type is Spirit, which is separated into two forms, Positive Spirit and Negative Spirit. Positive spirit annihilates negative spirit and vice-versa, but positive spirit does not annihilate positive spirit and negative spirit does not annihilate negative spirit.

There are currently two other, special particle types available. The first type is Divine, which is a special form of energy that is primarily used by Divine magic, but certain spells need to use it as well. Most notably, it is needed for spells affecting emotions like fear. Divine particles always annihilate eachother. This means first and foremost that any combine operation on divine energy is always subtractive. Second, no glyphs can be divine-dominant, because such glyphs would disintegrate on first use. Lastly, care needs to be taken when handling larger amounts of Divine particles as they can become unstable and disrupt the rest of the automata.

The second special type is Force. Force is a special type used in primordial magic that represents kinetic force. Contrary to Divine, Force is always additive. For dominance, any force dominant glyph may only manipulate force, no other elements are allowed. The exception to this is the apply() operation, which is allowed to be used with Force and any other type.

Annihilation

Annihilation is the process whereby two opposing particle types completely annihilate each other.

Units

These units are used to describe in-game quantities. Note that the in-game system uses base-6 for counting, denoted here with 0s. This means 0s10 equals 6, 0s100 equals 36, 0s55 equals 35, etc.

Volume

  • Grain
    The base unit and smallest amount of the system. The grain is defined as the minimum amount of matter needed to affect anything. It is approximately equal to the volume of a sphere of 5mm diameter or 65mm3.
  • Pebble
    0s105 (41 in decimal) Grains, approximately a sphere of 2cm diameter.
  • Fist
    0s43 (27 in decimal) Pebbles, approximately a sphere of 6cm diameter.
    0s5043 (1107 in decimal) Grains.

Weight

  • Grain
    The weight of 1 Grain of Carbon. Approximately 0.15g.
  • Stone
    The weight of 1 Fist of Carbon. Approximately 256g.

Force

  • Muscle
    The amount of force needed to accelerate 1 Fist of Carbon so it moves 1 yard in 1 second.
    1 Force particle produces 1 Muscle.
    Approximately equal to 0.25 Joule.
  • Strike
    The amount of force that is delivered to a target by a sword strike. Equal to 0s1040 (240) Muscle.
    Approximately equal to 60 Joule.

Time

For time we use the normal seconds, minutes, hours since things get way too complicated otherwise.

Length

For now, we simply use the traditional English units of measurement, inch, foot, yard and mile.

Anonymous (not verified) Thu, 09-10-2014 22:00