Word Definitions

Nouns

2D Shape-A shape that has only width and depth.  2d shapes default to being horizontal.  2D shapes
are:
 
Ellipse A round shape.  The cost of an Ellipse is the width of the longer side divided by the length of the shorter side, multiplied by the shorter side's cost. A 3dm by 5dm ellipse would be (5/3)*3, or 5 WP.  A circle's cost would equal the cost of either side.
Planar A shape that has
Polygon A shape with sides that are all equal length.

3D Shape-

Acid--Caustic liquid that will dissolve anything except glass and some types of rock. Will dissolve material in an equal volume to the amount of acid.

Adamantium--Magical and highly valuable metal. Can only be alloyed with other metals in 20% increments. Adamantium will add .1 to a weapon's damage per increment. Armor absorbs 5 more points of damage per increment. -ev is reduced by 2 per increment. Normal state: Solid.  Melt: 1900c Boil: 3700c.

Agility--

Air--Normal, clean, breathebreathablehere. Normal State: Gas (immutable).

A.P.--(Archetype Points)

Appearance--

Aptitude--

Armor--Specially designed clothing worn for protection against attacks.

Ash--The remains of organic materials after being burned. 10% density on a surface or in a cloud (average) per WP. Sight perception is reduced by 2 per 10%. Health rolls are required to breathe in ash; -1 per 10% to avoid HP loss of double what ther adtheired roll is failed by every .hlt secHlts.

A.T.--(Armor Threshold) The percentage range of attack rolls from which armor will absorb damage.

Blood--Liquid in a creature's body that sustains its life. Normal state: Liquid. Freeze: 0c Boil: 100c.

Bone--Material in a creature's boduy tbodyives it support. Normal State: Creature.

Brass--Brittle, gold-colored metal alloy. Normal State: Solid. Melt: 930c Boil:

Bronze--Soft, dark yellow alloy of copper and tin. Armor made of bronze has 2/3 the A.T of normal steel armor (round up). Normal State: Solid. Melt: 1050c Boil:

**Circle--2 dimensional shape.

Color--The aspect of an object that interacts with the sense of sight.

Combat--

**Cone--3 dimensional shape.

Copper--Soft, reddish brown metal. Alloys with Zinc to make Brass. Alloys with Tin to make Bronze. Normal state: solid. Melt: 1083c.  Boil: 2567c.

Corpse--The body of a dead creature. As long as part of it's soul remains around it, a corpse can only be Animated. While Animated, a corpse can perform one simple two or three word action for every full 20% of the creature's soul that is remaining around it (see Animate). Again, form defines function: an animated dog cannot wield weapons. When the soul is gone, a corpse can be made Undead. However, Undead can only be created by the person or effect that drains the last Soul Point away from the corpse. After this, the type of undead created is determined by the amount of soul points Drained below 0. The amount must exceed the monster package cost for the Undead type.

Creature--A member of an animal species that does not communicate via language (spoken or telepathic), use tools, or have an average Aptitude above 2. Creatures are normally one object. A dog's paw is part of the dog unless it has been severed (but it still has all the properties of being part of a creature). Broken bones in the body of a creature are always considered one bone. Constructed creatures are creatures until their creation spell is broken; parts of them that break off are objects. When the creation spell is broken, the construct becomes an object.

Dream--A sequence of imagined events usually experienced during sleep.

Dust--Small particles of cloth, skin, etc. 10% density on a surface or in a cloud (average) per WP. Sight perception is reduced by 2 per 10%. Health rolls are required to breathe in ash; -1 per 10% to avoid HP loss of double what ther adtheired roll is failed by every .hlt secHlts.

Earth--Soil, clay, or dirt.

Electricity--Blue-white sparks of energy.

**Ellipse--2 dimensional shape.

Emotion--A mental state, such as love, rage, compassion, etc.

Evade--

Event--Something that can, has, or will happen.

Fire--Light, heat and flame produced by burning. Each die of fire gives light equal to 5%. Heat start at 500 deg; each die adds 300.

Flavor--The aspect of an object that interacts with the sense of taste.

Flesh--The mucles musclesernal organs of a creature.

Force--A physical barrier constructed of magical energy.

Gate--A physical opening between two planes of existence.

Glass--Fragile, brittle, usually clear substance made by melting sand.

Glyph--A magical symbol that can contain a spell.

Gold--Soft, bright yellow, valuable metal. Normal State: Solid Melt: 1064c. Boil: 2807c.

Grease--Congealed animal fat in flammable form.

Hair--Thin filaments that grow from the skin of some animals.

Health--

Hearing--

Honesty--

H.P.--(Health Points)

Ice--solid form of water, normally at 0 deg or less. Normal State: Solid. Melt: 0c Boil: 100c.

Illusion--A false manifesmanifestationething as the caster can imagine it. If the illusion is animated, the controller must concentrate to direct its actions. Creatures and their worn or carried belongings are considered one image. Believability is based on the caster's and viewer's familiarity with the subject, and the number of senses the illusion includes. Familiarity is based on a scale from 1 to 10, 10 being expert (optionally, the GM may allow skill rolls to determine this). Subtract the caster's rating from the viewer's to determine the modifier. Only if a viewer has a reason to think he is sensing an illusion is he allowed an Aptitude roll (modified as above) to disbelieve. Only one roll is allowed per flaw in the illusion for the duration of it. However, each successive flaw adds +1 to the Aptitude modifier.

Immunity--The ability to not be affected by something. Immunity can only be given against attacks, spells, or spell-like effects, (which are properties of immunity) but not from creatures themselves.

Individual--A member of a species that communicates via language (spoken or telepathic), uses tools, and has an average Aptitude above 2.

Iron--Silver-white, highly magnetic metal. Iron is 25% heavier than steel (-ev is an additional 10). However, A.T. is increased by 10. Normal state: Solid Melt: 1535c. Boil: 2750c.

Language--A verbal and/or written form of communication.

Lead--Soft, silvery-white or gray metal. Normal State: Solid. Melt: 327c Boil: 1744c.

Leather--the skin of a creature that has been removed and cured.

Lie--A statement that has no basis in fact.

Light--A form of energy that makes sight possible by radiating color; may have its own color. Intensity is from 0 (darkness) to 100 (sunlight). This scale may be exceeded for especially bright light. Some sample light levels are given below:
 
Light level
%
Perception
Darkness
0%
-16
5%
-15
10%
-14
Candle
15%
-13
Full moon
20%
-12
25%
-11
Torch
30%
-10
35%
-9
Dawn/dusk
40%
-8
45%
-7
50%
-6
Lantern/campfire
55%
-5
60%
-4
65%
-3
70%
-2
75%
-1
Normal daylight
80%
--
85%
--
90%
--
95%
--
Sunlight at noon
100%
--
105%
--
110%
--
115%
--
120%
--
Glare (per additional 5%)
+5%
-1

The modifiers above represent the ability of a character to see in that light level. Note that there are no modifiers from 80% to 120%, as this is the range where light is comfortable. The modifiers are further adjusted by distance; no change for up to three times the character's perception in meters. For every additional multiple of the perception, another -1 is incurred. Below are the maximum modifier levels of how well a character can identify something:
 
Notice Movement
-20
Notice Still
-17
Racial recognition
-14
Identify individual
-10
See detail
-5

Location--A place, or the place where an object is.

Loyalty--

Malleability--The quality of a solid that allows it to be shaped. 0% is diamond, 100% is gel-like. 2% change per WP.

Mana--Magical energy in its raw form. 2 WP per d5 damage.

MeAcc--

Memory--A mental recollection of an event.

Mercury--Silvery-white metal. Normal state: Liquid.  Melt: -38c Boil: 357c.  

Mithral--A highly magical and valuable metal. Can only be alloyed with other metals in 25% increments. Each increment adds .1 to a weapon's damage. Armor made from Mithral gets an armor threshold bonus of 4 per increment. Mithral is half the weight of steel. -ev is reduced by 2 per increment. Normal State: Solid. Melt: 1400c Boil: 2600c.

Mud--Liquid earth.

Name--A word, phrase, or symbol (spoken or written) that identifies something.

Object--An object is just that: one object. For example, a sword made of blade, grip, hilt, quillions, and pommel is just a sword as long as it is assembled as a sword. The blade is part of the sword, and therefore part of the object "sword". The blade can be affected, but as part of the sword, not as "blade". Objects that are merely stacked together, or parts of what might be a single object that are not assembled, are multiple objects. The parts of the sword strewn on a table are not a sword, they are blade, grip, quillions, and pommel. Also, if an object is broken, the parts are separate objects.

Odor-- The aspect of an object that interacts with the sense of smell. Intensity is from 0 to 100. This scale may be exceeded for especially strong odors. Odors in the 80% to 120% range are very noticabnoticeableot overpowering. For every 5% below 80%, there is a -1 to perceive the odor.

Optimism--

Paper--Shredded plant fibers pressed into sheets. This also includes vellum, papyrus, or any similar writing medium.

**Pill--3 dimensional shape.

**Planar--2 dimensional shape.

Plant--Material of which creatures that generally cannot move on their own, and have no senses are made; this word is for leaves, petals, stems, etc, but not wood.

Platinum: Highly valuable silvery-white metal. Normal state: solid.  Melt: 1772c Boil: 3827c.

**Polygon--2 dimensional shape.

**Polyhedral--3 dimensional shape.

PrAcc--

Pressure--The amount of pressure exerted on something, measured in units of weight.

**Prism--3 dimensional shape.

**Pyramid--3 dimensional shape.

Rock--Solid, heavy earth material.

Rope--

Sand--Small granules of stone. [dmg?]

Shininess--The aspect of an object that shows how intense light is reflected from it. 0% is dull, 100% is mirror-like. Note that having 0 Shininess does not make something invisible.

Sight--

Silver--Valuable gray-white metal. Normal state: Solid. Melt: 962c. Boil: 2212c.

Size--How big or small an object is. 100% is the size of the object before the spell is cast. 5% change per WP.

Skill--

Skin--The outer covering of a creature (and some objects, like fruit). Includes carapaces.

Smell-

Soul--The life force of a creature, equal in value to the creature's total CP. A soul's point value can only be changed with "Drain" and "Restore". If a soul is Drained to 0, the creature is dead; if Drained to below 0, it is undead. Drained soul points cannot be placed anywhere (unless the entire soul is drained at once, see below); they are merely dissolved into the surrounding area. The points do follow their rightful owner (or the body of such) but take time to return to the body. A number of points equal to the creature's Willpower return to the body per day. If the entire soul is drained, the points transfer at the same rate to the plane of the dead. When all the points have gone there, the soul can only be Summoned or Channeled. Restored Soul points are those which have been guided back into their body by magic. If any soul points are restored to the body, they will attract the rest from the plane of the dead. If a soul can be restored all at once and its body no longer exists, it can be restored into an object (or area) other than than its body. 2 WP per point.

Sound--Energy that interacts with the sense of hearing.

Space--A volume that is not on the current plane of existence. A space can only be accessed through a gate.

Speed--The number of units of distance an object moves in 1 unit of time. 6 WP per unit.

Spell--A sentence spoken in the language of magic.

**Sphere--3 dimensional shape.

Steel--Blue-gray to dark silver metal. This is the normal material that weapons and armor are made of.

Strength-

Tar--Black, sticky substance used for watersealing or for flaming projectiles.

Taste-

Telepathy--A means of commumicommunicatingly, using language.

Temperature--The amount of heat in an object or in the environment. WP=3 deg.

Temperament-

Texture--The aspect of an object that interacts with the sense of touch.

Thought--A sentence or part of a sentence as it exists mentally. Only occurs in Creatures with Aptitudes of more than 2.

Tin--Silvery-white/bluish metal that alloys with Copper to make Bronze. Normal State: Solid. Melt: 232c Boil: 2260c.

Touch-

Translucency--The amount of light that passes through an object. 0% blocks all light, 100% Blocks none. 1 WP per 5%.

Truth--A verifiable fact.

Undead--A dead creature whose soul has been drained to less than 0. The amount below 0 determines the type of undead; the Drain amount must exceed the cost for the monster package, and the excess points may be spent to augment the undead.

Viscosity--A measure of how well a liquid flows. 100% is water, 0% is near solid.

Voice--The sounds a creature produces vocally, or the representation of such during telepathy.

Water--Clear liquid necessary for sustained life.

Wax--Substance made by bees.

Weapon--Tool used to inflict damage.

Weight--The aspect of an object measured in units of weight.

Willpower-

Wood--Stiff, fibrous plant material.

Zinc--Silvery-white metal. Alloys with Copper to make Brass. Normal State: Solid. Melt 419c Boil: 907c.

Verbs

Access--Allows an enchantment to be altered while still in effect. conflict with edit.

Analyze--Allows an enchantment to be studied while still in effect.

Animate--Gives an inanimate object or a corpse the ability to perfroperformns according to the object's normal use. For example, a sword could wield itself, or a pitcher could float around and pour drinks. An object can only perform simple two or three word phrases (fight orcs, keep mugs full) and based on its form. A sword cannot pour drinks, and a pitcher will not become a weapon. A corpse can perform one such action for every full 20% of the creature's soul that is remaining around it. Again, form defines function: an animated dog cannot wield weapons.

Appraise--Tells the value of the target to the controller.

Attract--Causes a specific type of object to move toward the target of the spell. Objects within half the distance of the Strength of the attract move toward the target at 1 unit of distance per 3 of the Strength.

Banish--Causes the target to be forced into a different plane of existence.

Blink--Causes an effect to go "on" and "off" more than once during the duration of a spell.

Bond--Adheres one object to another.

Channel--Allows an object, creature, or corpe corpsecome occupied by a disembodied soul. The soul can only communicate through the normal means of what it is being channechanneledgh (i.e, a soul could not talk if channechanneledrough a stone, but could if channechanneledgh a statue that has a mouth).

Coat--Covers the target with a material or effect.

Condensate--Causes a gas in the area of the spell to collect on the surface of a solid object as a liquid.

Constrain--Stops an object or creature from moving.

Create--Allows an object or effect to come into existence. Used as a default if there is no other usable verb. Metals and gemstones cannot be created (objects with metal or gemstone parts cannot be created as well). Materials that can be processed by a creature's body (food or water) are treated as normal if consumed before the spell effect ends. Created Light has a default duration of 1 hour.

Decrease--Changes the target property to a lower value. Decrease has a standard duration based on what is being Decreased. The table below shows the rates at which Decrease fades:
 
% based
1/minute
HP
1/minute
Stats
1/5 minutes
Personality
1/10 minutes
WP
1/minute
AT
2/minute
Damage Multiplier
.1/minute

Destroy--Causes an object or effect to stop existing.

Detect--Allows the controller of the spell to sense the target of the spell; a sense must be decided during casting.

Displace--Changes the position of where an object or effect seems to be.

Diverge--Causes a spell effect to be divided into separate parts. The parts must be as equal as possible. Usable only on effects that are a number of dice or an adjustment to a statistic or property.

Drain--Changes a statistic (including soul)to a lower value. These changes are subject to normal healing if not undone with Restore.

Edit--Allows an enchantment to be reworded while still in effect. conflict with access.

Enchant--Causes a spell to be stored in an object or creature. A spell containing Enchant with the property of Permanency enabled causes the Spell's Casting Time to change to hours, and no other properties can be assigned to the Spell. See Permanency in the Spell Property descriptions for more information.

Enthrall--Gives the controller of a spell mental control over a creature. The target will follow the commands to the best of its ability, up to commands that place the target in danger or would cause it harm. If so, the target may make a Willpower check to ignore the command; the GM may give this roll a modifier based on the danger involved in the command, from +1 to +10. If the roll is made by more than the modifier, the spell is broken, and the target is disoriented and confused for a number of seconds equal to the WP the enthrall exceeds their Willpower.

Evaporate--Causes a liquid to become a gas, dissipating into the surrounding area.

Exclude--Allows the caster to prevent an object or creature within an area effect from being affected by it.

Expand--Causes an area effect to grow from a point to its full size over a period of time.

Extract--Causes a material inside an object to collect on the surface of the object. The space in the object is a vacuum. Cannot affect living creatures.

Float--Causes an object to rest on a liquid, or causes an object or spell effect to maintain a specific distance from the ground or floor.

Flow--

Fly--Allows an object to move through the air, directed by the controller.

Glide--Gives a creature or object the ability to move through the air only from high places to low, either in straight or spiral paths.

Globulize--Changes a liquid into small droplets.

Granulate--Changes a solid into small pellets.

Identify--Tells the controller about the target. What is wanted to be known must be specified.

Increase--Changes the target property to a higher value. Increase has a standard duration based on what is being Increased. The table below shows the rates at which Increase fades:
 
Skill %
1/minute
HP 
1/minute
Stats 
1/5 minutes
Personality
1/10 minutes
WP 
1/minute
AT 
2/minute
DamageX
.1/minute

Liquefy--Changes a solid to a liquid.

Morph--Changes an aspect of an object, one material to another material, or makes a creature appear to be another creature. No material can be changed to any metal. Morphed creatures retain all their skills and mental faculties.

Notify--Tells a specified creature that an event has occurred.

Powder--Changes a solid into very fine particles. These particles behave like dust.

Project--Allows an object to display what it has Recorded.

Pulsate--Causes an effect to vary in intensity. The maximum value of the effect must be paid, then the minimum value is chosen. The effect changes according to how many cycles per unit of time are paid for (one cycle being from full to minimum to full again).

Read--Allows the caster to study a magical text to learn a Word. The caster must study the text for a number of minutes equal to double the Word's casting time. If interrupted, the attempt is lost and must be retried.

Record--Allows an object to have one or more senses and store the events it senses.

Repel--Causes a specific type of object to remain a distance from the target of the spell. Objects within half the distance of the Strength of the repel move away from the target at 1 unit of distance per 3 of the Strength.

Restore--Changes a statistic (including soul)to a higher value, but not a value greater than what is normal.

Revolve--Causes an object to orbit around another object. The number of revolutions per unit of time plus the number of distance units between the two objects is equal to the WP spent.

Rotate--Causes an object to spin. The number of rotations per unit of time equals the WP cost.

Sense--Allows somthisomething than color, odor, flavor, texture, or sound to interact with sight, smell, taste, touch, hearing, respectively. "Sense" must be followed by "as x", where x is one of the five senses.

Solidify--Changes a liquid, gas, or apparition to a solid.

Spray- Causes an effect or material to spray from another object or a point. The range of the spray is equal to the WP spent, in dm.

Sublimate--Changes a solid into a gas.

Summon--Causes a creature to move from where it is to where the controller can sense it. Includes drawing creatures from another plane of existence.

Telekinese--Allows the controller to direct the actions of an object with their mind. Up to 20 units of weight can be affected per point of Willpower.

Teleport--Allows the controller to send an object to a specified place. The GM should assign a modifier to the controller's Willpower based on the controller's familiarity with the destination using the following table:
 
Don't know where it is
-7
Never been there 
-3
Been there a few times
--
Goes there regularly
+3
Lives there
+7

The WP cost to teleport to another plane of existence is twice normal. Creatures cannot be teleported into where the creature could not remain alive (i.e, into solid rock).

Conditionals

Conditionals allow the caster to direct how the spell reacts to events. All conditional have a WP of 1 and a CT of 1.

Else--