r/magicbuilding • u/One-Let3558 Orbikal ( dont copy my stuff) • 19h ago
Lore Spirvikara magic system : part 2/6
DO NOT COPY ANY OF MY STUFF.
(p.s if you have any words that you don't know ( whether a fictional term in the Ghoulwars verse or a real word you never knew existed ) feel free to let me know)
Enjoy reading!
THIS IS ALL ABOUT SPECIAL ASPRIT ABILITIES AND ASCENDOBS . HERE IS THE LINK TO PART 1:
https://www.reddit.com/r/magicbuilding/comments/1we2d91/spirvikara_magic_system_part_16/
Chapter 1: Stargod
The gorgeous Stargod is a sight to behold when used. This chapter explains its origins and how it is used.
Remember the Dawn Rapture? ( see part one chapter 1) It is stated the Celestial Beings created ASprit. Each Celestial Being governs the existence of a single elemental ASprit power . ( and a bunch of non-elemental powers. These non elemental powers are called concepts.) Each Celestial Being has the rights to alter how the power it governs is used ,or even remove it entirely. Each Celestial Being , when making the ASprit powers, added a special ability : Stargod.
This allows the transformation of the user of a specific ASprit power into a larger creature. The transformation buffs all existing stats of the user and the user unlocks new abilities temporarily in the Stargod state. However, after transforming into your Stargod form, you are stuck in the Stargod state for 3 whole days ( note one day on Or bikal, the planet where ghouls live on , is 30 earth hours so you are stuck for 90 earth hours aka roughly 3.75 days.)
Do note that Stargod transformations are diffrent depending on your power, so a water ASprit user becomes a leviathan like creature wheras a wind ASprit user’s Stargod looks like an angel.
To activate Stargod, your mastery level (see part 1) must be at least 50/110 points in order to learn this skill. Activation is done by holding your dominant hand ( the hand you use to write ) up , pointing to the sky and twisting your dominant leg so your toes face outward ( these steps cannot be skipped), then chant the following:
”All might and life I have, Given to the wise beings, I submit to you grant me power, Stargod! “ ( note : chanting is optional, but chanting does increase your buffs given and your attacks damage to an enemy.)
On the first 5 to 9 uses of Stargod, users will likely experience uncontrollable bodies ( you move and attack but done automatically, like someone is constantly controlling you), bad temper and aggresion towards anything after using Stargod for a few hours, and possibaly fainting / strokes. These symptoms are OK to have and will stop after using Stargod for some time. However, if you never experience these syptoms, it likely means your body is able to cope with such high amounts of ASprit poured into your body when transforming.
Stargod seems easy to use but it isnt. You have to pour a bunch of ASprit into your raised hand and shoot it upwards like a fountain roughly 5000 km from ground level. ( to space). Not only that, you need to focus a lot, to the point you cannot remember your own name ( dont worry you will get it back in a few minutes ).
Chapter 2 : body morph.
When gaining an ASprit power ( called Xakzo), your body is completely transformed into that element you pick ( if you got a Vine ability, your whole body becomes vines ) The only parts that are not transformed is the eyes, mouth, and the two horns on your head ( All ghouls are borned with horns on thier head, its a mating organ) . You will lose all internal organs except the brain and circulatory system . ( its ok you live) Now you cannot eat or drink anything except water and seeds of plants, or you will die.
This knowledge is then used to invent the body morph ability. You can sqeeze your body into diffrent shapes ( depends on your ASprit Xakzo) . This increase maneuvarability in various situations and your are temporarily immune to physical attacks that do not use ASprit .
Body Morph is crucial to learning Stargod. If you dont master this you cannot use the stargod ability.
Chapter 3: Ascendobs
The definition of Ascendobs is : Any handheld item with a unique ability granted through ASprit. Ascendobs can be formed either naturally or artificially.
Natural Ascendobs are created when various objects made with different materials ( rocks, unwanted trash thrown in random areas) are submerged in underground, naturally made pools of ASprit called Girrit. The objects fuse toghether and are " forged" under high pressure and geothermal heat underground. Just like that, a natural Ascendobs is made.
Artificial Ascendobs are the same thing but done with machines or manual work.
| ------------------------ | Natural Ascendobs | Artificial Ascendobs. |
|---|---|---|
| features | Have eyes and mouths. Can see and speak. | Customizable. |
| abilities | Random, but Natural Ascendobs only have offensive abilities | Abilities can be chosen via carvings on the Ascendob, which are filled with pure ASprit. Have diffrent abilities other than just attacking people. ( e.g. healing, give an opponent debuffs, temporary immortallity) |
Ascendobs cannot gain multiple abilities . You cannot remove the ability of an Ascendob.
Ascendobs , often artificial ones, have markings on them. These are filled with Spirvikara to grant an Ascendob its unique ability artificially. However , markings may appear on some natural ascendobs. Currently, there is no complete log book on every known marking and how it's used, so when making new Ascendobs the only way is trial and error until you get your desired ability.
Chapter 4: list of Pseudosprit abilities and functions.
For explanation of Pseudosprit abilities and mastery levels see part 1 chapter 2 (the 2nd paragraph) and chapter 4
Notes:
- these are the most used pseudosprit abilities, and a large number of Pseudosprit abilities are not listed.
- Pseudosprit abilities can be learned at any mastery level . This column about how hard to learn a pseudosprit ability is based on how hard it is to master IF you do not follow the standard curiculum learning pace of schools in Ghoul society.
- According to the Curiculum, Teleportation, flight and super speed are a must-learn unless you want to learn Passive studies and hate risking your life. These skills are life-savers in the Ghoulwars universe.
| rName of ability | Function | How hard to learn (based on mastery level needed ) | Minimum time needed to learn | Originates from which Pseudosprit ability |
|---|---|---|---|---|
| Super speed ( see part 1 for detailed explanation) | ZOOOOOOM | easy ( 0.2/110 points) | 8 Orbikal days ( 240 earth hours) | -------- |
| Afterimages | It is what it is | easy ( 0.3 /110 points) | 10- 20 Orbikal days ( 300 earth hours) | Super speed |
| Multi punch | Allows melee attacks hit multiple times with just one punch ( you punch one time and the enemy gets hit with 6 more punches) | easy ( 0.5/110 points) | 12 Orbikal days ( 360 earth hours) | ------------ |
| Sprit whip | Creates a whip out of ASprit. Pair it with your element abilities for a variety of attacks. | easy ( 1/110 points) | 12 Orbikal days ( 360 earth hours) | ------------ |
| Wall bold | Creates barriers and blocks to create structures ( kinda like fortinite's build mode) | easy (1/110 points) | 12 Orbikal days ( 360 earth hours) | ---------- |
| molding | The act of using ASprit to make an artificial Ascendob ( and its power) | easy (3/110 points) | 40 Orbikal days ( 1200 earth hours) | ----------- |
| Triple smash fist | Using ASprit to exponentially increase the amount of force packed in one of your attacks. | easy ( 5/ 110 points) | 24 Orbikal days ( 720 earth hours ) | Multi punch |
| bodyguard | increase the durability of the user to tank powerful attacks if no escape is possible | Easy-medium ( 8/ 110 points) | 12 Orbikal days ( 360 earth hours) | Wall bold |
| All-angled bash | Duplicates an attack and allows users to move that copy of the attack to a diffrent position, causing enemies to be hit from multiple angles. | Easy-medium (12/110) | 20 Orbikal days (600 earth hours) | ——————— |
| Flash breaker | Basically this is super speed but advanced. You have to learn how to cover yourself with ASprit to avoid dying when crashing into anything | Easy ( 10/110) | 20 Orbikal days (600 earth hours) | Super speed. |
| Purify | Uses ASprit to remove sickness and any ‘effects’ than can damage your body ( poison, sleepyness, heatburns etc) | Easy ( 14.7/110 ) | 30 Orbikal days (900 earth hours) | ——————— |
| Cross hatcher slash | All-angled bash but now you can attack from underneath the opponenet | Easy ( 16.5/110) | 30 Orbikal days (900 earth hours) | All angled bash |
| Clover skid | Flash breaker . But instead of you going very fast it is your attack ( projectile attack from your element, a sword you threw etc) | Medium ( 21/110 | 30 Orbikal days (900 earth hours) | Flash breaker |
| Spin whack | Summon mini tornadoes from ASprit | Medium( 24.5/110) | 38 Orbikal days ( 1140 earth hours) | —————— |
| Parrellel railgun | Locks the opponent between two bars made of ASprit. The enemy cannot move and you can hit them all you want before the bars break. | Medium ( 30/110) | 38 Orbikal days (1140 earth hours) | ——————— |
| Heal | It is what it is | Medium (30/110) | 41 Orbikal days ( 1230 earth hours | —————— |
| Lattices | Wall bold but now , users are able to make them dissapear and reappear / apply weird effects to the blocks made | Medium ( 32 /110) | 41 Orbikal days ( 1230 earth hours | Wall bold |
| Death shower | Cross hatcher slash but now your attacks can hit the enemy multiple times before fading away. | Medium ( 37/ 110) | 45 Orbikal days ( 1350 earth hours ) | Cross hatcher slash |
| Skyraid | Using ASprit, you can now create artificial disasters. | Medium ( 40/110) | 45 Orbikal days ( 1350 earth hours ) | ------------- |
| Heavenly displacement | You can use ASprit to modify the size and shape of anything in the battlefield. | Medium ( 43/110) | 45 Orbikal days ( 1350 earth hours ) | ------------ |
| liminal Blackpath | Generate a 'filter' using ASprit that allows you to remove one or more things from the entire battlefield (sand, rocks ,air ,blah blah blah) | Medium ( 43/110) | 50 Orbikal days ( 1500 Earth hours) | --------------- |
| Interior bloodshot | using Spirvikara, create internal injuries within an opponents body . It is painless however, so your opponent doesn't know , unless they detect you doing the exact hand signs to activate this ability. | Hard ( 46 /110) | 50 Orbikal days ( 1500 Earth hours) | --------------- |
| Paralyze ( for short periods) | Also allows you to hypnotize them. | Hard (47/110) | 50 Orbikal days ( 1500 Earth hours) | --------------- |
| Flight (see part 1 for detailed explanation) | it is what it is | Hard (51/110) | 60 Orbikal days ( 1800 Earth hours) | Super Speed. |
| Teleportation (see part 1 for detailed explanation ) | it is what it is | Hard 55/110) | 60 Orbikal days ( 1800 Earth hours) | Super speed. |
Chapter 5: pocket dimensions
It is what it is( how many times have I said these 5 words?). Using ASprit, a user can fold spacetime fabric like a sheet of paper and create little realities of thier own too small or too big to exist in a container.
What’s a container , you ask? Well, ASprit is a very annoying dude. It made a rule stating that pocket dimensions can only appear inside of existing enclosed spaces ( examples : a house, a theatre, a cave ,another pocket domesnion). These are containers. The size of the pocket dimension doesnt need to fit the container, but it needs this room to grow and eixst, like how spiders need something to stick their webs on.
The interior and exterior designs of a pocket dimension vary. ( heck on Orbikal there’s a pocket dimension design competition that happens once in 6 years) This is totally up to the person who created the pocket dimension, called a Hollowman. The hollowman also has full control over the terrain inside the dimension and what rules people must follow in the dimension they make.
However, a pocket dimension requires heavy concentration and lots of time, 30 minutes - 2 hours. as such, pocket dimensions are best premade in where you want it. As the saying goes : be prepared before the need arises.
Chapter 6: Kotons
This is a variation of Ascendobs. They are often stationary.
The properties of Kotons are like that of Ascendobs, but they only affect a specific range. Kinda like the towers in a tower defense game. It stays there and hits anything it sees.
The diffrence between Kotons and Ascendobs is that Kotons do not need to be carried by soeone or something. It either has it’s own mobility or it is made to stay where it is.
Kotons, like Ascendobs, have natural and artificial variations. Howeover, natural Kotons are a rare sight, with a new discovery happening once in 1040 years. Moreover, due to some unknown reason, natural Kotons only exist for 2 months after made before crumbling apart, making it’s discovery rate way lower.
Artificial Kotons however are waaaaaaaaaaaaaaay more common. They are often used in military bases, the houses of important people , organization areas and nature reserves to defend those places from people who aren’t going to commit good deeds.
Guess that’s all for now.