Magical Beast

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  • Magical Beasts are unable to gain an affinity for either Holy or the Occult
  • Magical Beasts appear to be especially immune to the effects of anti-magic, making anti-magic restraints and long-term imprisonment dangerously ineffective

Spells

Primal Descent

Magic Core

Self-Heal

Evolution

The stats are to give a general guide for roleplay purposes. Comparatively the human magi species might have an Intelligence of 4, Physical of 3, and Magic of 3. A form can be selected at Level 200, and grants a spell (sometimes several) unique to the sub-species.


Gremlin: (INT: 2, PHY: 2, MAG: 3) Many hundreds of lesser demons were transformed into gremlins, lacking the leather-skin and horns of their occultic cousins. They share a similarity in that mana-rich flesh is the perfect meal for their empowerment, and human magi in particular aren't off the table! In fact they're a prized delicacy.

Gremlins, like most Magical Beasts, are solitary. They lack the 'hivemind' nature of Demons, and prefer working alone. Selfishly inclined as they are, they may occasionally work with another to hunt. Their intelligence is roughly at the level small, angry child, because technically that's what they are, just with the means and desire to kill! Most Gremlins will transform into a unique sub-species after a few years or so, and what race they take will vary depending on their choice of magic and development. It's possible for them to not transform at all, though.

INT = Intelligence. 1 = Wild animal, 5 = Genius potential

PHY = Physicality. 1 = Frail, 5 = Mighty

MAG = Magic. 1 = Little magical potential, 5 = Well beyond the average Magi

AGG = Aggression. 1 = Non-confrontational, 2 = Selective violence, 3-4 = All humans are prey, might be reasoned with but slim chance, 5 = No self-control, will try to eat you on sight. Major danger to all people, cannot be reasoned with.

Ogre: (INT: 1, PHY: 5, MAG: 1, AGG: 3) An Ogre is pure physical might, and not much wit. They are prone to settling things by force, and lack negotiation skills. They take great pride in their strength.


Skurn: (INT: 2, PHY: 2, MAG: 5, AGG: 3) Akin to an Elemental, the Skurn is a wonderful example of pure element mastery, whether fire, water, earth, or air. They are walking natural disasters, bringing wildfires, floods, and earthquakes in their wake when letting loose.


Owldrake: (INT: 5, PHY: 2, MAG: 3, AGG: 2) Owldrakes are uniquely non-confrontational, but also introverts, more often than not preferring to avoid all contact. If you confront one, be sure to answer its riddle correctly or it might eat your heart.


Ursen: (INT: 2, PHY: 4, MAG: 2, AGG: 3) It's a bear! A mighty, great bear! Do not feed the bear!


Ent: (INT: 4, PHY: 2, MAG: 4, AGG: 2)


Vulpinari: (INT: 4, PHY: 3, MAG: 4, AGG: 2) An elegant fox.


Werewolf: (INT: 2, PHY: 4, MAG: 2, AGG: 5) Perhaps the influence of the Winter Wolf Saekanis. If marked by the claw or bite of a Werewolf, you may be prone to fits of rage and adrenaline...or worse.


Cetus: (INT: 4, PHY: 2, MAG: 4, AGG: 2) A sea creature.