1. - Top - End - #681
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Lpaulb116 View Post
    The one that leads to Biollurgy.
    Works for me

    EDIT: Ok, here is the current brainstorming of Eldrikinetics 101 that took me about half an hour. Hopefully grek will like this more than my previous ELDK 101. Does this look like it's heading in the right direction? Or does it look like it'll need much more to be you know.... decent

    Also, I put in something that might fit the suggestion of Darkweave as an ELDK thing that improves strength.

    Eldrikinetics
    91
    Spoiler
    Show


    "It might not look as classy as if it was bein' pulled by a bunchcha birds, but it's a thousand times more advanced."

    The nature of motion is one of the oldest problems of mankind; as a species we seem to be addicted to speed, and other humanoid races are no better. The ability to transport materials at high speeds and across great distances makes many amazing feats of civilization possible. Eldrikinetics is the study of magical principles which can create this movement using powerful thaumaturgical engines. An eldrikinetic ship scoffs at gravity!

    Eldrikinetics typically makes use of predrawn sets of blueprints, schematics, and parametric drawings of various engines and vehicles. Other useful supplies include pendulums and springs to test various principles of motion. Any piece of equipment like this counts as masterwork, and provides a +2 circumstance bonus on the gramarie check made to prepare an eldrikinetic principle. A particularly famous kinetic device is the Foucalt Pendulum, which is said to be able to control the motion of the earth itself.

    Key Skill: Concentration

    ELDK 101: Intro to Eldrikinetics 10
    Prerequisites: None
    Preparation Time: 1 hour
    Target: 1 solid cubic foot of appropriate material
    Save: None
    Tools: Blueprints, schematics, and springs.

    This course of study teaches the gramarist to convert normal materials into simple engines that enhance energy that was probably already there to begin with. An engine can generate a certain amount of Push, which is a kind of imparted momentum. Every engine has a particular kind of fuel which can be used to generate its Push, although all of them can also run off of pure puissance if they're hooked up to a circuit. When an engine generates Push, it moves itself in a certain direction, and brings anything attached to it along for the ride.

    To determine how fast a structure moves, you need two things: the magnitude of the Push, and the Bulk rating of the object (including the engine). The Bulk rating can be found from the following chart:
    Size Category Bulk Rating
    Fine 1
    Diminutive 8
    Tiny 27
    Small 64
    Medium 125
    Large 216
    Huge 343
    Gargantuan 512
    Colossal 729
    Enormous 1,000
    Immense 1,331
    Behemothic 1,728
    Cavernous 2,197
    Mountainous 2,744
    Vast 3,375
    Unusally heavy (stone, metal, etc) x 2
    Unusually light (cotton candy, paper, etc) x 1/2

    Determining the speed is the tricky part, as it requires abit more maths. Divide the Push generated, by the Bulk rating of the thing moving. Then round down. Multiply this value by 30 feet per round. You now have the speed your object moves every round, and it can be steered or controlled by anyone in contact with the engine or a control point.

    Like any principle, if this principle is prepared more than once you can end up with an engine much larger than normal. For every additional time you prepare this principle you need an additional volume of the appropriate material as described for each engine; the entire engine must be a single solid unit no matter the size. If you supply enough fuel for the extra size you get extra Push out of it. If you feed it less fuel than the maximum, the entire engine still moves, but only produces Push equivalent to the fuel used. When you combine into a larger engine like this, you're said to have multiple engines in parallel.

    Note that there are certain benchmarks for speed. At a speed of 1,800ft. objects can now be considered as projectiles for ranged attacks (this speed is hereafter known as projectile speed). These objects deal damage based on their weight, as described in Complete Warrior. At a speed of 6,698ft. the speed of sound is broken, also known as mach 1. Similarly, mach 2 is a speed of 13,397ft. and mach 3 is a speed of 20,096ft.

    At mach 1, objects are considered projectiles for ranged touch attacks. At mach 2, they also catch enemies flat-footed unless the target has uncanny dodge. At mach 3, they deal double their normal damage (including double the speed bonus damage), with the extra damage being sonic energy damage.

    Projectiles also deal additional damage based on their momentum; the faster an object goes, the more damage it deals. For every 1,000 ft. beyond projectile speed, an projectile deals an additional 1d6 damage of the same type as it typically deals, to a maximum amount of speed bonus damage equal to the gramarie check of the engine that launched it.

    Bulk Rating Example Object 200 Push 300 Push 400 Push 500 Push
    1 Wood chip Projectile Mach 1 Mach 1 Mach 2
    2 Bullet Projectile Projectile Projectile Mach 1
    8 Arrow 750ft. 1,110ft. 1,500ft. Projectile
    27 Spitoon 210ft. 330ft. 420ft. 540ft.
    64 Chest of drawers 90ft. 120ft. 180ft. 210ft.
    125 Human with a jetpack 30ft. 60ft. 90ft. 120ft.
    216 Automotive - 30ft. 30ft. 60ft.
    343 Light aircraft - - 30ft. 30ft.
    512 Pirate ship - - - -

    An engine has a set amount of Push that it generates, but that is a maximum. When this principle is first prepared, you can set the Push output to any number you like up to the maximum value. This can be changed later with an oppose Gramarie check to the one made when the engine was set up. It should also be noted that an engine produces Push (and, consequently, speed) which occurs in the space that the engine is inside. This means that the engine must have more than 50% of its volume inside of the dimension where it's producing its Push.

    1 Point Principles:
    • Buoyant Engine: This principle turns mercury into a buoyant engine, that uses wood as a fuel source. It requires 1 pound of wood for 1 hour of operation or 2 ebbs of puissance for 1 minute of operation. Each round the engine produces 400 push, that moves it towards the surface of the water if it is submerged.
    • Green Energy: This principle doesn't create a new type of engine, instead any eldrikinetic engine that you create can be sustained for one round or one burst with 1 less ebb of puissance than listed in its description. This doesn't function on engines that don't work in rounds. [2]


    2 Point Principles:
    • Charcoal Engine: This principle turns iron into a charcoal engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, that moves it horizontally along whatever plane it is on.
    • Gale Engine: This principle turns copper into a gale engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, that it moves horizontally in the same direction as the wind of the area. This engine gains additional push depending on the wind force, for every tier of wind force the wind is over moderate, the engine produces 100 more push.
    • Muscular Engine: This principle turns silver into a muscular engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, but the engine itself doesn't move from this. Instead, it only applies 200 push to each creature that is in contact with which increases their movement speed till the next round.
    • Taiga Engine: This principle turns gold into a taiga engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 300 push, but can only impart it's push for movement that is going downhill.


    ELDK 124: Personal Carrier Armour [Military] 10
    Prerequisites: None.
    Preparation Time: 1 hour
    Target: One armour made primarily of metal.
    Save: Reflex (Negates)
    Tools: Blueprints, parametric drawings of various vehicles and springs.

    This course of study teaches the gramarist how to create devices sometimes known as powered armour. Armour modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a concentration check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

    With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1/10th your training in the relevant discipline rounded up.

    1 Point Principles
    • Greaves of Aeris: This principle alters the armour to assist acrobatic endeavors with some push. Every ebb placed into the armour makes the wearer count as having already traveled 5 ft. for the purpose of having running starts, with a maximum number of 5 ft. increments that can be granted by this equal to a 10th of your training in ELDK when you make the gramarie check.
    • Hermes Plating: This principle alters the armour to use push to follow the wearers movements more precisely. Every ebb placed into the armour lowers the armour check penalty of the armour by 1, up to a reduction of a 10th of your training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal. In addition, for every reduction the arcane spell failure of the armour is reduced by 5%.


    2 Point Principles
    • Easily Integrated: Select a different principle of this course that you know. The selected principle doesn't count as a Gramaric Modification for the purpose of determining how many Gramaric Modifications armour can have. This principle can be taken up to two times. [1]


    3 Point Principles
    • Galena's Repulsion: This principle alters the armour to apply push against those who may harm the wearer. Every 2 ebbs placed into the armour make gain a +1 bonus on checks made to resist being bull rushed, grappled or tripped, with a bonus up to a 10th of your Training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal.
    • Muscles of the Grey: This principle alters the armour to provide push to the arms of the wearer. Every 5 ebbs placed into the armour grants the wearer a +1 alchemical bonus to strength for the purposes of carry capacity and strength-based checks, up to an amount equal to a 10th of your training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal.


    ELDK 150: Kinetic Conversions [Thesis] 10
    Prerequisites: # Training.
    Preparation Time: 10 minutes
    Target: One eldrikinetic engine
    Save: None.
    Tools: Blueprints, schematics and pendulums.

    This course of study teaches the gramarist how to modify engines so they are better prepared for use.

    1 Point Principles
    • Falling with Style: This principle allows you to reflavour and reshape the engine so that it looks like whatever you want that fits the material and volume requirements.


    3 Point Principles
    • Puissakinetic Cells: This principle allows the engine to store a limited amount of puissance rather than converting it instantly. An engine can store a number of ebbs equal to your Training in Eldrikinetics to the nearest 10 (minimum 10). Ebbs stored into an engine can not be removed except through that engine converting it into Push.
    • Overclocked: This principle allows the engine to have it's Push increased by 50%, though it requires twice as much fuel as it normally would when it's over it's original maximum.
    • Intricate Engineering: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine that you create has it's required size reduced. An engine that normally requires 1 cubic foot per preparation now only requires a 6" cube per. An engine that normally requires 8 cubic feet per preparation now only requires 1 cubic foot per.


    ELDK 178: Mobile Artillery [Military] 7
    Prerequisites: x Training
    Preparation Time: 1 hour
    Target: One weapon made primarily of metal.
    Save: Reflex (Negates)
    Tools: Blueprints and springs, lots and lots of springs.

    This course of study teaches the gramarist how to alter weaponry to have more mobility based effects. Weapons modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a concentration check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

    With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1/10th your training in the relevant discipline rounded up.

    1 Point Principles
    • Amplified Ballistics: This principle alters the weapon to allow the projectile to travel further, the range increment of this weapon increases by a number of feet equal your training in ELDK when you make the gramarie check, rounded down to nearest 10 ft. As a move-action the wielder can cause the bonus to increase to twice of your training in ELDK when you make the gramarie check, rounded down to nearest 10 ft.


    3 Point Principles
    • Kinetic Collider: This principle alters the weapon to assist the wielder with knocking enemies away. When they make a bull rush while wielding this weapon, they can count the opponent as one size smaller for every 20 points of training in ELDK you had when you made the gramarie check. As a move-action, the wielder can cause the opponent to count as one size smaller if someone attempts to bull rush the wielder before the start of his next turn.
    • Graviton Tether: This principle alters the weapon to allow the wielder be pulled towards a target they hit as a swift action, this pulls the wielder a number of feet equal your training in ELDK when you make the gramarie check, rounded down to nearest 5 ft. If this would reach the targets square, you select a square adjacent to the target that you can fit in, and stop there. As a move-action the wielder can make the movement caused by this weapon to not incur attacks of opportunity, until the start of your next turn.


    ELDK 219: Atypical Ballistics 10
    Prerequisites: # Training.
    Preparation Time: 1 hour
    Target: One cubic foot of the appropriate material.
    Save: None.
    Tools: Blueprints, schematics and pendulums.

    This course of study teaches the gramarist about trajectories and allow you to produce ranged based engines.

    Two Point Principles:
    • Artillery Expertise: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Engines that you create treat projectiles being launched as if they were one size category smaller than they actually are for the purposes of bulk, but one size category larger than they actually are for determining the damage that they deal. This can be taken up to three times.
    • Ballistic Engine: This principle turns copper into a ballistic engine, that uses bone as a fuel source. It requires 1 pound of bone (about a human arm bone) for 3 uses or 3 ebbs of puissance for 1 use. Each use the engine produces 500 push, to an object it's touching instead of to itself. The object is then launched at any angle the operator likes.
    • Tractor Engine: This principle turns tin into a tractor engine, that uses clay as a fuel source. It requires 1 pound of clay for 3 uses or 3 ebbs of puissance for 1 use. Each use of the engine produces 500 push, to an unattended object in line of sight within 1 mile instead of itself, pulling the object towards the engine.


    ELDK 241: Lucid Manoeuvrability 5
    Prerequisites: # Training, HEUR 159
    Preparation Time: 2 hours
    Target: One cubic foot of the appropriate material.
    Save: None.
    Tools: Springs, schematics and braided cord.

    This course of study teaches the gramarist about movement of the mind rather than the body. The principles of lucid manoeuvrability create mental constructs and projections of it's operators:
    Spoiler: Mental Construct
    Show

    • Size: A mental construct's size is medium.
    • Type: A mental construct's type is outsider (extraplanar, native).
    • HD: A mental construct’s Hit Dice is equal to its operator's Hit Dice.
    • Initiative: A mental construct's initiative is equal to the operator's wisdom modifier.
    • Speed: A mental construct's base land speed is 30 ft., plus 5 ft. for every point of the operator's intelligence modifier above +0, and minus 5 ft. for every point of your intelligence modifier below +0.
    • Armour Class: A mental construct gains a dodge bonus to armour class equal to the operator's wisdom modifier.
    • Attack: A mental construct adds the opperator's intelligence modifier to attack rolls instead of strength or dexterity. Also, they can use their Lucid Dreaming ranks as their base attack bonus if it is higher than the operator's hit dice.
    • Special Attacks: A mental construct has a small number of special attacks based on it's lucid dreaming aptitude. They have a number of dream power slots equal to 1 + operator's lucid dreaming ranks.
    • Ability Scores: A mental construct has no ability scores, relying on it's operator. Any effect that would lower the ability scores of the mental construct, instead affects the operator.
    • Skills: A mental construct do not have skills of their own. Instead it uses the operator's lucid dreaming skill modifier to resolve all skill checks, except for Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (all skills), and Sense Motive, which use the operator's ranks and ability scores.
    • Feats: A mental construct has no feats.
    • Alignment: Same as operator.


    Dream Powers
    1. Anikêtos - 3 As a full-round action you can fill a 5 ft. square with solid material to make walls and structures. Regardless of what you choose for this to look like; it has the break DC, hit points and hardness of wood.
    2. Grígora - 1 The speeds of your movement modes doubles. This can be taken multiple times.
    3. Íkaros - 3 You gain a fly speed (perfect) equal to your base land speed.
    4. Kêres - 2 Whenever you successfully kill a creature in the dream that isn't a "real person", you get another standard action that can only be used to attack another creature in the dream that isn't real.
    5. Kontáóla - 3 As a free action when moving, you can make your movements not incur attacks of opportunity, as instead of walking you are simply at your new position as if you were always there.
    6. Melás - 1 As a standard action, you can harm an adjacent creature or object in the dreamscape. This functions as a melee weapon that deals 1d8 damage, doesn't take a hand to use, and it could be flavored as basically anything at any time. This can be taken multiple times, each time it is taken the damage increases as the Improved Natural Attack feat.
    7. Pylai - 1 As a full-round action the mental construct can create an entrance to another dream. The dreams must be of one of the other sleepers fueling the engine. This entrance can manifest however you want, though it's only mechanical effect is that it transports you to the other sleepers dreamscape.
    8. Telemellás - 2 As a standard action, you can harm a creature or object in the dreamscape. This functions as a ranged weapon that deals 1d4 damage, doesn't take a hand to use, has infinity as it's range increment and it could be flavored as basically anything at any time. This can be taken multiple times, each time it is taken the damage increases as the Improved Natural Attack feat.




    Spoiler: Mental Projection
    Show
    • Size: A mental projection's size is the same size category as the operator's brain.
    • Type: A mental projection's type is construct (incorporeal).
    • HD: A mental projection's Hit Dice is equal to its operator's Hit Dice.
    • Speed: A mental projection's has a fly speed (perfect), based on the push of the projection engine.
    • Armour Class: A mental projection's gains a deflection bonus to armour class equal to the operator's charisma modifier.
    • Attack: A mental projection cannot attack.
    • Ability Scores: A mental projection has no ability scores, relying on it's operator. Any effect that would lower the ability scores of the mental construct, instead affects the operator.
    • Skills: A mental projection do not have skills of their own. Instead it uses the operator's skill ranks and ability modifiers.
    • Feats: Same as operator.
    • Alignment: Same as operator.


    1 Point Principles
    • Distraction Engine: This principle turns amber into a distraction engine, that uses insects and arachnids for fuel. It requires 1 hit die worth of vermin corpses for 1 "minute" of operation or 4 ebbs of puissance for 1 "round" of operation. Each round the engine produces 200 push, that moves through time. The exact of this engine result depends on how fast the resulting speed is (see below), but while it is operating, the engine and everything it carries ceases to exist in regards to the rest of the world until the engine stops operating or it stops being carried by the engine.


    Speed Result
    30 ft. 1 round of apparent time is 1 minute on the plane
    90 ft. 1 round of apparent time is 10 minutes on the plane
    270 ft. 1 round of apparent time is 100 minutes on the plane
    810 ft. 1 round of apparent time is 17 hours on the plane
    2430 ft. 1 round of apparent time is 166 hours on the plane
    7290 ft. 1 round of apparent time is 1666 hours on the plane
    21870 ft. 1 round of apparent time is 16666 hours on the plane

    2 Point Principles
    • Oneiroi Engine: This principle turns sand or glass into an oneiroi engine, that uses dreams as a fuel source. Each sleeping creature in contact with the engine allows for it to function for one other creature. Each creature in contact with the engine that is conscious is considered an operator, and a mental construct is created inside the dreams of anyone of the sleeping creatures. If a sleeper wakes up the operator that is linked to that sleeper is removed from the dreams, and they do not count as having gained rest for the entire time they fueled the engine.
    • Projection Engine: This principle turns crystal into a projection engine, that uses mental energy as a fuel source. It requires 1 power point for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, but nothing physical moves from this. Instead, it only applies 200 push to the mind of the operator, if there are multiple operators the push is divided evenly. This creates a mental project that the operator controls from the engines push and senses through as if they were at the projections position. Once the engine stops functioning, the mental projection is destroyed.


    ELDK 279: Unnatural Propulsion [Thesis] 10
    Prerequisites: # Training
    Preparation Time: 1 hour
    Target: One cubic foot of the appropriate material.
    Save: None.
    Tools: Springs, schematics and pendulums.

    This course of study teaches the gramarist about more powerful methods of propelling an object or vehicle. If a vehicle has both a charcoal engine and an engine from this course, the vehicle gains a Fly or Swim speed (Fly for celestial, Swim for Abyssal). This speed is equal lesser of the two engines resultant speed. With a fly speed the vessel is treated as having average maneuverability for any relevant purposes.

    1 Point Principles
    • Aeronautical Savant: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine you create which generates a fly speed can be controlled more finely; this increases the maneuverability by 1 stage, to a maximum of perfect. This principle can be taken twice. [3]
    • Astral Leverage: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine that you create ignores the modifier to Bulk for unusually dense or heavy materials. [2]


    2 Point Principles
    • Abyssal Engine: This principle turns solid mercury into an abyssal engine, that uses blood as a fuel source. It requires 1 gallon of blood for 1 minute of operation or 4 ebbs of puissance for 1 round of operation. Each round the engine produces 800 push, that moves in the same direction as gravity is acting upon the engine.
    • Purgatory Engineering: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine that you create with this course that end up granting a fly or swim speed also grants a burrow speed using the same mechanics.


    3 Point Principles
    • Celestial Engine: This principle turns silver into a celestial engine, that uses daylight as a fuel source. It needs to be in full daylight or 4 ebbs of puissance for 1 round of operation. Each round the engine produces 400 push, that moves in the opposite direction as gravity is acting upon the engine.


    ELDK 280: Thrust Off Inertia 9
    Prerequisites: # Training, Atypical Ballistics
    Preparation Time: 1 hour
    Target: One eldrikinetic engine
    Save: None.
    Tools: Vehicle schematics, rubber ball, and pendulums.

    Despite the fact this course's name is often a colloquial swear in corean cultures, the subject it teaches is important and near invaluable. This course teaches the gramarist how to get the best results of travel in the empty expanse of space.

    1 Point Principles:
    • Inertia Dampeners: The engine is modified so that, as a free action, anyone who is operating the engine can choose to not have the inertia continue to move the engine and structure after the engine produces push from this rounds operation. Sadly, this doesn't cause people inside the structure to shoot out into space when it stops if they aren't wearing seat-belts.


    4 Point Principles:
    • Reverse Graviton Exploitation: The engine is modified to function more optimally when the amount of nearby gravitons is lower. When the environment it and the structure it carries with it has heavy gravity it only produces half push, when it has light gravity it produces double the push, when it has no gravity it produces five times the push.
    • Telekinetic Conductor: The engine is modified to allow it to become parallel with engines it is not physically connected with. With a full-round action, the operator can select another engine of the same type he can perceive within 1 mile, if that engine has also been modified with this principle the two engines are "Telekinetically Linked". Engines that are telekinetically linked count as parallel. Giving fuel to one of these engines is shared between all of these engines, and when one of the engines is activated, the push generated is from all the engines (if fuel allows), but only moves the engine that initially activated. An engine can stop being telekinetically linked by an operator expending a full-round action or by either engine going out of range.


    ELDK 355: Strange Locomotion 10
    Prerequisites: # Training.
    Preparation Time: 1 hour
    Target: Eight cubic feet of the appropriate material.
    Save: Reflex (Halves), see leaping engine
    Tools: Vehicle drawings, springs, and blueprints.

    This course teaches the gramarist in the more esoteric modes of transport.

    1 Point Principles
    • Ride the Rails: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. When you a leap engine you've created would enter a square that is primarily filled by a conductive material mid-leap, it only takes up tenth of the movement it normally would. [2]


    2 Point Principles
    • Leap Engine: This principle turns carmot into a leap engine, that uses electricity as a fuel source. It requires 20 amps of electrical current in one round or 10 ebbs per 1 use. Each use the engine produces 1000 push, that can go in any direction as a fly speed (good), conductive materials can be passed through as if they were air, and the entire structure only takes up one 5 ft. by 5ft. space. This movement transforms the vehicle into a bolt of lightning, then reforms them at the end of the leap. This movement deals 10d6 electricity damage to everything non-conductive it passes through during the leap, with a successful reflex save halving the damage. [ARCD 5]
    • Lighting Innovation: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. When you create a leap engine select Acid, Cold, Electricity, Fire, or Sonic. The engine deals that form of damage. This can be changed after initial uses of this principle with Falling with Style. [ARCD 10]
    • Stonefish Engine: This principles turns alkhest into a stonefish engine, that uses sea water as a fuel source. It requires 1 gallon of sea water for 1 minute of operation or 10 ebbs of puissance for 1 round of operation. Each round the engine produces 500 push that can only function as a swim speed that travels through stone, metal, and other earth materials as if they were water.


    3 Point Principles
    • Swarm Engine: This principle turns solid quicksilver into an swarm engine, that uses honey as a fuel source. It requires 1 gallon of honey for 1 minute of operation or 10 ebbs of puissance for 1 round of operation. Each round the engine produces 1000 push, that can move in any direction as a fly speed (perfect). While this is in operation, the vehicle gains immunity to physical damage and cannot be specifically targeted by spells or effects and it can move the squares it takes up as long as each is adjacent to at least one other, as it transforms into a mass of similar objects. This mass might appear to be a swarm of bees or flies, a twister of sand, a bloody red mist, a mess of neon particles or anything similar. The form is selected during the engines creation, but it can be changed with the Falling with Style principle.


    ELDK 399: Immaterial Travel [Thesis] 10
    Prerequisites: # Training.
    Preparation Time: 1 hour
    Target: Eight cubic feet of the appropriate material.
    Save: None
    Tools: Pendulums, blueprints, and vehicle schematics.

    This course teaches the gramarist how to build engines that move on a greater scale.

    2 Point Principles
    • Aetherial Engine: This principle turns cold iron into an aetherial engine, that uses moonsteel as a fuel source. It requires 1 cubic foot of moonsteel for 1 hours operation or 10 ebbs of puissance for 1 round of operation. Each round the engine produces 500 push, that can move in any direction as a fly speed (Perfect). While it is being opperated, the engine and any structure it carries with it are pulled into a transitive plane (chosen during creation, can be changed with Falling with Style). One round after the engine stops operating, the engine and any structure it is carrying with it returns to the material plane.
    • Petitioner Engine: This principle turns thinaun into a petitioner engine, that uses cursed lead as a fuel source. It requires 1 cubic foot of cursed lead or 15 ebbs of puissance for 1 use. Each use the engine produces 500 push, that must result in at least 30 ft of movement from one or more petitioner engines to be a successful use of the engine. A successful use causes the engine and any structure it carries with it to be planeshifted onto whichever plane would function as the afterlife for the operator if they were to die immediately.
    • Stellar Engine: This principle turns riverine into a stellar engine, that uses phlogiston as a fuel source. It requires 1 cubic foot of phlogiston or 15 ebbs of puissance for 1 use. Each use the engine produces 500 push, that must result in at least 30 ft of movement from one or more stellar engines to be a successful use of the engine. A successful use causes the engine and any structure it carries with it to be effected by greater teleport, to a location 10,000 miles from the planet nearest to a star the operator can see and selects.


    4 Point Principles
    • Wheel Engine: This principle turns adamantine into a wheel engine, that uses sunmetal as a fuel source. It requires 1 cubic foot of sunmetal or 30 ebbs of puissance for 1 use. Each use the engine produces 1000 push, that must result in at least 30 ft of movement from one or more wheel engines to be a successful use of the engine. A successful use causes the engine and any structure it carries with it to be gated onto whichever plane the operator selects.

    Last edited by Milo v3; 2014-07-08 at 09:58 PM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png