Summon Slime Cards
Or Shortened to just Slime Cards, were made possible with he discovery of the ectoplasmic entities that are now called slimes. No one really knows if the slimes were discovered and now summoned or if they are created by the magic that portends to summon them. This question only really maters for the those devel into the Core of Magic. What the magic means the rest of us is that those of us that can control the slimes with the magic cards they are bound to, can create greater magic effects with less power. This is because we put in the power to create the cards and then to activate them. And, unlike with magic scrolls or gem magic, they are not consumed with use.
The basic construction of slime cards are different then that of the spell cards or other summon cards. For they do two things: the first to bind the slime to the card and the second is to change the slime into what is effectively a magic object that is used to cast our magic through. The inscribing of the binding magic is just 20 PPE. It is the turning the slime into a living magic item….(living…maybe it is, maybe it it just a collection of ectoplasm that has been a defined form and powers.) So what is the simplest spell that can be done with a slime as a magic object? To see magic? or maybe Light a fire? The simplest magic isn’t ether of these, it is to make things shine bright to see things in the light. As such to trans for the the slime into a light. There is a 10 PPE base cost for changing the slime into a magic item via the card. Making the card into a durable object when energized costs another 20 PPE.
If making a direct conversion, then add in three times the cost. This x3 the casting cost is to make the slime just make the spell being converted. However, if the design uses the basic form of the slime it will only cost between 1.2-2 times the casting cost.
Note that Slimes will eat all natural fibers that they come in contact with. As such it is impossible to use them in tailoring magic and with the mend fabric magic. (Oil based fibers are eaten just as well as plant fibers because they are carbon based.) This is one reason that most Slime Card Mages tend to sport a hairless style for their look.
The basic listing is for using their own blood in the ink that they draw-write out the the enchantment circles to hold the magic. These costs can be lowered by using special inks with rare components. Components like: gems, semi-precious stones, blood/bone/body parts of a Creature of Magic or supernatural being. Cards made by other Card Mages still cost double unless they come with an activation word. If the activation word is used by someone other than the creator then the Card cost 50% more to use.
Examples of the difference between 2md hand casting of spells through a slime and integrating the slime into the spell.Light of the Sun Slime CardNAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: Floats within 10 feet of the card, Lighted area: 5 foot radius per level of user.
Duration: 3 minutes per level of user.
SDC of slime: 20
PPE to make card: 55
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 1. The mage can continue the slime shining for 1 PPE per 3 minutes per level.
The Slime with his card is summoned forth and shines as brightly as the sun. This light will hold master vampires at bay out to 5 feet per level of the user. The slime can be pushed around with slaps of the hand. However, looking at the slime while it shines as the sun is like looking at the sun. The light will go farther out than the area it can prevent Vampires from entering. The Light of the Sun Slime Card, is concidered a Lighting Card because it uses the magic it light up an area.
Where as a…Globe of daylight Slime CardNAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: near self, up to 30 feet away.
Duration: 3 minutes per level of user.
SDC of slime: 20
PPE to make card: 60.
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 2.
When the Card Mage activated this card the slime appears near the mage and fades from sight as a Globe of daylight appears within 30 of the card. The spell ends at the end of the duration.
While some mages will make their slimes cast the traditional spells, most will create their cards to get the discounts afforded by using the slime directly in the spells. Like if they are trying to ’See’ something then the the Slimes are usually used like lenses to be looked through. Or like in the example, if they want to light up the area having the Slime be the source of the light. Or if the magic is an attack magic having the slime spit the attack magic at the target, or burst in an area effect attack. Or if it is sensing something having the slime drift towards what it was made to sense.
Most uses of a Slime Card the slime will automatically be drawn back into the card right then. And stays there till summoned to perform the same magic. However, with healing magic it is a bit different when there is extreme damage done to the subject. To heal a person that has major trauma done to them, the slime has to enter the subject’s body, ether through an orifice or a wound. The slime will pull together any wounds and hold them together till they heal. Strangely the results in the wounds healing without scaring. If organs are damaged, the slimes will replace the damaged parts with themselves, till new organ flesh grows into them. Once the body has healed itself, the slime dissipates, returning to the card. The Slime card that has been used for this extreme damage cannot be used again till the slime is back in the card. Because of their usefulness, sometimes Healing Slime cards are set to be triggered by a power word ( this add 30 PPE to the cost to make the card) that anyone can use if they have the PPE to power it.
Multiple Slimes in one card costs another 20 PPE to the cost of making the card. However, this only makes another slime available for the same spell/magic the card. So take the healing slime cards with 10 slimes in it would be able to treat 10 critically wounded people where are if there were only 1 slime bound tot he card could only treat one critically wounded person. To give another example, a Capture Slime Card, with multiple slimes could detain 10 people if it had 10 slimes bound to the card, while a Capture Slime Card with only two slimes could only capture two people.
Example of another detention card..Bolo Slime CardThis slime card has the same intent as the capture slime card, to detain those captured. When shot at the person(s) to be detained it flattens out into a spinning disc and flys much like a frisbee most of the way. When it gets close, the slime sends out multiple 5 foot tentacles, that wrap around limbs and body parts so the target(s) wrapped up can’t run away. The nimble can avoid the tentacles by dodging somehow. This is a capture card.
NAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: 40 feet + 7 feet per level of user.
Slime P.S.: 25.
Duration: 30 minutes +5 minutes per level of user.
SDC of slime: 20 (physical attacks pass right through slimes.)
PPE to make card: 70.
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 15. (after the duration has ended the user can maintain the effect for 1 PPE for every 3 minutes.)
May you be blessed with the ability to change course when you are off the mark.
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