Mystic Paints
Magic comes in many forms, from incantations to potions. But a lesser known type of magic derives from the colours that surround us all. Mystic paints are prepared pastes that when applied can enhance a canvas with magical properties. The effects are short lived but are practical in the right circumstances.
Discovery
Discovery of this kind of magic can be traced back to the Ignea tribes of Hoarwae, more specifically the Kyr Tribe. The first known Ignea tribe who had a fascination with their magical gifts and inventing new ways to appease their god. Like many great things, the discovery of mystic paints was by accident, with chieftains speaking of their ancestors dehydrating the wild flowers and crushing them under the weight of their feet. By stepping on the dust, they were granted unexplainable powers. Eventually figuring out the right combination of crushed flowers and a few drops of water to create this magical paste. The Kyr tribe would go on to use this new form of magic in battle. Often painting their warriors with markings on their face or arms to give them an advantage during conflict. As seen during the ancient war between deep sea Gillan and Ignea. After the tribes of Hoarwae united to successfully defend against these invaders, the Kyr tribe saw the destruction mystic paints could cause and made a decision to keep them a secret from the rest of the world. Sealing them away in a hidden temple full of traps and deterrents to protect their paints. For generations, their plan was a success. Until one day when pirates from another land overcame the obstacles and stole the secrets of the mystic paints. Now the instructions on how t make them are out in the open but are not well known or applied. Due to the lack of exotic flowers and ingredients needed to make the original pastes.Mmm, Yesh. I am aware of such things. Paints that hold an element of magic within their pigments. Wonderful creations they would make, I'm sure. Helping to bring a painting to life, in a way that is unlike anything else.
Application:
Different colours create different spells, their effects are limited but practical. Each paint requires time to prep and apply before they can be activated. If the paint is used during a combat encounter, each paint takes 1 round of prep time before they can be used during combat. The more spells you want, the longer preparation is required. E.g. Preparing red paint for 2 spells would need 2 rounds of combat before they are ready. Below are a list of the spells for each colour of paint.Red:
Strength Raw Strength - The target gains +1 to their Brute score until the end of the encounter. Magic Hand - A magical hand appears to help, appearing for 1 round. The strength of the hand is equal to the strength of the caster. Magic Detonation - A concentration of magic compresses in the air, imploding and causing 1d10 damage to anyone within a 20ft range. Chance to cause stun condition upon a critical roll.Blue:
Intelligence Brain Power - The target gains +1 to their Erudite score until the end of the encounter. Charm - The target falls under the charm condition and is unable to attack the caster for 1 round. Command - The target is under the command of the caster and will obey their commands for 1 round.Yellow:
Light Glowing Aura - The target gains +1 to their Magic score until the end of the encounter. Blinding Light - A small blinding light emanates from the caster's hand causing the blind condition for 1 round. Light Construct - Light hardens and forms a solid object equal to the size of the caster for 1 round.Green:
Nature/Healing Vitality - The target gains +2 to their HP until the end of the encounter. Summon - The nearest wild animal or sentient plant comes to aid the caster for 3 rounds. Only 1 creature appears. Bless/Cure - The target gains advantage on all rolls for 1 round. Or the target is cured of any conditions they have at the time.Purple:
Psychic Glowing Aura - The target gains +1 to their Magic score until the end of the encounter. Foresight - The caster sees into the future and dodges the next attack upon them. Telekinesis - The caster can use their mind to lift any object of double the weight of themselves.Orange:
Transmutation Phase - The target gains +1 to their Skulk score until the end of the encounter. Density - The target either doubles in weight and gains +1 to their Defence score for 1 round. Or halves their weight and gains a +1 to their Skulk score for 1 round. Shape Shift - The caster can transform into any creature of same size and gain their attributes for 2 round.*Full ruleset can be found at TG20 - Homebrew Rules
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