CS:Seals

From Anstepedia

If you're looking for the In Character Seal rules, check here. This page gives Combat System information only.


Table of contents

Overview

Seals come in three categories, there are Elemental Seals, Paraelemental Seals and Archaic Seals. A fourth class, known as the Iconic Seals, are legendary, and none are known to exist. Elemental and Paraelemental Seals are the most common, and are typically called just Seals. Each Seal can cast from two magical Schools and has a special ability unique to that type of seal. Elemental seals are restricted to casting one elemental type, while Paraelemental seals can cast two elements.

Each Seal has a Primary and a Secondary school. Primary and Secondary schools gain power differently as the seal increases in level. Whenever n is used in an equation, n represents the seal's level.

Seal Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Primary School Level
Elemental Seals
345678
Primary School Level
Paraelemental Seals
234567
Secondary School Level
All Seals
123456


Elemental Seals

Elemental seals contain the soul of a single elemental and are restricted to their assigned schools and element. Elemental seals don't offer as many options as the paraelemental seals. Instead, they specialize in two, preassigned schools.

Blaze

Blaze Seal
Blaze Seal
The blaze seal holds the soul of a fire elemental and the crystal is red in color. This seal is mostly used for offensive attacks against a target. The only element a blaze seal is capable of using is fire and nothing else.
Primary School
Evocation
Secondary School
Enchantment
Blaze Seal Special Ability
Blaze: Take no fire damage, deal 1d4n extra fire damage per attack when using melee attacks. Lasts 2d(n/2) rounds. BCR: 15 AP: 2 (Once/Battle)


Breeze

Breeze Seal
Breeze Seal
The breeze seal holds the soul of an air elemental and the crystal is purplish-blue in color. This seal is mostly used to create illusions and help increase a user's abilities in melee combat. The only element a breeze seal is capable of using is air and nothing else.
Primary School
Enchantment
Secondary School
Illusion
Breeze Seal Special Ability
Whirlwind: Disorients the target and causes them to attack a random target 1d9. BCR: 20 AP: 3 (Once/Day)
Furcadian Standard [SW] is 1 and the directions move clockwise from there. 9 represents the target itself.


Ripple

Ripple Seal
Ripple Seal
The ripple seal holds the soul of a water elemental and is blue in color. This seal is mostly used to heal and protect the target from attacks. The only element a ripple seal is capable of using is water and nothing else.
Primary School
Healing
Secondary School
Abjuration
Ripple Seal Special Ability
Ripple Cleanse: Add 2n to first aid checks. BCR: 10 AP: 2 (Once/Battle)


Ground

Ground Seal
Ground Seal
The ground seal holds the soul of an earth elemental and is brownish-grey in color. This seal is mostly used to attack an enemy while, at the same time, defend the user. The only element a ground seal is capable of using is earth and nothing else.
Primary School
Abjuration
Secondary School
Evocation
Ground Seal Special Ability
Rock Solid: Attackers take (3n) penalty to severity. Lasts (n/2) rounds. BCR: 15 AP: 2 (Once/Battle)


Sun

Sun Seal
Sun Seal
The sun seal holds the soul of a radiance elemental and is white is color with a glow about it. This seal is mostly used to heal and create illusions to help avoid or enhance combat. The only element a sun seal is capable of using is radiance and nothing else.
Primary School
Healing
Secondary School
Illusion
Sun Seal Special Ability
Sun Light: Blind opponent -2(n/2)Th. Lasts (n/2) rounds. BCR: Target's MR AP: 2 (Once/Battle)


Shadow

Shadow Seal
Shadow Seal
The shadow seal holds the soul of a shadow elemental and is black in color, seeming to absorb the light around it. This seal is mostly used to do large amounts of damage to an opponent while keeping the user relatively safe. The only element a shadow seal is capable of using is shadow and nothing else.
Primary School
Evocation
Secondary School
Illusion
Shadow Seal Special Ability
Shadow Stalker: Animate Shadow [has 100/(12/n)% of Seal's max HP] Summon lasts (n/2) rounds. BCR: 20 AP: 3 (Once/Day)
Shadow uses the same melee stats as the caster.


Paraelemental Seals

A paraelemental seal contains the soul of a paraelemental, a rare creature comprised of equal amounts of two different elements. Because Paraelementals are unpredictable, paraelemental seals are not all the same. Each paraelemental seal has two and only two of the availible schools for that type of seal. Once these schools are chosen they cannot be changed, ever. However, Paraelemental seals do have the ability to switch between elements used for either school. Paraelemental seals offer more options than an elemental seal, yet don't specialize as acutely, and thus do not have access to level 8 spells.

Nature

Nature Seal
Nature Seal
The nature seal is comprised of the two elements air and earth and is green with brown steaks. The user can assign either of these two elements to the magic schools they choose the seal to have. However, once they are assigned, they cannot revert to a different combination. A nature seal can use only TWO of the following schools:
Available Schools
Evocation, Abjuration, Enchantment, Illusion.
Nature Seal Special Ability
Summon Nature: Acts as a skill level n/2 familiar. BCR: 15 (See: Arcane Skills) AP: 2 (Once/Battle)


Bolt

Bolt Seal
Bolt Seal
The bolt seal is comprised of the two elements air and fire and is yellow in color. The user can assign either of these two elements to the magic schools they choose the seal to have. However, once they are assigned, they cannot revert to a different combination. A bolt seal can use only TWO of the following schools:
Available Schools
Evocation, Abjuration, Enchantment, Alteration.
Bolt Seal Special Ability
Bolt Stun: Target is considered stunned for 1d6 turns. Can target (n/3) adjacent targets. BCR: Target's MR. AP: 3 (Once/Day)
Stunned characters can only make one attack (at -5), or cast one prep in a turn when they are stunned.


Chill

Chill Seal
Chill Seal
The chill seal is comprised of the two elements air and water and is white with a blue tinge. The user can assign either of these two elements to the magic schools they choose the seal to have. However, once they are assigned, they cannot revert to a different combination. A chill seal can use only TWO of the following schools:
Available Schools
Healing, Abjuration, Enchantment, Alteration.
Chill Seal Special Ability
Ice Armor: Grants 2n damage reduction. Lasts (n/2) rounds. BCR: 15 AP: 2 (Once/Day)


Mud

Mud Seal
Mud Seal
The mud seal is comprised of the two elements water and earth and is a muddy brown color. The user can assign either of these two elements to the magic schools they choose the seal to have. However, once they are assigned, they cannot revert to a different combination. A mud seal can use only TWO of the following schools:
Available Schools
Evocation, Abjuration, Enchantment, Alteration.
Mud Seal Special Ability
Slick Blade: Target loses -2n to damage rolls for (n/2) rounds. BCR: 15 AP: 2 (Once/Battle)


Vapor

Vapor Seal
Vapor Seal
The vapor seal is comprised of the two elements fire and water and is a hazy white color. The user can assign either of these two elements to the magic schools they choose the seal to have. However, once they are assigned, they cannot revert to a different combination. A vapor seal can use only TWO of the following schools:
Available Schools
Healing, Abjuration, Enchantment, Illusion.
Vapor Seal Special Ability
Vapor Bath: Target gains +n CR for (n/2) rounds. BCR: 15 AP: 2 (Once/Battle


Molten

Molten Seal
Molten Seal
The molten seal is comprised of the two elements fire and earth and is silver in color. The user can assign either of these two elements to the magic schools they choose the seal to have. However, once they are assigned, they cannot revert to a different combination. A molten seal can use only TWO of the following schools:
Available Schools
Evocation, Abjuration, Enchantment, Alteration.
Molten Seal Special Ability
Metal Shine: Target loses -2n to to-hit rolls for (n/2) rounds. BCR: Target's MR AP: 3 (Once/Battle)