Telekinesis (Sorcery)
Many times, a soldier is required to move heavy loads around, be it carrying supplies, digging trenches or rescuing wounded comrades. By focusing on a number of martial arts inspired meditation techniques, such as yoga and tai chi, objects can be selected and with the appropriate action directed to it's new location.
Design: Telekinesis (2) [Normal]
The original design drawing had the word "Sorcery" scrawled at the top, but after a bit of discussion the design team agreed the project would work better as an Evocation instead.
Imaginatively named, the "Telekinesis" evocation channels and redirects a Mage's Mana through the deadly martial arts. By using lethal techniques borrowed from tai chi and yoga, a Mage can manipulate objects and apply force at a distance. Some members of the design team denounce this spell as 'spooky action at a distance', but the results are hard to argue with. The difficulty of working with this spell come largely from having no experience with anything similar, though the rather basic nature of this spell helps to alleviate that.
Using Telekinesis, a Mage can apply force (roughly) to a specific object (and anything that might be nearby). Range is limited to about 10 meters, with higher Mana consumption at longer distances. Max force can be anywhere in the neighborhood of 250 to 450 Newtons (or lifting 100 pounds), but precision leaves a lot to be desired. It is strongly advised
not to cast on living creatures, or anything you care about. Objects much smaller than a loaf of bread are exceedingly hard to cast upon, though this seems to be more of an issue with the lack of direction inherent in evocations rather than any sort of magical phenomenon. When used to dig trenches, a Mage will burn through their available Mana reserves within minutes. The spell is a little basic in this form, but basic force projection could lead itself to a wide field of magic in the future. Further work on this spell should not be exceedingly difficult.
The spell doesn't seem to become much more effective when performed by more experienced Mages. This is presumably due to the current iteration of the spell having some sort of limitation built into the method of casting, but we're not entirely sure.
Progress: (0/7) (2 per turn)
Cost: [0 ]
Skill Level: [Rookie]
Design: Rune of Power - Life
It is well known that our ancestors carved curious symbols into stones and sacred trees, and legends tell of powerful magical effects associated with these symbols. By studying the runes and their related tales, we have managed to decipher and utilize our first symbol: the Rune of Power - Life.
This rune has by far been the easiest to find thanks to the human desire to defy death, littering groves of trees all throughout our nation. Druids would bring the injured and dying into these groves and invoke the power of the runes to heal them.
By studying this rune we have learned that the spell brought forth by it will restore someone according to the "memory" of their living tissue by greatly accelerating the rate of healing at a cellular level. The rune draws mana from the mage activating it, with larger injuries requiring more mana (or more mages).
Design: Rune of Power (5) [V Hard]
It's been long suspected that the symbols found inscribed in ancient groves and on mossy stones deep in the wilderness have been magical in nature. Tales of Druids (ancient, nature-centric Mages) bringing men and women back from the brink of death in these powerful places have tickled the imagination of many an amateur magic practitioner. We've spent a great deal of time lost in the mountains and exploring forests, and we've compiled a file of every ancient scrawl we've ever found.
Turns out most of it is graffiti. We aren't sure who "Saša Šantić" is, but apparently he enjoyed letting people know where he's been. Additionally, a great deal of the markings etched into trees are from lovers carving their names together, and a number of the stone markings are little more than mile markers between towns.
We have found a few that turn out to be real, actual magical glyphs, however - one glyph in particular seems especially promising. A number of concentric circles with an exploded star reaching out from the center, connected at the points with forked lines. After some examination, a round of historians and etymologists, and some tentative experiments, it's revealed to be what we're looking for. The fabled "Rune of Power".
One Mage loudly remarks that his five year old daughter could have drawn that.
When drawn on the skin over a wound with an ink produced from a collection of various herbs, the symbol can be charged with a spell we've cobbled together. This has proven remarkably apt at performing three functions:
1) Pain reduction. Subjects with the Rune of Power report pain dropping to "tolerable" levels.
2) Clotting. Blood loss slows and eventually stops.
3) Healing. Injuries with the Rune of Power tend to heal quickly and cleanly.
The spell will not accelerate healing to "super-natural" levels, but it's entirely possible further development will be able to refine these ancient runic symbols into something more powerful. The Enchanted rune will burn through its own spell-Mana within 8 hours unless applied to a Mage, or refreshed by a Mage. Healing magic is a rather difficult magic to work with, but thanks to some rather brilliant efforts by our Magineers we've managed to simplify this Enchantment down to something even a Rookie could use. More advanced healing magics will likely require more experienced Mages.
Progress: (0/13) (4 per turn)
Cost: [2]
Skill Level: [Rookie]
Revision Phase, Turn -20 Dice Available
As we develop the 624th Kolubaria Mage Support Alpha Company into a force to be reckoned with, it becomes apparent we will need a emblem of some sort, as well as a kick-ass motto. Management speculates that a sufficiently impressive emblem could boost productivity by 20% (1 Die), and that a cool-sounding motto or slogan would lead to an additional 20% (1 Die). They ask that you submit your proposals and select one you can all agree on, and they will see about getting patches added to our existing uniforms.
Additionally, our glorious nation needs a flag that we can eventually plant in Abbraccio's capitol at the end of the war. It needs to be appropriately
Proud and
Militaristic, but the exact details are up to you. King Meusburger is very embarrassed that Kolubaria has stood for more than half a century without a flag, so he will likely accept whatever you propose. Who knows, he may even be grateful for your assistance in this matter...
Sky Eye | (3/14)(3) | 4 Dice Spent | [Rookie] | Sorcery
Telekinesis | (0/7)(2) | 3 Dice Spent | [Rookie] | Evocation
Rune of Power | (0/13)(4) | 3 Dice Spent | [Rookie] | Enchantment