Delugism
Delugism
Some individuals dedicate their life to pursuing the limits of their own body, while others discover how to surpass them completely. Casters that study this spell discover secrets to amplify their physical capabilities beyond their mundane counterparts. They become masters of their own bodies and learn to control even their involuntary systems.
When there is a complete absence of bonded Rigen in the body it dies. Philosophers and scientists questioned exactly what that bonded Rigen does when not being harnessed for a spell. Some discovered that if the body was so dependent on Rigen then it must be affecting the critical systems necessary for survival. With experimentation it became apparent that a Caster could enhance their physical abilities beyond their normal limits. While there are multiple ways to affect the body there are a few systems best left alone until the Caster is very experienced.
Rigen can be used to concentrate, collect, or amplify components in the body. These amplifications are done by enriching something, like blood with hemoglobin, to improve its function. Doing so allows muscles to be stronger and lungs to provide more oxygen. Collection is when the Caster forces a component to a specific section of the body, like platelets to an open wound. Concentration forces a muscle, organ, or function to operate at a higher capacity. Advanced practitioners learn how to manipulate their own metabolism and cell replication rate. What lies beyond the spell’s capabilities is enhancing cognitive functions, meaning that reaction time cannot be enhanced nor their intellectual ability.
This spell performs a spike in the mortal body’s normal operations. After the spell’s duration has ended the body faces the aftermath within its normal functioning limits. Meaning that the Caster will feel exhausted for hours or days, and likely need to consume more in their daily diet to offset even one occurrence of the spell. Muscle soreness often can last for an entire week when a caster is pushing their limits of a spell’s usage. The greater the increase of a Caster’s physical performance the greater the duration of exhaustion, hunger, and soreness. One part of the body that is not affected by Delugism is bones. Bones are constantly at risk of cracking or breaking under the body’s explosive strain. While the spell may allow a Caster to punch significantly harder, the skeletal structure has received no additional reinforcement to remain intact from that punch.
Long-term practitioners of Delugism typically are in excellent physical shape while also having a multitude of aches and pains from years of injuries that didn’t heal properly.
Prerequisites
The Caster must have an understanding of personal Rigen and how to manipulate it. In order to learn Delugism a Caster must have at least 10 skill points in Rigenology and 10 skill points in Anatomy.
Initial Learning
An instructor is required to learn Delugism and it cannot be self-discovered or self-taught. The instructor must be at least an Expert with the spell.
Skill Levels
Apprentice
Beginners are focusing on manipulating their red blood count to enhance things like their physical strength or speed. This is a form of amplification and affects the Caster’s entire body instead of individual muscles or a selection of muscle groups. Endurance is typically the first thing an apprentice has success in enhancing. Doing so generally leaves the caster very exhausted shortly after the spell’s duration. An Apprentice is able to amplify their strength, speed, and/or endurance for up to one minute. They often see a maximum of a 50% increase in their performance. For Combat Rolls, an Apprentice Delugist gains a +10 bonus to any rolls for physical abilities.
Journeyman
Casters start the process of targeting specific muscle groups instead of affecting the entire body at once. This method of concentration is often restricted to the muscles of the arms, legs, back, chest, or other appendages. Due to the concentration, the spell causes the Caster’s strength and/or speed to be doubled, but the muscles will quickly cramp at the end of the spell. A Caster is able to maintain this concentration of the muscles for about five minutes. For Combat Rolls, a Journeyman Delugist gains a +20 bonus to any rolls for physical abilities.
Expert
At this stage the Caster turns their focus on improving the body in unseen ways. They begin to experiment with collection processes of the spell which can be focused on oxygen, blood, etc. to improve entire systems. An Expert can begin to operate with less available air, improve their resistance to infections and poisons, and hasten their metabolism intentionally. This does not grant immunity to toxins, it simply allows them to be processed faster so that the Caster may recover from them faster. If the Caster is unaware of what is happening to them then they could potentially cause the effects to worsen with their Delugism. This is where other skills such as Anatomy, Medicine or Poisoncrafting can be extremely helpful. Experts can improve their strength, speed, and/or endurance by a maximum of 200% for up to half an hour.
For Combat Rolls, an Expert Delugist gains a +30 bonus to any rolls for physical abilities.
Master
The Caster is close to reaching the pinnacle of their body’s abilities. A Master is able to manipulate their own organ functions by either increasing or decreasing their rate of operation. This control extends to the respiratory system and the heart, allowing the Caster to reach a state that can make them appear dead. They can now double their cellular regeneration rate for a time to recover from wounds twice as quickly, though doing so is very taxing on their spellpool and leaves them close to unconscious (15 spellpool points remaining) for several days. A master is able to improve their strength by a maximum of 500%, their speed by a maximum of 300%, or their endurance by a maximum of 1,000%, but not all three at once. They can sustain their maximum for fifteen minutes or a performance level equal to an Expert’s for over an hour.
For Combat Rolls, a Master Delugist gains a +40 bonus to any rolls for physical abilities.
100 Points
A Master with 100 skill points is able to control their body in ways that disturb even other experienced Casters. The Caster can now slow their bodily functions to a point that they enter a state of hibernation. The length of the hibernation is determined by the Caster before initiating it. During the hibernation, the Caster is not able to perform any conscious action or thought. This allows them to recover from serious wounds during extended periods of hibernation. However, the longer the period of hibernation the greater the risk that the Caster will never wake back up. A Caster is able to safely control their ability to wake up within a two week period.
Costs
All the Rigen for Delugism comes from the caster’s Spellpool. The base cost is 28 points for when the Caster is beginning their Delugism to the best of their ability. When using Delugism to a point that a less experienced Caster could produce, the amount taken from their Spellpool is reduced. The following table shows the cost regarding a Caster’s capability and the level of Delugism they are performing.
Apprentice | Journeyman | Expert | Master | 100 Points | |
---|---|---|---|---|---|
Spell Level | |||||
Apprentice | 28 | 14 | 7 | 4 | 2 |
Journeyman | 28 | 14 | 7 | 4 | |
Expert | 28 | 14 | 7 | ||
Master | 28 | 14 | |||
Hibernation | 28 |
An additional cost to Delugism is the financial cost. The mortal body will require more nourishment to recover from extreme uses of the spell, especially at the higher levels. Once a caster becomes an Expert, it can be expected that they’ll have to increase their dietary needs by about 50% if they regularly use Delugism throughout the season. Not doing so can risk starvation and the health hazards relating to it.
Risks
Delugism has minor risks when it comes to casting but high risk in its performance. The body has natural subconscious defenses to prevent a muscle from being used too much. These defenses, which Delugism pushes through, prevent extreme muscle tearing and ligaments being pulled entirely off the bone. In addition, the skeletal structure must face greater strain and harder impacts with no reinforcement. Cracked or broken bones are the most common side effects of using Delugism. Others are extreme appetite, exhaustion, and debilitating injuries. Moderator intervention can be expected if the risks of Delugism are being underplayed.
Article Credit to Abraxas.
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