By Jason Tesar
Because the a while earlier than time used to be measured, the angelic races have existed. Unseen through our eyes, they go through construction, shaping our international, maintaining our life, and scuffling with demonic hordes. however the struggle is altering; the conflict strains are increasing into new frontiers and the subsequent epoch is emerging.
Centuries after the 1st people have been exiled from their domestic, their descendants have driven eastward right into a prehistoric desert. In a land shrouded through mist and superstition, primitive tribes fight to set up new civilizations, unaware that their global is ready to alter forever.
Weary from unceasing clash, Sariel—legendary warrior of the everlasting Realm—crosses into the Temporal looking for the single person who can deliver him peace. yet he's not the 1st; others have already all started their inhabitation. because the dominance in their state spreads, threatening to engulf all of humanity, Sariel reveals himself status among his personal style and the single he loves and needs to include the existence he deserted so one can safe her freedom.
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Extra info for Incarnation (Wandering Stars, Book 1)
Cannot be maintained: must be recast. Item: Staff, wand or jewelry. Energy cost to create: 50. Create Air Area This spell manufactures air where none exists. Cast where there is already air, it will produce an outward breeze lasting for about five seconds. Cast in a vacuum, it will instantly create breathable air. Cast within earth, stone or other material, it will fill any empty spaces with air, but will not burst the stone. Cast underwater. it makes bubbles! Duration: 5 seconds. Air created is permanent.
Duration: Purified water stays pure unless re-contaminated. Cost: 1 per gallon purified. Time to cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are being used. Prerequisite: Seek Water. Item: A hoop of bone or ivory. Energy cost to create: 50. Create Water Regular Lets the caster actually create pure water out of nothing. This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water will extinguish one hex of fire.
EARTH SPELLS These spells concern themselves with the element Earth. Typically, they are very powerful, but also very fatiguing; Earth is the hardest and most obstinate of elements. In all these spells, one “hex” of earth, where it matters, is assumed to be six feet deep. None of these spells will affect or transform stone or metal unless the description specifically says so. Seek Earth Information This is the basic Earth spell. It tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal or stone.