Creta

*Creta* is morphing magic - molding objects like clay. *Creta* depends on your elasticity and is the element of creation.

* **Leeching** - Initial kaph drain is variable—can vary from almost nothing at all to nearly fully-draining

Symbol - Clay

## Background

Since the first magic year, SWANs have wondered about the possibility of an element that could allow mages to shapeshift into different animals (like dragons, mythical creatures, normal animals, etc.).

Upon the discovery of *Munitio* in 4M, researchers were curious as to whether or not creation of physical objects was possible with *Munitio*. It was later deemed not possible with *Munitio*, which disappointed many people.

Upon the discovery of magic-utilizing monsters in 68M, there was speculation that they were just mages that could shapeshift. SWANs researched fruitless, trying to figure out if these speculations were true. Unfortunately, the monsters that could use magic are just like any other being—thus, they were classified as beings. This also disappointed many people, because everyone was looking forward to a shapeshifting element. For nearly 250 years, the searching of an element that could allow shapeshifting was abandoned. Until April 2nd, 322M.

The discovery of Entity-799 was an alarming discovery. In the island of Gehenna, there were numerous sightings of a creature that had the appearance of a large, black-furred dog with a dog skull as it's head. This creature terrified even the strongest demons that lived on Gehenna.

The actual extermination of the entity was not the concern of the SWANs—rather, it was the demons that lived in Gehenna. They were notorious for picking fights with heroes, hence making Gehenna a "dead" country—meaning any request of assistance is generally ignored. However, Entity-799 was too big of a problem to ignore, so the SWANs decided to take a risk.

No hero was willing to fight in Gehenna except one controversial individual: Raziel. At the time, Raziel was considered a traitor and a villain because of his connection with the White Mirrors (around 273 years ago), but the SWANs figured that this would prove his loyalty. And thus, he was sent.

Upon arriving, Raziel fought extensively with Entity-799 and triumphed. After defeating 799, it suddenly transformed into a giant serpent. Both Raziel and 799 traded blows numerous times, and 799 fell once again. 799 then transformed into a giant bird-like creature and fought again with Raziel, and Raziel triumphed once more. However, Raziel used *Anti* against the monster, and finally defeated it. The monster's form was destroyed and it turned out to be a male child, a demon of greed. Raziel was instructed to bring the child to the SWANs and agreed to do it. However, Raziel was ambushed by a group of demons, and he was forced to engage them. After defeating some of them, the rest of the attackers ran away carrying 799. In order to catch them, Raziel did what he was notorious for doing: walking at a normal pace to catch a running target. After about an hour he caught up to his attackers and swiftly defeated them, however the child woke up and tried to attack him, but was immediately shut down by him. Raziel then temporarily cancelled the child's magic, and SWANs promptly warned Raziel not to fully cancel the child's magic, and he understood. After a while, he delivered the child to the SWANs.

Studying the child (now identified as Belial son of Cain) was very difficult, because he was very uncooperative. Having a proper containment cell for him took one whole year to establish because of his changing form. However, after 3 years, Belial finally started talking about his magic. Thus in late 326M, *Creta* was studied; after more than three centuries, shapeshifting magic was finally able to be replicated.

## Overview

*Creta* allows mages to be able to modify their physical appearance. This includes changing subtle physical features to changing the entire shape.

Taking an entire new form is known as "**assuming**". For example, if a mage wanted to appear as a dragon, it would be referred to like "the mage assumed a dragon." **Molds** are a generalized term for anything that is made with *Creta*; including assumptions and subtle physical features.

### Behavior

*Creta* inherits traits from both *Lux* and *Munitio*, including sensitivity to light and kaph manipulation. As such, *Creta* inherits the weaknesses and strengths of both classes.

All physical alterations done with *Creta* are a combination of molded kaph from *Munitio* and visual appearance modified with *Lux*. This makes *Creta* very intense to initially cast, but the only intensity comes from that; after casting *Creta*, kaph will regenerate like normal.

*Creta* molds will always require kaph to create. This kaph scales with the size of the mold; generally forms larger than the mage will be more kaph-intensive to assume. Smaller molds will not be as intensive.

*Creta* forms vary widely and are limited by the mage's imagination and attention to detail; they can be almost anything the mage can think of. However, assumed forms cannot be smaller than the mage—other types of molds can be smaller, but certainly not assumptions.

### Combat

*Creta*'s ability to create molds and and implant them on/in the body make physical combat very interesting. *Creta* can be used offensively, such as implanting spikes on the knuckles, implanting more mass within the leg to make a kick stronger, or even create physical weapons; *Creta* can also be used defensively, such as creating armor to defend the body from harm, assuming a larger form in order to take less damage, or even temporarily recover from injuries—massive or minor—by implanting molds within the injured area. Alternatively, *Creta* assumptions can vary in combat ability. For example, a large bear is going to be stronger than a fox assumption.

#### Against other elements

* *Umbra* will only be able to affect *Creta* visually—all visual properties of the kaph molded will be undone by *Umbra*, but the physical properties will remain intact
* *Scientia* can detect if an assumption is a mage or not
* *Anti* can destroy kaph used in molds, or even outright ignore them

*Creta* can be used very flexibly in combat; it is a great element for fighting, but again, kaph drainage can be intense, so it is advised to use this element wisely.

### Symbolism

The *Creta* symbol is a stylized question mark. Colors that represent *Creta* are generally dark oranges.

### Civilian use

*Creta* can be used in light-shows, but is still very intensive to use and is almost never seen—especially considering that it is a "new element".

## Skills

### Proteus - Shapeshifting

Assume a form larger than you. Partially assume a form by only changing one area of the body.

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**Intensive** - Larger forms take more kaph, very big assumptions can possibly render the mage unconscious (from unstable kaph usage).

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Assumptions allow the mage to take forms that are different from their own form. These assumptions can be virtually anything, but must fit under the following criteria:

1. Assumption cannot be smaller than the mage (for example, a mage cannot transform into a rat or a small dog)
2. Enough kaph to create the form in the first place
3. Mage knows the general anatomy of the form

Forms that are of equal size to the mage can be assumed, but it is crucial to note that forms that are smaller than the mage can **by no means** be assumed by the mage.

Mages can also make only one part of the body into different form using this skill. This is done by shifting focus from the entire body onto the area of the body that the mage wishes to transform. This allows for mages to retain the original form while having the characteristics of other creatures. For example, a human with crab arms.

Transformation time depends on the size of the assumption, and also as fast as the mage can think of physical features. It is also important to note that when doing a full assumption, the mage's original body will be embedded within the form; if the body takes damage, the mage will feel the damage normally—contrary to what they would feel if the form was damaged. The mage's body remains in a state of "sleep" during an assumption; the body will not be responsive to any sort of interaction, but anything that the body feels that is foreign (i.e. something touches it), the mage will feel it as if it *is* touching their body—because it is. If the mage loses consciousness, drains all their kaph, or is killed; the form will shatter, turn into ash, and disappear.

If it was not obvious enough, *Creta* *Proteus* allows the mage to *control* their assumptions.

### Aedifico - Building

Build on top of other objects—create molds. Build molds on yourself.

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**Targeting** - Requires an object to act as a foundation

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**Intensive** - Large molds require more kaph

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Essentially, *Aedifico* is just a bare-bones *Proteus*; the molds are not controllable by magic, but they can be made smaller than the mage. The mage will not enter the sleeping state that happens with *Proteus*.

### Formare - Forming

Create physical objects out of kaph.

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**Intensive** - Larger objects or more complex machines require more kaph; kaph drain remains until the object is destroyed

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A very powerful, yet simple skill. Allows mages to create physical, functional objects seemingly out of thin air (more appropriately, out of kaph). Objects can range from small tools, to weapons, to projectile weapons, to large structures, to even entire buildings. These objects work as real normal objects—simple and complex machines can be made as well. The possibilities are endless and the skill just relies on the mage's kaph and imagination.

However, there's a catch: little-to-no people have been known to master this skill, because the skill itself is ridiculous to learn and even use (because of kaph consumption); mechanical complexity of the object adds a very high kaph price, making complex machines very impractical; and used kaph remains empty in the mage's total kaph reserve until the object is destroyed. Overall, while being a very promising skill, it is insanely difficult to use, albeit master.

In theory, it is possible to create fully functioning machines—or even complex modern tools and weapons, such as firearms, cannons, etc. Because the created objects are real and physical, they obey all natural laws—meaning it is also is possible to create electrical items using *Fulgur* or *Kukloma*.

Reiterating once more, used kaph will not return to the mage's reserve until the object is destroyed. This makes projectiles more simpler to create than machines; as machines will stay until discarded, but generally projectiles do not have any reason to remain. The upside to having the object remain is that once the object is recalled, the kaph the object is made out of will be instantly recovered. However, if the object is damaged, the physical kaph that was damaged will be not return to the mage instantly—instead, it will return to the mage through the mage's natural kaph recovery.

## Elemental Imprinting

*Creta* is properly imprinted on the back of the right shoulder.

## Passive Abilities

*Creta* inherits passives from *Lux* and *Munitio*.

### Positive

* **Creta** - Control structures made from the mage's kaph
* **Trusty Redeemer** - Kaph lost during casting is generally faster to recover

### Negative

* **Kaph Debtor** - Used kaph in *Formare* will not be returned unless destroyed

## Trivia

* *Creta* means "clay" in Latin
* It has been considered by many militias to use *Creta* as an alternative to manufacturing weapons, which does sound like a sound concept
* Kaph is the newest [sub]element discovered, succeeding *Scientia*