Magic

Swire

The Ace of Spades, in a Uno deck
This will be general information about magic. This is to help new people or to specify magic capabilities. You may add to this topic to tell about a specific type of magic and it's limitations. EX: possession spirit magic. A like from me means it approved.  


Note: I have noticed people adding to this section and trying to make ground laws for each magic. Instead of making a system that covers all of Spirit or Artifact try making something specific to part of that magic. EX: don't say "all spirit magic requires strong life force and here are the 3 main types", and go from there. Instead say "In a branch of Spirit call Spiraling Spirits, you require life force to summon spirits. This magic is taboo.....etc" I want the magic to be very open, remember the faction used to be made of many factions that have fused together, each with their own style of magic. SO you can make you magic, but there's probably also many other styles of magic.


Runes: [SIZE= 12px]Runes are the oldest, but most rare magic. Most of the reasoning behind this is because runes are inefficient, they are hard to make and the rune is used up. The runes also require casting time(Setting up the runes). So most spells can't be used in a emergence. Runes to have a good amount of use in utility. Often used for creating barriers, accelerated growth of crops, types of healing, and general defensive spells.. Runes are often made with crystals or other materials that are rich in magic essence. It is possible to create a rune with infused magic from a spirit, however that is very high level.[/SIZE]


[SIZE= 12px]Mostly the reason there isn't a faction for this magic is because very few people knew how to make runes. Within a country you might only have 6 runes users, they would always have work and where high class. Almost all rune users died out, the only known runes user/creator is Kodama Furiko(Council member). The council has asked that any remaining rune users must join them, "Because they are so rare." It is illegal to make runes without the council knowing, however rumor has it that there is some rune users within the black market that are afraid of the council. Only rumors though.[/SIZE]


Artifact: [SIZE= 12px]Artifact is, like the other magics, very diverse. It has many different forms of magic and it can often be difficult to tell the difference between artifact and certain types of spirit or alchemy.  The magic in general is "Enchanted items" This can range from swords, shield, armor, clothing, Or specific item such as necklaces or even cards. Some require the user effort to use them, physical effort or mental, as they might flout in the air. Some types of artifacts have a limited time to use them, some are so powerful that they will last next to infinite amount of time. However like all magic that is used and doesn't regenerate, technically it would eventually run out. Unless you had a regenerating source or continue to enchant/reforge the item. This faction it so vast I will probably still add on to it later.[/SIZE]


[SIZE= 12px]The artifact magic in general has a very strong stereotype, most people within the faction are not this way. However the way that artifact uses their magic is mostly force, brute force. Since they beginning of the magic people with this type of magic couldn't use it to help them with political actions. Spirits could listen in on conversations, alchemy was needed for healing and buffs so they had a strong influence on the market. Artifact however was mostly just fighting, they would save the city and villages from the dangerous beasts but their political influence was very weak. Because of this they are mostly seen as aggressive angry warlord type people. The other factions have pushed this idea strongly against the artifact faction, and intelligent people know that not all artifacts are this way, but uneducated people don't.[/SIZE]


[SIZE= 12px](People seem to like making magic in this section so I will try to add more so you get an idea.) [/SIZE]


[SIZE= 16px]Spirit: [/SIZE][SIZE= 12px]One of the more creative magic compared to the rest, spirit uses magic from entities souls and the dead. This magic required faith in other spirits around you, instead of your own strength. It requires you to trust that your "Freinds" with be strong enough and you must believe in someone/something else's power. Spirit doesn't have a very good middle ground, your mostly either a very faithful person with pure spirits that are light or your a dark user that takes necromancy and evil spirits. However there are many others besides the stereotypes. Often spirit magic is reflection of ones own soul. If someone is caring and loving that those types of spirits will come to help them. If someone is a knowledge based person than wise spirits will come to them, likewise dark spirits to evil people. Dark magic in this field is very dangerous as the spirits could betray their own user, on the opposite side pure spirits often form a great connection with their owner and have bonds like friends. This is not limited to only familiar type magic as there is also possession magic[/SIZE][SIZE= 12px] that combines both the spirit and the users power. Their is also magic where the user control many smaller spirits as a hive mind. they'res mediums, scouts magic, and so many more. The amount of different types of magic in this section is only limited to the persons mind.[/SIZE]


[SIZE= 12px]The culture of this faction is stereotyped as either very religious freaks or very dark cultist. And although many spirit users help out the black market most spirit users are nice kind and often the best kind of people. Willing to solve even the hardest problems with peaceful methods. The have remained in power because of their diverse uses and STRONG cultural influences. Spirit, more than any other faction, uses culture and religion to its advantage. In general other factions don't touch that religious aspect of the faction, because they also believe in religion or are afraid of the public view if they insulted different religions. [/SIZE]


[SIZE= 16px]Alchemy: [/SIZE][SIZE= 12px]Alchemy is a very knowledge based magic. For many centuries alchemist have changed elements, created potions, enchanted items, and far more. Alchemy can span from potions that give people buff to golems that fight for you. Certain alchemy is completely based on debuffs and nullifying magic. Others are about creating machines to fight or clever inventions. For a very long time alchemy has been the most complex and advanced magic. Because of this it requires a large amount of intelligence to use. Often times people will use basic alchemy for varying purposes. However if someone wants to master alchemy it nothing like artifact where you just "Swing your sword"[/SIZE]


[SIZE= 12px]The Alchemy magic is thought of as the scientific magic. For many generations alchemist couldn't fight head on with the other factions. Alchemy required skill and time to make most of its magic. So the alchemists learn to use their talents as trading technics. With the ability to make potions that no other magic could make, or create cures that other magics couldn't, the alchemist magic became too important and was the magic of science. Alchemy is responsible for most of the magic discoveries and inventions. However with this power came about the black market of magic. This market is for more than just alchemy, in fact it;s an magic that illegal, however the stereotype is that alchemy created this black market. With the world forced into one city, the black magic market has become more and more popular. Rumored to sell almost any type of magic. Including runes. But those are just rumors. Most of the people of alchemy and Khēmeía in general are good people.[/SIZE]
 
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Alchemy


[SIZE= 12px]I'd like to tell you all about the wonderful world of enchanting, it has many uses, be it helping bring out the potential in certain artifacts and weapons, or helping a person run a little bit faster with some old running shoes, either way it has become a natural and required part of the world. In enchanting people often pay a good amount of money to do specific things, and many upper class citizens have found themselves taking on an occasional job for a little bit of extra money. There are multiple ways to enchant, although one of the easiest and most famous ways is [/SIZE]dipping[SIZE= 12px], which requires grinding up crystals or flowers into powder and water in order to give something specific magic properties, one of the famous swords used in common literature Excalibur[/SIZE] [SIZE= 12px]was known to be dipped in a strange grey substance which increased the swords and user's strength. With this magic there are many risk, the main one being most of the better materials used for dipping are hard to acquire, only being outside of the walls and many flowers lose their essence during the rain, giving explorers a small amount of time to collect and sell them. On top of this it takes accurate measurements, going too low may cause the enchanted object to drain the amount of magic quickly, while oversaturation causes the object to be uncontrollable and dangerous.[/SIZE]


 


[SIZE= 12px]As written by Illama Scriven, in "The parts of our magic's: Dipping."[/SIZE]
 
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Kril Artifacts:


Although the safest and most simplistic to understand, Kril artifacts - much like any other branch of magic - come with their own risk. There are 3 basic types of Kril Artifacts, but it is limited to humane possibility and the complexion of equal opposing reactions.


Agrot -  Avg. Lifespan: 4~6 Days 


(Excessive Use: possibly a few minutes at the very least) (Active at once: Up to 4 or 5) (Avg. Max Compatibility: Few Compatible with Dugolz or 2 Compatible with Ro. Incompatible with Suleyk [if Agrot is primary Artifact])


The most common and widely used type of artifacts are the Agrot. These are natural and easily created enchantments with little to no risk assuming the user is able to burn through/obtain what little magic is used within these artifacts. The form they take is near identical to stone, and can be shaped many different ways by spirit smithing. The common way to forge Agrots is to grind the stone into powder and preserve its powder to enchant something of the user's choice or conjugate the powder into a spell or potion. This allows the enchantment to directly tax its power from it's user for it to be used in full burst. However, that does not mean that the Agrot cannot be forged into its own weapon or structure; it merely means that it must be replenished after the enchantment wears off. Mostly weaker in terms of outputting damage compared to the other artifact/enchantments, the amount of intense physical training the people of the Azeron faction withstand gives them the stanima to weild Agrot numerously and consecutively. The Agrot artifacts come with multiple different uses that include, but are not limited to:


Basic Healing/Wound repair (to one's self mainly; harder to master to heal another, but not improbable)


Empowering a basic magic into weapons (each Argot artifact has a different elemental affinity)


Empowering basic protection magic into one's self (no where near enough to protect one from the Mist; more like to reduce damage taken from an arrow or spell)


If used directly by its powder, spell, or potion, an overuse of these artifacts can cause fatigue. It is important to note that for whenever an artifact is used, it has a cost equivalent to the power it outputs (but is generally not threatening to the user's life). This is essential for all artifacts.


Dugolz - Avg. Lifespan: 8~12 Months


(Excessive Use: 3~5 Months) (Active at once: Strictly 1) (Avg. Max Compatibility: Compatible with up to 2~3 Agrot or 1 Ro)


The least common type of artifact are the Dugolz artifacts, and are extremely taxing. Known to be the only type of Kril artifact to directly tie with the user's life, this type of artifact is strictly a natural enchantment that is contained by warding stones. Enchantments and magic from nature are filled within these stones, which are then forged into multiple variation of weapons, armor, trinkets, etc (rarely spells and potions and powder, unlike Agrot). The good thing about Dugolz artifacts is that they are the most powerful of the 3 main types of Kril. Dugolz artifacts are typically combat centric, and are only trusted to the higher class members of the Azeron faction. They are the longest lasting enchantment. However, the reason why they are the longest lasting enchantment, is because the enchantment is directly tied to the users life force. Once a person accepts a Dugolz artifact, they accept a connection between Artifact and Master. Once the first form of magic is drawn from a Dugolz artifact, the artifact ties its energy to its user, and any energy used by the artifact is henceforth drained. This also means that if the artifact is unnaturally drained of its power (say by the artifact being destroyed), the user is therefore destroyed.


The gain from this artifact is well worth the risk. After accepting the connection to the artifact, the user's power can be anywhere from 10x's to 50x's greater than normal. The range of abilities the user can use is near endless regarding any natural elemental/physical affinity, but can easily drain their own stamina and life if not controled properly. Users of Dugolz artifacts often experience a significant decrease in overall stamina and life force, but an overall increase in everything else. The most important weaknesses of the Dugolz can prove to be why they are rarely used. 

  • Firstly, Dugolz artifacts take a large amount of restraint and control. One must know their own mind and body, as well as their own physical weaknesses and strengths to receive the greatest impact from this type of artifact. Using too much of the artifact's enchantmenting power in succession can easily kill it's user, so it is important to know just how much magic they must draw from the artifact for it to be effective and harmless. There are not many who can master precise control such as this.
  • Secondly, connection between master and artifact is permanent until the artifact is naturally drained of its magic and all enchantments. This means that the effects of the enchantments must happen steadily and overtime. While all of the artifacts magic can be drained at once, it is also sure to bring an untimely demise, as the user's body cannot contain the sheer volume of magic stored within the artifact all at once.



Ro & Suleyk - Avg. Lifespan: 2~4 weeks [Ro]


(Excessive use: 1~4 days [Agrot]) (Active at Once: 2 Maximum for each) (Avg. Max Compatibility: 1 Ro compatible with 1 Suleyk and an Agrot [with Ro as primary artifact]. 1 Suleyk compatible with 2 Ro) 


The balance between Agrot and Dugolz artifacts are the man-made Suleyk and Ro artifacts. These artifacts are harder to explain in detail, as they are purely made from man's skill at spirit forging enchantments. These artifacts can be carved into whatever enchantment its creator desires, without the life-link of the Dugolz or short-life of the Agrot. The weakness relies within the creation and control of these artifacts.

  • Ro -- meaning balanced -- is more heavily based on Agrot artifacts. Ro artifacts were created to try to rid the Agrot of its short-lived usage, while maintaining a balance of power of the artifact's enchantment, and the freedom of the power control of a Dugolz artifact. However, its weakness is an excess drainage of the user's stamina upon usage. While it may be more powerful and longer lasting than an Agrot artifact (although no where near as much as Dugolz), it is certainly much more taxing in draining the user's magic supply; limiting the user to using it as much as an Agrot.
  • Suleyk isn't widely known. The only logical explanation is that it was based on a Dugolz artifact. The current users of Suleyk artifacts are some of the most powerful warrior in Azeron. The only thing that is known about Suleyk artifacts is that they require more control that Dugolz artifacts, and that they are only compatible with Ro artifacts if they are the user's primary artifact. Suleyk is supposedly "the door to power that should have never been opened", as most past users of Suleyk artifacts are never heard from again.
 
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Chedlonal Artifacts (also known as Hero Artifacts):


Chedlonal Artifacts are very powerful and rare artifacts. As the slang name implies, these artifacts are Artifacts used by previous heroes and warriors in history. These artifacts generally last for generations, but can be destroyed in a matter of years, sometimes months, if extensively to the extreme. These artifacts are often times centuries old, but recently, artifacts used by the Seven Heroes have become Chedlonal Artifacts, although slightly weaker compared to traditional Chedlonal Artifacts if used by the same person. They draw power from their own source of magic, not hindering the user. While almost all Chedlonal Artifacts are simplistic weapons (Swords, spears, bows, shields, etc.), many speculate that they can actually be complex in design. Many belief that Tomes and spellbooks can actually be Chedlonal Artifacts, and that only because the earliest weapons are simplistic weapons, that common Chedlonal Artifacts are simplistic. Chedlonal Artifacts are divided into three classifications: Darian, Murkib, and Ponetuu. Spirit users, and more specifically Mediums and Necromancers, are able to summon the spirits of the original heroes and users from Darian and Murkib artifacts, but often times this will be with limited success as the summoned are limited by the Spirit user's power.


Darian


(Often times incompatible with any other artifact type [Known exceptions to be weapons that require the use of disposable parts; i.e. arrows, vials, etc.]) (Only artifacts used by the original hero may be used in conjunction with it)


Darian Artifacts are the most infamous artifacts, and arguably the type that has given Chedlonal Artifacts the name Hero Artifacts. These are Artifacts used by powerful heroes in the past. Each one has a unique story and unique personality. The hero's spirit is often tied to the artifact, so much so that sometimes the Artifact won't cooperate with its user. Often times, only descendants of the hero may use it, but there have been cases where the users are able to wield it if their ideology and personality align with the hero's. It should be noted that Darian artifacts may also come from villains as well, not just heroes. Many believe that Darian artifacts were originally Dugolz artifacts that have consumed so much of the hero's life that a part of the hero lives within the artifact, supplying their own magic. Darian artifacts are known to provide extreme power, but with little control with the artifact's hero's spirit doesn't agree with the master. Since they embody the hero's spirit, they could also provide magical effects that the weapon wouldn't normally have but the hero might have. This includes speed, strength, and agility buffs. Darian artifacts are extremely rare, so much so that people would kill for them. Much of the world's Darian artifacts have been lost to the rain beyond Avarice, but some speculate that there are some in Avarice.


Murkib


(Can be used in conjunction with Kril Artifacts, but only with the Murkib is the primary artifact) (May also be used with other artifacts that the previous owners have used, but only if the majority or all of them have used it) (May deny artifacts from other cultures if the previous users have been all from the same culture)


Murkib Artifacts are not as well known as Darian. They have been called "Heirloom Artifacts." They are artifacts that may or may not have been used by heroes immortalized in stories. Regardless, these are artifacts that have been used by many, many powerful users. Like Darian, they might've been originally Dugolz artifacts, having the user's spirits consumed by it. Unlike Darian, they may contain multiple spirits. Darian artifacts contain single powerful heroes, whereas Murkib artifacts contain scores of strong users. Often times Murkib artifacts are handed down from predecessor to successor within the family, making the artifact more and more powerful with each generation. Darian artifacts don't become Murkib artifacts, even if they are passed down from generation to generation. This is likely because the hero absorbed by the Darian is more far more powerful and distinct than the successor. Murkib artifacts are safer than Darian because it is less likely to rebel against the user. Just like Darian, they can provide magical effects otherwise not possible for the weapon.


Ponetuu


(Subject to same conditions as Ro & Suleyk)


Ponetuu Artifacts are actually Ro & Suleyk artifacts. They are replicas of Darian and Murkib artifacts. While they provide more power than the usual Kril artifact, they are still subject to the same limitations of a Kril artifact. Sometimes they may still be Dugolz artifacts if the original creator made multiples of the same weapon, and one of the weapons became a Darian or a Murkib. In very rare cases do Ponetuu artifacts become full fledged Chedlonal Artifacts. Of course this mean that they must either have been wielded by a powerful user like a Darian or passed down like a Murkib, but this is extremely rare because of the lifespan of a Kril artifact. There is only one proven example of a Ponetuu artifact reaching the level of a Darian, when two exact copy weapons supposedly held by two powerful heroes from two different times were found. It was found that they both actually only had one hero in each of them after spirit users were asked to summon the souls of their masters.
 
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