Magic

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ChoShadow

That One Fear In My Enemy's Eyes
The Magic of this RP uses the same formula in countless other magical tales.

Magic is born of Mana, the magical essence which populates the world and makes the use of magic possible.

However the Mana itself is going to play a larger role than it usually does as the source of magic in the RP. You will hear terms like Mana Potential and Mana Pool which do not serve the typical use they do in other magical based RP's.

So here we go:

Mana

Mana is everywhere. It is all around us. It is everything and nothing. It can be sensed, but not seen. It can be felt, but not touched. It is the source of all magic in the world.

Mana has no form or specification. It is the source of all magic in its entirety, and therefore it serves as the base power source for all forms of magic practiced by the mortal races.

Magic's Limits

Magic has its limits as does everything.

Magic's limit is the stamina of the user. Plain and simple.

Every time you use magic you are using up a bit of stamina and making yourself tired. The stronger your spell, incantation, enchantment, etc., the more stamina you use up. Once your stamina is gone, further use of magic will strain your body to the point of doing physical damage such as causing muscles nearest to the point of magic use (such as your hands or arms) to begin convulsing and potentially even snap or tear.

Magical Affinity

All humanoid mortals are born with a single magical affinity, and that affinity determines what magic they can use. This is affinity is random to each individual and has nothing to do with genetics. Instead it is governed by what the mortals know as fate. It cannot be controlled or predicted what each individual is born with.

This limit is inherent in every being born into the world and has only ever seen two exceptions: Dragons, and very rare exceptions known as Anomalies.

Anomalies - Anomalies are people born with power beyond what they were meant to handle. Examples include regular Elves born with Mana Potential rivaling that of a small Dragon, or a human born with Mana Potential rivaling that of a High Elf.

Anomalies are exceptionally rare. In fact they're so rare that if such a person is discovered one of two things is likely to happen to them:

1) They become celebrities among their race

2) They become targets for those who believe the Anomalies to be heresy given form and that they must be destroyed

NOTE: Due to the nature of the Anomalies and the fact that the RP story requires only one, I will be portraying her in the form of my character Cecelia Leingod.

Forms of Magic

The humanoids have access to the following practices of magic (more to be added later as I think of them), each of which includes various sub practices:

* Elemental Magic

- Fire = Fire Magic is easily the most difficult of the elements to truly master due to the fact that fire is inherently wild. Even a slight misstep in the use of Fire Magic can cause wild fires, burn down homes or businesses, or potentially set people on fire by mistake.

- Water = Water is the easiest to master thanks to its naturally fluid and consistent nature. It is primarily used for two purposes: Support and Healing.

- Earth = Earth is a difficult element to master due to the fact that it is heavy and requires immense will power to manipulate in contrast to water.

- Air = Air is, next to Water, the easiest to master due to the fact that it is everywhere around you and has an infinite supply. There is never a shortage of air to practice with or use, and thus it is the easiest to hone and fine tune.

- Lightning = Lightning is, second only to Fire, the most difficult to master. It's not as difficult as Fire, however, due to the fact that Lightning is more predictable and linear whereas Fire is inherently wild and harder to concentrate.

** Notice there is no "ice" magic. That is deliberate, as the control of the temperature of your element is not possible. Magic does not overcome or control the laws of thermodynamics across the elements, so there is no ice magic.

* Healing Magic

- Healing Magic as an art form is very, very difficult to master. In fact it's not unreasonable to say that it is the single most difficult form of magic to master due to the fact that healing various people of various races all requires different techniques and knowledge of their anatomy to treat effectively.

Healing Magic is not in any way a cure-all. It's very complicated. So much so in fact that the misconception that "once you know how to use the Heal spell you can heal anyone" drives many to seek the practice, but they're always the first to fail out and give up on it.

* Illusion Magic

- Illusion Magic is the practice of conjuring illusions to confuse and disorientate one's enemies, and it is purely meant as Assault Magic. Illusions can be used to assist one's allies as well, but again it is inherently meant for targeting an enemy and thus even when used in supportive roles it is considered Assault Magic.

* Necromancy

- Necromancy is the art of raising the dead for brief periods of time to fight for you. This art is forbidden in almost all Magic circles, and is used almost exclusively by followers of Darkness. Those who break taboo and practice Necromancy are often looked down upon and shunned by high society.

* Blood Magic

- Blood Magic is forbidden in all magic circles, and anyone caught practicing it is instantly sentenced to death by beheading. When used, it creates curses which can last a lifetime unless removed by the original user. It is often associated with and used for destroying the lives of the target by using curses which affect how others see them, hear them, and perceive them.

* Symbol Magic

- Symbol Magic conjures magical symbols and circles wherever the user pleases which serve a variety of purposes. Some are used as traps, others as shields or weapons. It is a potent form of magic and often used by guards and security detail in Royal Palaces guarding the Royal Family.

* Summoning Magic

- Summoning Magic is used to summon creatures of the Ether, otherwise known as creatures which are composed of pure Mana. They are designed by the user from the day they begin training in Summoning Magic to the day they finalize the spell which creates what is known as their Familiar. The Familiar is the only creature of the Ether which the Summoner will ever be able to summon, as the Familiar is linked directly to the user's soul. The user only has one soul, so they may only have one Familiar.

* Imbuing Magic

- Imbuing Magic is the craft of creating spells which enhance and empower weapons, armor, and even regular items such as jewelry. Practitioners of this craft are often hired as assistants by Blacksmiths.

* Lyrical Magic

- Lyrical Magic is magic which works in tandem with the practitioners voice. This magic is most commonly an affinity of Faeries and, to a lesser extent, Nymphs. It is very rare to find it in any other humanoid race, but it does happen occasionally.

* Mind Magic

- Mind Magic is taboo, as it is used to directly influence and change the thoughts and emotions of the target. It is forbidden in all magic circles, as is Blood Magic. Anyone caught using it is imprisoned immediately, and their fate decided pending a thorough investigation of their life and the circumstances surrounding their use of the Magic.

* Alchemic Magic

- Alchemic Magic, or Alchemy for short, is the art of transmuting one form of matter into another. For instance changing a mere stone into a bar of gold. It is a complicated and potentially dangerous form of magic if used improperly or for nefarious purposes.

* Seed Magic


- Seed magic is a form of magic utilized only by Faeries and Nymphs (and Dragons). It is used to call upon Nature to aid them in times of need. Tree branches reach out to scratch and stab at enemies. Vines wrap around and ensnare enemies. Animals will attack enemies. Etc.

* Calling Magic

- Calling Magic is used solely by Mermaids (and Dragons). It is magic which acts similarly to Lyric Magic in that it relies on the user's voice. It can be used to call upon the aid of the creatures of the sea to aid the user depending on the kind of song which is used to call them. They can be called to help distract enemies, attack enemies, or just rush the user to safety as quickly as possible.

** Teleport Magic

- Teleport Magic is usable only by Dragons. The user is able to create various Teleport Circles wherever they know they'll be spending a lot of time and freely travel between these Circles.
 
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