Overview

Light

M.A.R.C.Y.
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@CelticSol holds the same level of ownership I do.


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Powers aren't useable regularly. Within all those whom have powers there's a secondary system of power that flows within them. With the lack of it in every being, people are unable to use their powers. Though if they receive an injection of the power source their body runs off of, this gives them the temporary ability to use their powers once more until it runs out. For specifics on each type of power source look to the post below. Also the energy sheet will be arriving soon if you want specifics on that since Energy is a power source choice as well. Rules: No sexism, racism, or offensive comments that could hurt others outside the roleplay. When you're about to make an attempt at a character's life, you must put this at the beginning of your post. ( ! ) You are to use this only when your attack is intended to be lethal and if they don't make the right move to escape the death threat then you can make the next move to kill the character the next post. It's basically a warning before you just kill someone's character. Age range is from 12-18 for characters in the main expedition. The current state of this roleplay is a twenty years timeskip from the previous generation. The future arc begins on page 428, post #11. Though it is mandatory to read the first post since it is the plotline post for the future arc. All known realms consist of. The Mortal Realm: Earth with more land and magical influence. Humans and the supernatural coexist. Other realms will be revealed. Credit goes to @CelticSol for making the mana sheet as well as world building throughout the plot. Credit goes to @LokiofSP for the Energy sheet and the idea of Dark Mana. Credit goes to @LokiofSP for the parasites. A big thanks towards @Tazmodo for assisting me with the antagonist plot roles thus far throughout Dragon's Roar. A big thanks to @GingerBread for yelling at me enough times to get my stuff together and for coding the mana sheet. Any other forms of credit you feel you deserve should be taken up with me over PM.


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Magic in the World of DR



(If your character uses Energy as a power source, this does not apply to you)

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Biology



Magic gives it’s users the ability to manipulate, alter, or influence their surroundings or the people around them. The system vaguely resembles the cardiovascular system, with veins and arteries that circulate mana through the body. The system is not controlled and regulated by an organ, but rather by a small vascular node at the base of the skull that keeps the flow of mana steady and even throughout the body. Nerves within it are attached directly to Primary Motor Cortex (M1) in the frontal lobe of the brain, allowing for this system to be cognitively used by it’s user as if it were just another muscle.


Unlike every other system in the body, which can be wounded by attacks and monitored by equipment, this one has evolved to be extremely self protective. Since a single leak of mana into the body could have disastrous consequences, it had adapted so that, if punctured, the mana within seals the wound almost instantaneously, so there is such a minimal amount of mana lost that it can be filtered back into the veins. The system’s layout is rough and constantly changing based on its use, and the system has adapted to become invisible to technology. There are few people capable of viewing it; those who hold the Witch’s Eyes (which, despite it’s name, is not an ability that all witches possess), and master healers whom required decades of learning for even a glimpse.

Mana





These ‘veins’ of magic contain something known as mana, a mysterious substance that powers magical abilities. In it’s natural state within the body, mana is very potent and liquid, but very difficult to extract from the body; due to it’s unique chemical makeup, mana reacts with O2 or CO2, and will chemically react and change into a transparent gas. Even after death, the body of the mage releases chemicals which quickly break down the mana within the body, rendering it useless. This makes it very difficult to extract any mana from a living source. Though still extremely complicated, crafting synthetic mana (which is much less potent) is usually an easier option than trying to draw out natural mana.


Depending on heritage, species and how long mana has been apart of specific genealogy dictates how much mana is allotted to an individual and how potent that magic is. First or second generation human mages are typically weaker than a seventh or eighth generation human mage (though there are lines of mages that go back by several millennia). Typically, magical beings are allotted a much higher amount of mana than humans, because their existence is more based around its existence. There are a number of exceptions to this rule, but it is more common for a fae or a demon to hold more magic than a mortal human.


There are a number of different manas, rated by the average quantities in its users, its potency, and it’s danger:


Mana Type Quantity Level Potency Risk
Mana1 Varied (Typically Moderate) Medium Stable; low risk
Witch Mana Moderate Very High Unstable, dangerous when used irresponsibly; high risk
Carnage Mana 2 High High Extremely unstable, difficult to use and even more difficult to control; extreme risk
Deity Mana High Highest Undefined; it's risk depends on the stability and skill of the user that wields it.
Dark Mana (Informally: Black Magic) Moderate High As powerful as it is unstable, resulting in the decay of the mindframe and body of it’s user; high, inevitable risk
Corruption Mana 2 Varied High Highly unstable, corrupts the mind and body of the user if used in excess; extreme risk
Nature Magic Dependant on location, as it draws power from nature (i.e. proximity to large expanses of forest, the ocean, etc.) Moderate Used primarily by Fae creatures (i.e. nymphs, faerie, dryads/druids, etc), this magic, stability dependant on the state of the Fae’s environment; low risk


Mana is the most common type, as the grand majority (making up more than 399.77% of mortal realm mages) being born with it, or using it, with the rest of the aforementioned manas making up the rest (0.23%).


Witch Mana is rather peculiar, in comparison to other magicks; it is exclusively passed on through genetics, and will often only pass to women (over 95% of witches are women). As Witch Mana is identifiable as a recessive genetic trait, only 7 million mortal realm mages hold witch mana within their veins.


Corruption Mana, Carnage Mana, and Witch Mana are all considered Sentient mana. Unlike any other type of magic, they hold individual consciousness from their host, and have individual will from the Host using their magic. Despite their shared ability of sentience, all these manas are, like their consciousness, unique from each other.

  • Unlike the other two, the Host of the Witch Mana is not the only person who can use Witch Mana. As mentioned above, 7 million other mages share the ability of Witch Mana, although the Host is given more power and influence. Current host: Isabella Cipher.
  • Carnage Mana selects only one Host and allows only the Host to use it’s abilities. Current Host: Isabella Cipher.
  • Corruption Mana is unlike either Witch or Carnage Mana, in the fact that it is, at its origin, not magic at all; Corruption Mana stems from a deity named Sanctum, whom resides in the Abyssal Realm. The Host selected is, besides Sanctum himself, the only one capable of using Corruption Mana without being killed by it. Current Host: Jacqueline Sapienti.



1Regular mana, while stable in theory, is extremely responsive to the way it is used. Through the frequent use of dark magic, a mana may be tainted and develop into dark mana.


2Mana marked with a ‘2’ are considered Sentient, with only one or few users at a time. In order of most users to least; Witch Mana, Carnage Mana, Corruption Mana.


3Note: Supernatural beings were not counted in this census, as they typically become outliers and reduce accuracy in studies.

Talents





There are some mages who are born with almost supernatural inclinations to certain branches of magic. While some may write this off as just quick learning or talent, there have been cases of young children using specific branches of magic easily, without prior study or education. People bearing talents are typically more powerful than other mages, and tend to gain mastery over even the most difficult of magic much faster. There is some correlation with genealogy; powerful mages specializing in certain magic(ks) tended to pass an affinity for said magic(ks) to their child(ren). However, that is not always the case - sometimes children will gain these talents from non-mage parents.




Defects





The system of mana is constantly changing, adjusting and adapting to the way the user utilizes it. However, this trait also allows for a vast array of health issues and defects to occur - if the balance of mana within the body is disrupted, the user is at a high risk of either of surplus or a deficiency of mana within their body. While the mana usually will eventually stabilize itself and return to a normal count, there have been times where the instability caused permanent damage, and a mage was either irreversibly weakened, or faced too much magic than their body could handle. The latter had two possible outcomes; either the patient would suffer from overflows that were dangerous both to them and the people close to them without treatment, or the patient would contract mana poisoning and die.


Treatment options are slim for people with unstable manas. Normally, physicians have to hope for the best - it’s too dangerous to inject a deficient patient with mana in the chances that there’s a spike, and surplus patients develop mana faster than it can be taken away. Typically, surplus patients with an excess mana pool lasting more than a year must decide whether or not to undertake a sealing ceremony, where a portion of their mana is sealed away permanently.


DR examples of deficiency; Jacqueline Sapienti, born without any mana within her body.


DR examples of surplus; Isabella Cipher, born with a dangerously high amount of potent mana and has suffered from various dangerous overflows.


Illegal Magic





Cities, provinces/states, countries, and even entire realms have banned certain forms of magic from being practiced, with punishments ranging from jail time to execution. The most widely illegal form is magic dealing with death - notably, necromancy. The magic is illegal through the Laws of Nature, as it interferes with the cycle upheld and regulated by Death. As many establishments of law enforcement - magical or otherwise - tend to follow the Laws of Nature, certain branches of necromancy are illegal in all realms but the Abyssal Realm. Necromancers are immediately labeled as maleficarum, and are often hunted by Witch Hunters, law enforcement, and if the situation has gone out of control, sometimes even Death himself. Generally, necromancers are killed on sight.


Death magic, although equally lethal, is not illegal in the eyes of Death as it does not interfere in the cycle of Life and Death. In the Mortal Realm, the practice of death magic is strictly forbidden and will result in immediate prosecution if found to be practicing it, as murder is tied into it. In the Supernatural Realm, death magic is discouraged but is widely , if secretly, practiced. Many law enforcement will turn the other cheek if someone is found to be using it unless there is homicide involved, and due to the illegal nature of the magic, it is not formally taught by teachers of magic. If found to be practicing death magic, mages face incarceration and potentially execution.


Within the some countries, including but not limited to Britain and its colonies, the European Union, Argentina, the Kingdom of Valhalla, and some states of the U.S, blood magic in any form is forbidden. In the eyes of the Church (Catholic and Christian), Islam, and Judaism, any form of black magic or witchcraft is a sin and will condemn them to Hell in the eyes of God/Allah. Some churches do not tolerate magic at all, and will persecute mages.


 

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