guide:magic_guide
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This guide is unfinished. Everything is subject to change~ </ | This guide is unfinished. Everything is subject to change~ </ | ||
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===== Concept of Magic ===== | ===== Concept of Magic ===== | ||
- | Magic exists within each and every living (and even some unliving and living dead) beings in the star cluster. While its origins are beyond debated and are well beyond the understanding of all the star-faring nations of the cluster there is some basic knowledge known to its practitioners and passed on throughout the generations. | + | Magic exists within each and every living (and even some unliving and living dead) beings in the star cluster |
- | Such information eludes that //Magic// as a term and descriptor is just a surface-level description for a complex and intricate series of interconnected | + | Such information eludes that //Magic// as a term and descriptor is just a surface-level description for a complex and intricate series of interconnected elements and forces that when under the right conditions create much of the effects and elements that we know today as //" |
- | As such there are //many// different branches, schools, and styles of magic; Some overlapping, | + | As such there are //many// different branches, schools, and styles of magic; Some overlapping, |
- | ==== How does one " | ||
- | Magic is learned in very different ways. And no one single way is the //right// way to learn or even master magic, it is just the most //optimal// way one has learned to wield a magical art and has passed their knowledge on to disciples or apprenteces to the point where it has become commonplace for them. | ||
- | In reality magic of all kinds is raw and untamed. And there are more ways to harness it both efficiently and otherwise; Making it possible for two different practitioners who are the same in every way, even down to the magic they wield, to be vastly different in the outcome or output of a spell depending on how they learned to cast it, how efficiently their control over their //flow// is, and how raw the magic they have at their disposal is. | ||
- | Magic can be learned by //almost// anyone. But what magic they can learn, their proficiency in that school, | + | ===== Magic and Technology ===== |
- | To test ones affinity is often as easy as holding hands with a mage and allowing them to cycle mana through your body and then // | + | The concepts of magic and science or technology are widely anathema |
- | === Affinity === | + | This can be constructed as many things ranging from the intervention of cosmic beings or forces to a karmic imbalance, to even just a bias towards knowing one thing such as magic while technology is as foreign a concept to them as magic is for a purely technocratic people. This also adds that races and peoples more inclined to technology |
- | Magical affinities are a complicated subject kept short in this part. Affinities | + | |
- | The best way to connect with particular | + | <note important> |
- | | + | Also, despite debate on the subject |
- | *Such examples include that living on a world of mostly vast oceans will naturally open affinities towards the water and wind-based attributes while limiting or closing off ones natural affinities | + | |
- | | + | |
- | * **Race:** Some races are naturally more in tune or have greater affinities for certain magics compared to others. A human mage attuned in earth magic will never be as powerful | + | |
- | * **Latent Affinity:** Knowing one school | + | |
- | As such it is common for your character to have an affinity in a select few schools | + | ===== Different Planes |
- | == Double Affinities == | + | Due to the inherent power and theory |
- | It is not uncommon for a race or person | + | |
- | === Mana and Cores === | + | |
- | Each and every living being in the setting has a //core//. This can be a literal core of crystalized mana in the case of some creatures or races, or a more figurative point in the body or soul where magic is first condensed much like the electrical signals of the brain and then sent down ones mana circuit and to a point of output. | + | And everything |
- | The core is the source | + | These plains |
- | //A mana core can be damaged if too drastically drawn upon by magics beyond ones affinity and skill level, and even by backlash | + | The most powerful and dangerous of these being are //Gods//, for lack of a better descriptor. These are often the oldest |
- | === Magical Circuits === | + | Despite their title as gods, and their overwhelming powers they //can// still be killed just like anything else in creation. You just need //a big enough stick//. |
- | The body and soul are linked to a mana core with what are called | + | |
- | //Mana circuits can be damaged or even burst if overtaxed. Treat them like a hose filled with water that when backed up can burst//. | ||
- | ===== Schools and Types of Magic ===== | + | ===== Examples |
- | There are currently X known types of magic that fall under 4 schools of magic. | + | Some nations specialize in their own types of magic, here is a section for them. |
- | The current schools of magic are: | + | ==== Hyborea Free States |
- | * **Elemental: | + | |
- | * **Nature:** (Dark, death, light, life) | + | |
- | * **Deep:** (Blood, spirit, tribal) | + | |
- | * **Thought: | + | |
- | * **High:** (Conjuration, | + | |
- | * **Enchantment: | + | |
- | + | ||
- | ==== Elemental Magics ==== | + | |
- | Elemental magics are the very basic and easiest magics one can learn due to their high affinities from experiencing them in everyday life. | + | |
- | ===Fire=== | + | |
- | ===Earth=== | + | |
- | ===Air=== | + | |
- | ===Water=== | + | |
- | ====Nature Magics==== | + | |
- | Nature magics are forces inherent to nature such as darkness and light and the concepts of life and death. | + | |
- | ===Dark=== | + | |
- | ===Death=== | + | |
- | ===Light=== | + | |
- | ===Life=== | + | |
- | ====Deeper Magics==== | + | |
- | Deeper magics are high-skill magics that resonate with the soul that reaches beyond the mundane and are considerably complex such as spirit magic that has to do with literal spirits, blood magics, and antiquated but powerful tribal magics. | + | |
- | ===Sprit=== | + | |
- | ===Blood=== | + | |
- | ===Tribal=== | + | |
- | ==== Thought Magics ==== | + | |
- | Thought magics are those that are linked by the processes of the mind and brain and use archaic calculations to perform magics such as mind magics that influence their surroundings and others, time magic which no mortal can conceive, and the process of tricking the mind with illusions. | + | |
- | ===Mind=== | + | |
- | ===Time=== | + | |
- | ===Illusion=== | + | |
- | ====Higher Magics==== | + | |
- | High magics are those that deal with higher and more complex magical subjects such as the advanced magic known as conjuration which can influence matter, the power of divination and reading the possible lines of the future, the power to manipulate the very forces of gravity, and void/space magic which deals with the transportation of matter. | + | |
- | ===Conjuration=== | + | |
- | ===Divination=== | + | |
- | ===Gravity=== | + | |
- | ===Space/ | + | |
- | ====Enchantment==== | + | |
- | Enchantment as a whole is the ability to create, alter, mark, or influence using the soul. Be in empowering items with enchantments, | + | |
- | ===Echanting=== | + | |
- | ===Rune=== | + | |
- | + | ||
- | + | ||
- | ===== Magic and Technology ===== | + | |
+ | ==== New Dusk Conclave ==== | ||
+ | [[nation: | ||
+ | ==== Remanant Conglomerate ==== | ||
+ | [[bts: | ||
+ | ==== United Alliance of Neutral Systems ==== | ||
+ | [[nation: | ||
===== OOC ===== | ===== OOC ===== | ||
guide/magic_guide.1635730985.txt.gz · Last modified: 2021/10/31 19:43 by char