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 | + | |
- | < | + | < |
- | Affinities may have unique side-effects | + | Also, despite debate |
- | The best way to connect with particular magic and gain an affinity for it can range from where one was born, their race or species, and any already known schools | + | ===== Different Planes |
- | * **Location: | + | Due to the inherent power and theory |
- | *Such examples include that living on a world of mostly vast oceans will naturally open affinities towards | + | |
- | *While it also explains while hell-creatures and demons have natural affinities for dark, fire, and earth-based magics but are widely weak to their opposite counterparts; | + | |
- | * **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 as a dwarven counterpart whose race has a natural affinity for the earth. | + | |
- | * **Latent Affinity:** Knowing one school | + | |
- | As such it is common for your character to have an affinity | + | And everything |
- | == Double Affinities == | + | These plains of existence are extremely complex and hard to detail. But some mages either draw power from them, explore them, make pacts with the beings from them, or even summon from them into our plane of existence. |
- | It is not uncommon for a race or person | + | |
- | === Mana and Cores === | + | |
- | Each and every living | + | The most powerful |
- | The core is the source of ones mana they can draw on and works much the same as a muscle; Where flexing it constantly with use by performing magic will keep it in prime shape and constantly overexerting it through more powerful magics will at first drain one considerably and leave the caster fatigued, but over time and with enough | + | Despite their title as gods, and their overwhelming powers |
- | //A mana core can be damaged if too drastically drawn upon by magics beyond ones affinity and skill level, and even by backlash from magical attacks//. | ||
- | === Magical Circuits | + | ===== Examples of Magic ===== |
- | The body and soul are linked to a mana core with what are called //magical circuits// these are both literal and figurative veins and channels where mana passes through from the soul to the body and then a point of contact when casting. These circuits act much like a hose and nozzel where mana is channeled and then funneled out precisely. | + | Some nations specialize in their own types of magic, here is a section for them. |
- | //Mana circuits can be damaged or even burst if overtaxed. Treat them like a hose filled with water that when backed up can burst//. | + | ==== Hyborea Free States |
- | + | ||
- | ===== Schools and Types of Magic ===== | + | |
- | There are currently X known types of magic that fall under 4 schools of magic. | + | |
- | + | ||
- | The current schools of magic are: | + | |
- | * **Elemental: | + | |
- | * **Nature:** (Dark, death, light, life) | + | |
- | * **Deep:** (Blood, spirit, tribal, arcane) | + | |
- | * **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=== | + | |
- | Fire magic is powerful and very self-descriptive magic. It is the ability to manifest, alter, wield, or use fire from mana and spells. It is arguably the most destructive focussed of the elemental schools of magic due to fires' ability to only destroy and never create. | + | |
- | + | ||
- | Having an affinity for fire means most mages will develop resilience towards heat, and that their magics will be stronger in hotter and more fire-aligned areas such as deserts, volcanoes, etc. This does not make them resistant to fire altogether contrary to popular belief and many older and experienced fire mages have their share of burn scars from being reminded of this in the past. An afinity for fire is usually gained through living in hot climates such as deserts or near sources of intense heat or residual fire magics such as a volcano or lava flat in the case of the former and an area saturated with residual fire magic such as the site of a great fire in the case of the latter. | + | |
- | + | ||
- | Control, discipline, and restraint are extremely important to a fire mage. Unconscious, | + | |
- | + | ||
- | Fire mages are often called // | + | |
- | + | ||
- | <nspages magic: | + | |
- | + | ||
- | ===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=== | + | |
- | ===Arcane=== | + | |
- | ==== 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 to see what cannot usually be seen 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.1635736186.txt.gz · Last modified: 2021/10/31 21:09 by char