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guide:magic_guide [2021/10/31 21:25] charguide:magic_guide [2022/01/30 22:04] (current) – [Remanant Conglomerate] charaa
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 <note important> <note important>
 This guide is unfinished. Everything is subject to change~ </note> This guide is unfinished. Everything is subject to change~ </note>
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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 even as the tiniest spark. 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. 
  
-Such information eludes that //Magic// as a term and descriptor is just a surface-level description for a complex and intricate series of interconnected of elements and forces that when under the right conditions create much of the effects and elements that we know today as //"Magic"//+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 //"Magic"//
  
-As such there are //many// different branches, schools, and styles of magic; Some overlapping, complimenting or complicating each other in their use. These magics are as varied and different as the many space-faring peoples and are even sometimes unique to them.+As such there are //many// different branches, schools, and styles of magic; Some overlapping, complimentingor complicating each other in their use. These magics are as varied and different as the many space-faring peoples and are even sometimes unique to them.
  
-==== How does one "learn" magic? ==== 
-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, and their affinity for it are three different subjects.+===== 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 //feeling// the echo of the latent magic in the potential mages core and what magical affinities it resonates+The concepts of magic and science or technology are widely anathema to one another. While it is possible for these two concepts to co-exist or even merge with one another in the case of steampunk-style civilizations, the [[shards:ndc]], and the like. It is widely found that to lean heavily into one side will often see the loss in aptitude from the other
  
-=== Affinity === +This can be constructed as many things ranging from the intervention of cosmic beings or forces to 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 peopleThis also adds that races and peoples more inclined to technology are found on worlds where there is very little latent magic, and that all the magic in their history is in tales and legendsWhile more magically inclined peoples are found on worlds and plains where there is higher density which allowed the founding and discovery of magical formations and constructs, and that circuitry and batteries and radios and advanced forms of technology are non-existent in those forms but instead subsidized by magical counterparts
-Magical affinities are complicated subject kept short in this partAffinities are how much connection an aspiring mage has towards their chosen branch(es) of magic, and how the connection was established. Affinities allow an element to be preferred by and come easier to an aspiring mage, while also causing them to struggle with or shy away from othersThere are a variety of factors that affect which Elemental Affinity a person develops, but some are known to be: the location(s) they spend most of their time in, and train in, personality, the influence of others (a relative’s affinity may be passed down), experiences, etc. Likewise, once acquired affinities have the potential to affect a mages' mannerisms, personality, and behavior, as well as physical responses.+
  
-<note>Mages may have preferences towards several magic elements, but each mage exclusively has only one primary affinity that suits them best—having multiple affinities mage is proficient in is entirely unheard of. Even the greatest of mages with multiple schools of magic they practice is most powerful in one of them above all, and noticeable less proficient in the rest.</note>+<note important>Your nation or people can be technologically inclined and still have magic and vice versa. It's more that you should either have specialty in magic OR technology and stay in that lane for the main aspects of your nation or character.</note>
  
-Affinities may have unique side-effects on their users depending on how much they act on this affinity and the strength of an individual’s magic and how much they resonate with their magics. A good example is the impulsiveness of fire mages, the compassion of life mages, the unsettling dread aspect of death mages, the obsession with not only the craftsmanship and technique of their magic but also how earth mages hone their body, and the mental prowess and intellect of thought mages.+Also, despite debate on the subject **Magic does not cancel out most any types of technology, and there is no known way to technologically cancel out magic completely. Anti-magic and magic acting as a kind of anti-tech EMP should only exist and be used for reasons of RP, and not as a means of cheesing or meta in RP between nations or player charactersThis setting is RP by consent, and you cannot simply decide to impose such a concept onto another roleplaying party**
  
-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 of magic. +===== Different Planes of Existance =====
  
-  * **Location:** Being born or living in a place with a high mana/magic density can naturally charge the body and core and open up latent magical circuits within the soul to more readily accept magic and its use. The location will also drastically limit one to their affinities.  +Due to the inherent power and theory of naturethere are other planes of existence beyond our ownRanging from abyssal and hellish plains where the average inhabitant is some kind of demonto angelic cloudscapes with diving beings of incomprehensible forms.
-    *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 for fire or earth due to the lack of exposure.  +
-    *While it also explains while hell-creatures and demons have natural affinities for darkfire, and earth-based magics but are widely weak to their opposite counterparts; Light, life, and holy magics which they are never exposed to and never gain an affinity for. +
-  * **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 of magic may close one off to anotherKnowing fire-based magic may close one off from understanding or even using water-based magics due to their opposite natures and how drastically different their motionsincantations, and even outputs are from one another.+
  
-As such it is common for your character to have an affinity in a select few schools of magic due to their species, upbringing, and experiences that will have opened them up to learn these schools of magicThe more magic they try to learn across several different schools of magic, the more they will have limited their potential and lowered their affinities across all other types.((Please dont make a magical Mary Sue. Pick a branch or two and specialize in them~))+And everything in between
  
-== Double Affinities == +These plains of existence are extremely complex and hard to detailBut 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 to have a //double// affinity for an element or school of magicThis is often in cases of race-specific traits such as water mages from oceanic or underwater worlds having a stronger affinity for water magic, or those who live underground having stronger ties to dark or earth magics +
-=== 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 racesor 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+The most powerful and dangerous of these being are //Gods//, for lack of better descriptor. These are often the oldest and most powerful of their kind and have powers and magics capable of altering reality as we know it. These beings can range from human-sized beings with deceptively powerful abilities who are incredibly hard to kill, to almost planet-sized beings who travel the cosmos and feed on the psychic energies of entire planets of living beings
  
-The core is the source of ones mana they can draw on and works much the same as 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 practice and moderation will strengthen and enhance the mana core making it easier to cast and expanding the reservoir of mana one can call on.+Despite their title as gods, and their overwhelming powers they //can// still be killed just like anything else in creation. You just need //big enough stick//
  
-//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:** (Fire, earth, air, water) +
-  * **Nature:** (Dark, death, light, life) +
-  * **Deep:** (Blood, spirit, tribal, arcane) +
-  * **Thought:** (Mind, time, illusion) +
-  * **High:** (Conjuration, divination, gravity, void/space) +
-  * **Enchantment:** (Enchanting, rune) +
- +
-==== 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, emotion-influenced, impulsive, or reckless use of this power can be catastrophic and will often leave the fire mage or others near him harmed or killed. It is arguably the hardest to control of the basic element magics. Failing to learn to contain the inherent urges of their element can more often than not cause mental instability and pyrotechnic tendencies; Often leaving inept fire mages ostracized by most societies due to their quick tempers and even quicker +
- +
-Fire mages are often called //Pyromancers// or //Red Mages//. They are often influenced by their element to be, for lack of a better term hot-headed, impatient, or short tempered. But are not always the case.    +
- +
- +
-++++Examples of Advanced Fire Magics|    +
- ++++ +
- +
-<nspages magic:spells:fire: -r -h1 -textPages="List of Known Fire Spells" -actualTitle -naturalOrder -nbCol=2 -exclude -hideNoPages> +
- +
-===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/Void=== +
-====Enchantment==== +
-Enchantment as a whole is the ability to create, alter, mark, or influence using the soul. Be in empowering items with enchantments, or powering and emplacing runes or sigils it is a very complex but powerful magic and widely considered to be the most enduring and long-lasting. +
-===Echanting=== +
-===Rune=== +
- +
- +
-===== Magic and Technology =====+
  
 +==== New Dusk Conclave ====
  
 +[[nation:ndc_magic]]
 +==== Remanant Conglomerate ====
 +[[bts:augur|]]
  
 +==== United Alliance of Neutral Systems ====
 +[[nation:uns:magic_system]]
 ===== OOC ===== ===== OOC =====
  
guide/magic_guide.1635737103.txt.gz · Last modified: 2021/10/31 21:25 by char