Welcome Guest [Log In] [Register]
Add Reply
Currently Accepted Magic
Topic Started: Sep 22 2010, 09:08 PM (69 Views)
Deus Zaret
Member Avatar
Administrator
This is a list and of magic, along with a short description, and a possible list of requirements for using them.

NOTE: Any Serenian must first be approved by Zaret and Ezekial. Please PM Zaret first for information. This is mostly a formality, but it is because Serenians have a massive racial bonus for magic, and PCs must be heavily plot based.

NOTE: A PC may only be a master of one type of magic, INCLUDING Realmwalking and Voiding.
----------------

Basic Magic Elements.

First off, let's start with where magic comes from. There are three sources in Oediseren, and while similar, have distinct differences to how they are used.
  • Clerical - This is magic such as Luceremancy(Life magic) and Necromancy(Can also be Druidic). This is the most powerful type of magic, but is also very limiting. It deals mostly in healing and reviving or inflicting plagues and raising undead minions. The more faithful one is to his deity or ideology, the more powerful he can be.

  • Druidic - These magical abilities come from nature, and deal with influencing beasts, plants, whether, and one's surroundings. This type of power is limited by how attuned to one is to the area that they're in(yes, a city is considered part of nature relevant to a druid's abilities), and what living things are around for them to use energy from.

  • Personal - The most common and easy to master form of magic. Everyone has energy within themselves - some moreso than others. The disadvantage here is how much energy one has(it can be stored in enchanted objects, primarily gems for later use(does not expire)). Personal Magic tends to be the most easily manipulated because it is simple: it deals with elements and how to change them, create them, and use them. Transmuting is a personal magic, and is the base teaching of all Elemancers. One's power is only limited by how much energy they have, and how much their body can handle using at a time(much like internet bandwith).

A magic user is not limited to one school of learning, and almost all characters have the ability to learn magic in one form or another(unless otherwise stated by lore or divine law). However, a PC cannot be a master Elemancer, while also being able to raise an army of undead warriors. The mind of a wizard is like a book. It can only hold so much magical learning before it can hold no more. The exception being Realmwalking.
----------------

Realmwalking: Ah yes, the very core of Oediseren's multi-planar plot. Realmwalking is a planar magic of sorts, allowing anyone with a basic understanding of how the realms are connected and magical knowledge to transport themselves, and sometimes others, from realm to realm. Planar Magic is a form of Clerical magic that uses no real energy from the mage, nor does it rely on faith.

Realmwalking is usually the first thing a master will teach to a student. However, this is a complex magic that has rules to follow.
  • A novice realmwalker is able to transport himself with no chance of failure. The more people that are brought along, the less chance those people will make the trip. However, no matter how many people go through a Realmwalker's portal, the walker himself will always make it. Master Realmwalkers will never fail to transport up to ten other people.

  • The party must go through the portal first if they're going with. Once the walker is through, the portal will close.

  • Realmwalkers and their party can only travel to one new realm in a day, or open one portal. This does not include Voiding portals(see below). Master Realmwalkers are able to open two portals a day, once during day and once during the night - this doesn't apply to their party.

  • Realmwalkers MUST travel from one realm to the next in order(the order is how they're listed on the board index). They may go forwards or backwards. For example, to go from Halvit to Ishka, the Walker must first go through Geeja, and then on to Ishka. The same is true vice-versa. The end of the list(Realms are still being discovered, you know), is always next to the beginning of the list, like a circle.

  • The previous rule DOES NOT APPLY to master Realmwalkers. They may walk to any realm they wish, without regards to order.

  • Any mage(druid, cleric, *mancer) is allowed into the Mancer's Realm, which is part of the Divine Realm. NOTE: Only dedicated magic users are allowed into this realm. Anyone else will be thrown back to their most previous realm's capital city.

  • Walking is an instant action. A PC will know pretty quickly if they make it to their destination or end up in the Void.


Anyone who fails to make it to the other side of the portal will end up in the void, on a seemingly endless road, surrounded by empty black space. Only a voidist will be able to locate and bring the person back from the void, even if it's themselves(explained in "Voidism" below). Attempting to walk to their starting point or destination(they can, in fact, see the bridge connect to the realms they are between) will take their entire lifetime. Because Void time is non-relative to real-time, anyone who witnesses a failed walker's party member return from the void will only see a new portal open, and the PC walk back out as an ancient looking being before dying a non-reversible death.
----------------

Voiding: Very similar to Realmwalking in that it is a cleric-type magic that requires no faith, but different in what it opens a portal to. The void, firstly, is an endless realm created by gods. It has no parameters, nothing that exists within it can change in state. This plane also has several rules that must be followed.
  • Non-sentient objects(anything that isn't an animal, or hasn't been given sentience through enchantments) are unaffected by time completely.

  • The only way to retrieve an object put into the void is to use a personal anchor, an object that has been infused with the Voidist's energy to keep all their objects in one place.

  • Yes, Other-Dimensional(think Bag of Holding) containers are able to be made. The Voidist must specify parameters when creating the bag, and use his personal energy to make the entire space an enclosed cube in the void. Things put in the bag must be able to fit through the opening - a piano or person can't fit in a hand purse.

  • Sentient things can survive in the void - they will not get hungry or thirsty. However, they will age in real-time, and they will be conscious the entire time.

  • Voidists have the ability to bring a person trapped after a failed realmwalk back to reality. This is only the case if the person(s) involved stay where they are and don't attempt to move from their place. It's best that the Realmwalker has told his party members not to move before they begin.

  • A portal to the void will not stay open indefinitely. It has a 30 second limit, or if the voidist moves more than 20 feet from the portal.

  • Voidists can enter and exit the void as they like. They will always exist in the same exact spot as they entered.

----------------

Specific Magic and Requirements:

  • Elemancy: Elemancy is the basic control over the elements: Fire, Earth, Water, Air. Many times an elemancer will specialize in an element for one reason or another, based on cultural or personal preference, or due to a lack of proficiency in manipulating an element. They may call themselves Pyromancers or Aquamancers or some such, but they are all considered Elemancers. Elemancy uses a mixture of personal magic AND druidic attunement to the elements.

    -Elemancers do not create elements like fire from nothing. They transmute elements between forms using nature-magic(air to fire, earth to water, any element to any other element), and manipulate them using personal magic.
    -Note: Elements transmuted will retain their mass(density and volume) between forms. That is, Fire is less massive than Air, Air less than Water, Water less than Earth. The more or less massive you would transmute(say, Fire to Earth or vice versa), the more energy you would consume, but you would also receive "more" of the element.

  • Sanguimancy: Sanguimancy is blood-magic, dealing with short-lived curses that steal the life and vitality of it's victims. A sanguimancer will use his blood as a bond between his life, nature, and his target. Typically stealing a living thing's energy will lead to a drop-off in energy transferred, up to half of it leaking out of the link and back into nature. The rest of this energy can be harnessed into use for Personal magic, stored in a container or used to refresh the mage's personal store. Uses Druidic magic. Requires that the Mancer knows the name of any sentient being he targets.

  • Luceremancy: This is the power to breathe life into dead beings. Typically, it takes a few weeks for a soul to accept the fact that their life is over, and is able to be revived. However, once this soul has accepted death, they can only be brought back briefly as a non-hostile undead. Luceremancy is clerical magic. If a mage decides to use Luceremancy, he sacrifices all other magical ability except for realmwalking. As with most religious idols, this is due to an exchange in powers, for one, ultimate holy power for all the others. Any being revived this way becomes fully playable again, with all abilities. The body, no matter how damaged, is returned to the condition and full health it had on the day of death. Requires Good alignment.

  • Necromancy: Similar to Luceremancy in it's dealing with corpses. However, instead of bringing the original soul back from beyond the grave, the necromancer creates a basic copy of a sentient mind to use as a template for creating minions. For each minion created, the Necromancer must keep channeling clerical energies, or risk losing control over his horde. This power does not require all other magical abilities be lost; the typical user is evil, and evil gods love power-hungry followers. Requires Evil alignment.

  • Illusionism: Just like it sounds, illusionism is the creation of and control over illusions. Used to hide movements or confuse opponents, steal objects, or progress agendas; anything the illusionist can think of. Typically uses Druidic magic, but also may be personal. Requires a higher intellect. Users tend to have a Chaotic background.
Edited by Deus Zaret, Sep 30 2010, 08:26 PM.
I am the ultimate illusion; the harder you look, the more you try to understand, the less real things will be. I can crush your reality in a second, and then make you question whether what happened really did. So ask yourself, before you confront me, before you beg, are you insane enough yet?

If you're asking what: Whatever the fuck I feel like.
If you're asking why: Because I fucking can.
Offline Profile Quote Post Goto Top
 
Deus Ezekiel
Member Avatar

I'd like to add to Luceremancy that it is additionally the magic of light, and so the ability to create light in darkness is possible, as is the ability to- at the expenditure of a great deal of energy, turn night into day. One can make their skin radiant or turn of lights as well, and even make things that are not alive radiate powerful light.

---------------------------------------------------------------------------------------

Other types of magic include-

Spiritual Elementalism- The staggeringly powerful magic of shamans to commune with the spirits of the realm on which they currently exist and manipulate the Forces of Nature to their will. Lightning strikes where they command, the wind howls in the direction that pleases them, fires rage upward in their wake, downpours drown the world on a whim... this is obviously a highly regulated magic. If you're interested in Shamanism, let us know first.

Cryomancy- A special type of magic that deals specifically with Ice. Whereas Elemancers can channel the elements to a degree, a Cryomancer is a lover of all things frozen. No heat can be conjured by his hand, nor can he manipulate life as a Luceremancer or death as a Necromancer. Instead, he can cover the world in glacial ice. He can freeze the very fabric of reality with naught but his mind, and if he wills it, he can turn the blood in one's veins to ice- a blackhearted murder, but one to be feared and respected. Cryomancers tend to be strong willed, but often icy in demeanor. Sometimes they are very different, though, and care very much about things to the point where they hide their true feelings with stoicism.

Pyromancy- Dealing in the manipulation of Fire, a Pyromancer is red hot in temper and quite often very full of life. They tend to be passionate and even react in a quick manner in situations, and sometimes their emotions get the better of them. The trade in here is that, at the price of being brash and impulsive, their Fire Magic is the most destructive of all magics. The ability to make fires rage up is in their nature, but to make it go away is not. If a Pyromancer let loose and attempted to turn a Realm to ash, very few but the Gods could stop them.

Amorism- A highly underrated style of magic in it's own right. The powerful emotions of human beings are one of their frailest and least defensible attributes. An Amorist can exploit those emotions in a way that most believe impossible. Amorism is a cult on Zenshire, far hidden from the powers that be. A small group of female witches use it to ensnare unwitting men to help them procreate. These women have the ability to dictate the sex of their offspring, and usually only give birth to female children. Because of their tendency to kill their mates once they become pregnant, cultists are referred to as "Black Widows" in the underground of Zenshire. One or two men might know this ability, but that is because of select few of the witches have integrated with society and left the cult behind. To be born a male Amorist is... unlikely, due to the "prophecy" that a male Amorist will be one of the heroes that brings peace to Zenshire... and the witches are fierce worshipers of Ezekiel, using their power to prolong war.
I have existed since long before you were born. I have taken more lives than can be counted, and I will eventually watch you die as well. War is the last reality you will ever know.


Only the dead have seen the end of war-

Plato
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Fully Featured & Customizable Free Forums
« Previous Topic · The Magic of Oediseren · Next Topic »
Add Reply