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Magri & Elements; Powers of RM
Topic Started: Jul 20 2011, 12:18 PM (216 Views)
Aedyn Karix
Administrator
The lands of Fynrir are vast and much of the world is still s mystery; keep this in mind as you read on. Bellow you will find a list of the elements in current existence as well as a little about them. Also on this page is a list of the Magri types and explains what Magri is. And finally on this page is a description of the Elementals. Enjoy.

side note
 
You are not limited to the magics, classes, and ranks on this page. If you would like to apply with a different type of magic system you may do so. Be sure to fully explain, in detail, what the magic/abilities your character can perform in your character application. Akema or Aedyn may ask you to change or tweak your ideas a little to fit the Fynrir realm, but it is rare for us to completely reject an idea. Also once the idea is accepted it will be added to this page. Thank you.
Edited by Aedyn Karix, Jul 26 2011, 04:24 PM.
 
Aedyn Karix
Administrator
A word on Magri

♦Magri:
 
Essence that is currently running rampant throughout Fynrir. This essence shows in the form of the elements in raw form. There are several ways in which to conduct these elements, or Magri ; Summoning, Alchemacy, Necromancy, Beast-Walking, Bending, and Binding. Bellow you will find out about each of these conductors and about the elements.


Elements
First lets go over the elements


Base Elements

Fire: Fire is the energy that moves the world, its energy burns to the touch of those not aligned and is one of the more destructive elements. It is also much harder to control sometimes turning on the one performing the magri. Many who control fire have their fair share of burns to prove it.

Water: Calm at first but violent when needed. Water like its counter Fire is wild and sometimes not so faithful to the user, however unlike fire water can be a little easier to predict and avoid. Water can be tame and it can be fierce.

Earth: The most vast and easily found element in Fynrir, earth can heal small injuries and wounds (cuts scraps bruises) and earth is the easiest to control. However, earth has also been known to back lash on users who miss use it.

Air: Playful and mischief air tends to be a little crazy. Sometimes it works the way you want it to ... other times it does not. Air users will find this element is a little hard to hold onto and for obvious reasons. Sharp intellect and a quick study is what it takes to control the strange air element.


Sub Elements
Amber: hot like its Base Flux, fire, but not nearly as harmful. Users will find that amber has a little bit of an explosive conduction to it. Creating pop crystals that have interesting effects to Amber Dust which burns on contact and is more than a slight irratation.

Lava

Lightning

Current

Fauna

Crystal

Flora

Ore

Lava

Mist


Lawing Elements

Shadow

Light

Spirit






Edited by Aedyn Karix, Jul 26 2011, 04:34 PM.
 
Aedyn Karix
Administrator
Conductions of Magri

♦Binder♦
 

-A binder is able to bind elements into objects. This can be anything from a simple light stone, or as advanced as a weapons master. Binders cannot summon the elements though. Normally they will live near a vent cluster were the elements raw form pools. However, some binders are able to sense element storms or fluxes and are pretty much like storm-chasers in Fynrir. Binders are normally aligned with 2-7 elements on the same side of the element spectrum. However, there have been occurrences when a binder has only had 1 Element in which they are aligned, and sometimes only two elements from opposing sides of the spectrum.


♦Bender♦
 

-Just as its name states Benders, bend the natural elements into shapes, and can do practically anthing with their element. Normally Benders only have 1-3 elements in which they can control. The fewer elements they control the strongers they are, and elements must be from the same spectrum or aligned elements. It is Rare for a bender to control opposing elements (you must have permission for opposing elements private message Aedyn/Akema) Benders do not need a vent to use the elements, but can bring them from the area around them. This meaning if you are in a desert and you’re a water Bender it will be harder for you to use your Magri.

--Normal Example Benders
♦ Fire : Base Power ♦♦ Lava, Ember: Sub Powers
♦Water : Base Power ♦♦ Earth, Flora :Sub Powers
--Permission Needed Example Benders
♦Fire : Base power ♦♦ Lightning: Sub Power, ♦ Water :Low base power
♦Air : Base Power ♦♦ Earth : Sub Power ♦ Fauna ♦ Sub Power


♦Beast-Kin♦
 

--A strange conductor of Magri that is less appearent. Beast-Kins can control creatures that they are aligned with and seem to have a bond with a set of creatures can control them (then horse whisperer). Many of the Beast-Kin are trainers for the Mounted Knights from either side of the war. Some of these clans have taken to traveling back and forth across Fynrir training only for the highest bidder and take no side in the impending war. Many of the Beast-Kin have animal characteristics and are aligned with certain groups of creatures. For example Dragon Skins can tame anything reptilian in nature such as, dragons, wyverns, great serpents Lupi canines, dire wolves and hell hounds. Falcri- birds, gryphons, and phoenix. Sabres- felines, sabers, and mountags. The Beast-Kin choose to do battle from their mounts and normally only have 1 bond for their entire lives. If their bond dies they tend to become trainers never binding again. They can control only 1 element, normally the same element as their bond. (ask permission for multiple bonds max number of bonds is going to be three though)


♦Alchemy♦
 

--This is a little more tricky. Alchemists can do little with raw elements, maybe a burst of air here, a slice of ice there, but they can harness all of the elements. Their power lays in their creations. Being able to build things with their minds and using the raw elements to power their creations. They can conduct any of the elements but not for long periods of time, so they bind the raw energies into new weapons, powerful mechanics (think steam punk, droid bots etc) and each Alchemist must live with equal exchange, and learn runes for their work. Normally an Alchemist is limited by the amount of time + the amount of energy they have. Also most Alchemists can only conduct 3 raw elements at one time. (Ask permission for being able to conduct up to 5 at once)
--Example of Alchemy: conducts Fauna, Lightning, and Crystal created hand sized gauntlet sling shot that shoots electrical blasts.


♦Summoner♦
 

--Are the opposite of Alchemist. They can see into the Shadow realm (realm of the elements) and their presence can bring out elemental beings and beasts. Summoners are able to create elementals as well as bind them to objects to that they may call upon that summon and it becomes a part of their arsenal. Sumoners can also bind their physical form with elementls for short periods of time to do battle. Summoners are normally aligned with 2-5 elements from anywhere on the Elemental Spectrum. Powerful Summoners can also create new creatures/elementals by bending the raw elements into new forms. (Must have permission for this) Most summoners can only have up to 5 Summons at any time, and their first summon is normally given to them when they start their training normally around thirteen years of age. Summoners also CATCH their summons from the wild (random events will be put into place across the site for summons all summons will be handled by Aedyn and her minions ) Summons will appear randomly on Open threads in which a Summoner may try and catch the summon.


♦Necromancy♦
 

--CURRENTLY LOCKED--
Edited by Aedyn Karix, Jul 20 2011, 12:51 PM.
 
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