Post by ETERNAL on Jun 18, 2012 3:55:15 GMT -7
MAGIC
ITS OUT THERE...
Magic is everywhere in the realm. However, not everyone uses it or are born with it. Sorcerery, has there own specific duties and rituals. Magic is in the plants, animals, the space around, and yes even inanimate objects. There are many levels of magic from the very basic to advanced. Many of the inhabitants believe that magic was granted to them by the gods. It is seen as powerful, majestic, and mysterious.
Below are the branches, classes, and powers of Avalonia. There aren't many now but if you have suggestions please leave a note with your name, type of magic, and short description of what it does and we will see about adding it to the list of magic.NAME: Username
MAGIC: Name of magic
DESCRIPTION: Describe what this magic can do, be as detailed as possible!
PRICE OF MAGIC
Magic has its restrictions. To use magic it must be pooled from somewhere, that somewhere usually is the energy around, plants, animals, or other objects. Magic can only be tapped so harshly for so long. The art of equivalent exchange applies to most magic. If it is over used or is cast before they're ready, it either can burn them out temporarily, permanently, or kill them. Magic is a privilege not a right, though some would like to think its a right. Take heed when casting spells, and follow any spell through to its finish. Because whats worse than trying to handle a spell that's above ones grade, but handling that same spell and not finishing it could be fatal.
BRANCHES
SORCERER
Sorcerer is the generalized term for magic user, much like Jedi is used to generalize those who can use the force in Star Wars. They are wielders of the arcane and divine magic. Magic can be either inherited, or it can be learned. Each Sorcerers talent is direct to a specific task though, much like the way a Jedi has sub classes to being what they are. Sorcerers tend to use all there mind over just a tenth of it, but with focus it can be directed to a specific area of magic.
Witches specify in nature such as animals and plants, potions, divination, astrology, and seasons. Many are healers, dream weavers, seers, and potions masters. They are into the earth a lot and tend to enjoy speaking to plants and animals. Witches can be very fickle though, sometimes what you think you want or need isn't exactly what a witch might think you need.
Wizard
Wizards specify in alchemy, spell work, artifacts, manipulation, and knowledge. They are recorders, Ambassadors, Diplomats, and Advisers to others. There knowledge is very vast, which makes them seem very wise even at a young age. Wizards can cast lasting spells that are powerful, but it tends to drain them after they are made for some time especially if they haven't had time to train with it, each spell they use goes in degrees the most.
Mage
Mages are elementalist by nature. Whether it be learned or divinely given, element wielding is very powerful. Battle Mages are considered the warrior of the field. Any and all elements are at the tips of there fingers.
Mancer
Mancers tend to command things to work for them. If in battle they are part of the bulk of the garrison. There are many forms of mancy, necromancy (dead), animancy (animals), elemancy (elements), floramancy (plants). Mancy requires spell work over the mages elemental natural ability, but the advantage of a mancer is that they can wield more than just elements and if they know how to command it well enough can gain a daemon (totem counterpart in the form of some creature) out of it.
Warlock
Warlocks are specialized for battle and wielding exotic weapons. They have terrific combat skills. They tend to be at the front of any battle or war, leading garrisons into battle. In any case they are dangerous to entangle with on ones own.
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RANKS
THE PATH
The ranking systems similar to the rider ones. Both Sorcerers and Riders have initiates up to elders in there Orders.
Grandmasters are the head leader of the order. They tend to oversee everything that goes on below them and make some of the toughest decisions.
Elder
Elders are those that sit on the council. The only thing that really makes them elders over masters is that they have heavier responsibilities. Usually Elders are older, wiser, and more experienced than younger masters.
Master
Master are those that take on an apprentice. They teach the ways of magic. They are the mentor until the learner becomes of age to ascend to magic hood.
Sorcerer
Sorcerer is the classification for a full fledged person who has passed the trials and tribulations of being an apprentice. Usually there sub class is prefix before there rank, for example Mage would be the prefix for Sorcerer and would look like Mage Sorcerer. However, most of the time they are called just by there sub classing unless they do not specify a class, then they are just Sorcerer.
Apprentice
One who is learning under a master. They go everywhere with them and learn first hand magic they wouldn't learn in a classroom.
Initiate
A term coined phrase made by the sorcerers themselves. Initiates are those that are still learning in a group setting and do not have a specific master.
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MAGIC TYPES
BEYOND WHAT YOU SEE...
Magic, whether the people of Avalonia know it or not is a part of everything in the world. From the plants to the animals to the people that walk and breath the air around them. Yet as said not everyone is blessed with the gift to tap these natural resources of energy. While some can only specify to one particular sector of magic alone. Below are the types of magic
Physical powers are ones that can be outwardly notices. The common traits of physical magic is Speed, Strength, Stamina, Agility, Hearing, Taste, Touch, Smell, Sight, and the ability to self heal quickly. A person who learns these can withstand many things. It also gives them a physical advantage to those who are heavy casters instead.
Mental (psychic)
Mental powers are those that are inwardly seen. The common traits of psychic magic is telepathy, telekinesis, hyperkenesis, visions, mind control, protection shields, and touchkenesis. Mind tricks and invisible actions are most of what the mental query holds. Those who can master the psychic are masters of the mind. Those that use these powers have high mental focus. This also help in the art of non verbal incantation if used consolingly with another power.
Elements
Elemental powers is the tapping into the mana of the the world around. The common elements are earth, fire, water, and air. Some known sub elements of those are electricity, acid, shadow, energy, dark, light, and astral. Elements on there own are hard to control, but with practice a summoner of them can master many things including up to weather if they are strong enough, earthquakes, eruptions, floods, and storms.
Meta
Meta powers are one of the hardest things to master, the metaphysical plane. Time, space, pane walking, teleportation, manipulation, astral travel, and dream control. All of it is unlearning what has been learned. Its very powerful magic and can only be wielded by the most patient and strongest of magic users. It takes years for most to learn what very little few special ones can learn instinctively.
The art of being able to walk the many planes of existence beyond ones own. From the realms of Shadows to other worlds. It is a very powerful ability and should not be tread lightly.
MANIPULATION
Manipulation is different that illusion. The difference is that manipulation physically alters the object, while illusion just mentally does it. A rock can become a goblet, a feather a leaf, etc. It's all a matter of concentration. This power is helpful when stuck in dungeons.
TIME/SPACE
The management of going back and forth through time and space. Its energy consuming, but it is doable. Though most should know better than to change anything of the past or try and for gone conclusion a future. If it's meant to be traveled to, the in between that is, there has to be a good reason to back it up.
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Mancy
Mancy is a larger branch to may. There are different forms of mancy out there, and some are more dangerous than others. Necromancy is the art of bringing the dead back or controlling chaotic beings of uncontrollable power. Animancy, or better known as Beast Mastering, is the art of summoning an animal or group of animals to ones bidding. To be a Beast Master though, one has to learn the art of talking to the animals first. Many Beast Masters choose one animal to be there daemon for life, that one creature tends to live longer than a normal one. Elemancy, is the form that is similar to that of a mage, the only difference is, is that they focus only on one specific element over wielding them all and they aren't as strong as a mage would be. Floramancy, also could be known as Plant Manipulation, is the art of calling upon plants to aid in ones work. Many Floramancers are Tree Talkers, talking with the green men amongst forests. They can make vines come to them, make plants grow from nothing, and summon great walls of grass that could be taller than a man.
Blood
The other most dangerous set of magic. Blood magic is like a seal-able bond that can never be broken unless the right counter is made or if the person putting the victim in danger is killed for some reason. Blood magic is very powerful, it allows many rituals to have a stronger effect and can make artifacts withstand-able to many magic castings. Used in the right hands blood magic can do some good things, but in the wrong hands it can raise legions of chaotic things that could destroy a nation.
Shifting
The art of shifting is not easy, but it isn't the hardest thing to learn either. First one has to have the creature they will become. Most of the time this creature is found in vision quests, dream walks, or is felt through meditation. Not always in ones shift form there animal totem or spirit guide, but in most cases it is. After finding out the creature the person would then have to take pain staking weeks and or months to learn the art of the shift. First it starts off as a partial shift where one only get some traits of the creature. Then it goes into a full visage of the creature upright. Lastly at the end of the training the shifter takes the animals full form, but only for an hour or two. Over time the shifter will learn how to shift more often. However, the side effect if not taken into consideration is getting stuck at any one of the points permanently. It is not advisable for a magic user to go more than a week in shifter form until they gain enough experience.
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