MagicRP Guide: Made by Nerds, For Nerds

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Greetings again, RPers. As previously stated, Here's the MagicRP guide for our dear Mages of the server. Now before reading, I'd like to restate a statement from my previous guide. I am by no means a staff member of ILoveBacons (was briefly in the past, but that doesn't matter), so what is in this Thread is simply a series of suggestions and not demands. With this being said, please read until your heart's content.
MagicRP Guide: Made by Nerds, For Nerds
Introduction
From the mountains of the ancient city of Arthas, A figure in a ragged cloak wielding a ruined staff came out of hiding. With a sharp mind and book of spells, they travels to Lux, seeking apprentices to learn from their own research. That figure is me, UmbraCorporation, here again to spread my knowledge of MagicRP to you, my awaiting apprentices. In this guide, we'll cover many things like making spells, properly RPing spells, and, most importantly, what exactly magic is in the context of Lux. This guide is going to be much larger than my previous guide and may span through several posts in this thread, so stay tuned. While this is mainly made to educate current and future MagicRPers, those who do not care for it or simply don't know what it is should still give it a read for the sake of knowing what's going on.

What is Magic?
Let's start with the basics. Most see Magic as a word that describes phenomenon that can't be answered for by science. Others see Magic as the alteration of one's surroundings. Both would be right. To me, and to many others, Magic is the practice of manipulating a form of highly mercurial energy referred to as Mana. This energy is produced by many living, artifacts, and creatures born of it. When a being's mana limit is reached, the excesses is released into the environment. While mana is not the sole form of energy used in magic, it serves as the primary source of power for most mages. With training, a magic user can utilize this energy to do many things that a normal person wouldn't be able to do on their own such as produce matter, imitate things such as stone, all without the use of science.

While there are many ways that people use magic, most can agree on one thing. As stated above, magic is the creation and manipulation of matter and energy without the use of the scientific method. It is, for the most part, detached from most forms of reasoning; however, some parts of physics will still apply depending on the type of magic. For example, Fire Magic is still fire. It won't work underwater and will be weakened while in the rain or against a wet person. A character can learn magic as long as they are either organic or born from magic itself. That being said, Novas, Glitch, and Androids can’t learn it without modifications. Some Novas are known to enchant their brands, allowing it to produce mana.

When RPing, you’ll encounter anything from normal spell using mages to crazy, fire breathing people and even people that use their farts as magic. It’s quite impossible to identify every single type of magic, but It is possible to classify them. To start off, Magic requires a source like a crystal or book. Magic sources can be any number of things, so classifying them it the perfect place to begin. Please note that these are only a few examples provided in order to give non Magic RPers an idea of how some people use magic.

Magic Sources

  • The Body: Possibly the most common source of magic, the body is able to produce it’s own energy when needed. Most players resort to using the body as a source of magic because of its simplicity.

  • Tomes/Grimoires: Tomes and Grimoires (or just books if you want to keep it simple) are books containing written pieces of knowledge from a mage. These words, when written in a certain way may store energy like a battery or even entire spells that can be learned by reading them. It’s commonly seen in many games like the Witcher series and the Elder Scrolls series.

  • Crystals & Runes: These act similar to tomes as they store power or entire spells. They can serve as a miniature tome for character that like to travel light. Runes and Crystals may be either rechargeable or single use.

  • Weapons, Armor and Items: Ah yes… Your katana that’s been folded 1000 times and enchanted by the God of Darkness, Nero, who is also your dad… That’s a magic weapon. Magic Items, unlike Runes, Crystals, and Tomes, have a dedicated type of magic attached to it. For example, A character has a broadsword that can shoot beams when you’re well rested. That’s what that sword can do. Same thing for guns, armor, keys, lollipops, and so on. Just like the Sources stated above, a weapon, item, or piece of armor can store power to be used as well. Wands, staves, and other casting mediums
Magic Types
Now for the actual types of magic. For the most part, any type of magic can use just about any source. Since there are so many types of magic that I’ve seen on the server, I’ll just give a few examples.


  • Manipulation-Based Magic: By channeling the body's mana and throwing it out without the need of some sort of previous set up, a person is using the raw strength of their Natural Mana Element (will be explained in a post below) to project their will onto the space around them. An example of this would be a magic user sending a fireball from the palm of their hand without the use of an incantation of sorts. This magic type depends a lot more on the user’s body less than the mind since there is usually little need to formulate something complex. Not everyone can use Manipulation-Based magic as it demands either a natural gift for it or extremely intense training.

  • Spell-Based Magic: The most classic, elegant form of magic. Spell-Based magic relies on the caster’s mind and their medium (magic source). Most advanced spells require an incantation or previous setup to use. The most common example is the magic used in Harry Potter. While it is stated in the books and movies that some wizards eventually learn to cast simple spells with a simple “swish and flick”, those just starting out use the incantation to help channel the spell effectively. Spells are often confused with Manipulation. They have much lower physical strain, but higher mental strain. Most people with some sort of magic affinity can utilize Spell-Based Magic.

  • Item-Based Magic: While some are able to wingardium leviosa all over the place, and others are able to fart fire from their butts, there is an often uncommon number of people that just use magic items. Unlike Spell and Ability based magic, Item-Based Magic has almost no need for the caster to concentrate as hard. The item itself is magical, requiring little work of the user. The items can provide the same abilities that SB and MB users have at a fraction of the cost. The use of Wands, staves, and other casting mediums counts as Item-Based magic and is often employed to aid in the use of other magic types. Literally everyone, even some beings incapable of using magic can utilize item based magic. The only issue is that magic items found in nature are almost impossible to find unless you’re the chosen one or something… Or… Maybe you know a Mage Crafter.

  • Mage Crafter: Mage Crafters do what their name states. They craft magic stuff. Most are unable to apply their abilities to cast spells and such, so they apply them to items instead, giving them different abilities.
Structuring your Magic

Now that you’re familiar with the types and sources of magic, let’s talk about actually using magic. As you read above, magic has many types, but they all have a few things in common. When any type of magic is used, a few things may or may not happen. Let’s break it down.

  • Set Up: While this is a bit more uncommon, a Set Up phase is normally required for either really strong magic, or magic that has a more complicated method such as summoning a creature or person to aid the caster. Set Up normally takes a large amount of time, requiring various materials.

  • Activation: The activation of the magic requires the user to either speak the spell or do a certain action that triggers the spell. It ranges from saying the name of the actual spell (also called an Incantation), to simply throwing a punch. The method of activation often determines how strong the magic will be. For example, a spell that requires one to simply throw a punch might not be as strong as another spell that requires someone to say a full, 40 word incantation. Every spell has some sort of activation, but here a few known ones.
    • Vocal Incantation: A spell that requires words. While mostly unnecessary, adding a vocal incantation can increase a spell's power. Latin or English is generally used, but some mages are known to have developed their own Arcane Language by communing with themselves. Perhaps an experienced caster on Lux knows how to do this?

    • Spell Circle: Most well established mages know of spell circles. These wheels of arcane text glow different colors, emitting the caster's energy before a spell is launched. Due to this, spells that use spell circles normally are a bit easier to avoid, however, their power is much greater. It's noted that they can be drawn on surfaces and activated from a distance with enough practice. A normal signature for a mage is their personal spell circle, a seal created to act as their primary identifier.

    • Sigil Drawing: Also simply referred to as a 'swish and flick'. This is normally done with either a wand or the fingers. By moving one's fingers in the air, the caster draws a sigil, that activates a spell.
  • Effect: Like an activation procedure, every spell has an effect. Effects are anything like creating a puddle of water to even healing a person’s injuries. The strength of the spell’s effect can raise the Activation length, Set Up time, Cooldown time, and Stress cost.

  • Cooldown: A cooldown is the time after a spell has been cast where it is unusable. These normally exist to keep the user from causing great harm to themselves. Using a powerful spell too often can overstress the user, causing them to become sick or even die. A spell doesn’t have to have one, but, of course, they’ll be more dangerous to the user.

  • Stress Gain/Energy Drain: Any spell, magic item, or form of magic, will drain a person’s energy pool (mana, ancient essence, whatever that character may use) and, in some cases their actual stamina. The stronger the spell, the more taxing it is on the person. In the event that they’re out of energy, something bad could happen.
Negatives of using Magic

Magic requires concentration and endurance to use. If the person is weak mentally, their magic won’t work. If they keep pushing past their limit, they’ll enter a painful, disorienting state. In this state, they’re drained of energy. Their hearing is cut in half, their sight is blurry, and they can barely even speak. If they keep on pushing while in this state, they’ll die. Plain and simple. Don’t use what you don’t have.

Things to Know

BE… BALANCED…

Sorry for the capslock, but this is an actual issue that people tend to ignore. Yes, we know that you want to be creative. Yes, we know that your OC has been trained on the ancient mountains with his father Nero. Being creative and having edgy backstories is fine, but balance your magic and abilities. While an unkillable, All-Powerful character may sound fun in your head, when it’s put into practice, it’s annoying. It’s void-worthy. A few simple things to remember when writing a character’s abilities are…


“If I were to fight this person, would I be able to put up a good fight?”
“If I were to fight this person at their highest point, would It feel enjoyable?”
“If this person were to use X ability, would there be several ways to avoid being harmed by it?”

“What’s this character’s weaknesses?”
"Does this character have enough weaknesses to balance out his strengths?"
“If this character is my enemy, would I be able to find his weakness and use it against him with a bit of work?”


While this was more of a character building section, it applies to magic as well. Every positive a spell has is normally met with some sort of negative or technicality. While magic seems a bit otherworldly from an outside standpoint, it still relies on some of the most basic laws of physics and natural occurrences. For example, a fire-based spell being stopped by water, or an electric-based spell being defended against by rubber.
 
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(continuation)
Mana Elements and Grand Mastery (Natures)
You've probably seen a guy do a fire trick every once in a while. He's using what most call either a Mana Element or a Mana Nature (I say mana nature because it sounds cooler. Bite me.). Element or Nature is a term that addresses what a person’s mana is like. There are millions of different types of natures out there, but at their core, there are a few basic natures that act as the building blocks. A person can truly master an element, causing them to gain a passive effect in the form of an invisible film of mana or a very slight physical change as long as they have mana. It's noted that they can stop this mana film for a short amount of time. These films do not act as a shield from everything. If someone shoots you, that bullet's still going through. This is referred to as a Grand Mastery. These are attained by older mages around their late 30's or so, so it is a bit rare for a younger character to achieve this level of power. Once a grand mastery is attained, it can never be removed or changed. A person can only acquire a single Grand Mastery.
  • Neutral: “Neutral” mana is the first type of mana produced when a person’s magical potential is unlocked. This indicates that the person has tapped into their mind and is now ready for the next phase of becoming a mage. From here, the Neutral mana will slowly change to a new type depending on how the person is trained. With neutral mana, casters are capable of doing simple things such as creating the famous "Magic Missle", Telekinesis, or other non-natured actions. Neutral Mana isn't strong against any other element, but isn't weak against either of them either.
    • Grand Mastery: None
      []
  • Water: The nature of “Water” is one of the 5 basic types of mana (Including Neutral). Water mana is normally very smooth and comforting, but can become cold and rigid under the right conditions. Water users gain strength when near large bodies of water and thrive in the cold. Individuals with Water mana tend to rely less on strength, and more of creativity, utilizing a person’s strength as their own weakness. Water mana is strong against fire, but weak against Earth. Water could also be considered strong against lightning, but the same could be said for lightning itself.
    • Grand Mastery [Water]: Upon attaining Grand Mastery, the user gains a very thin veil of water mana that surrounds them. With it, they gain the ability to breathe underwater and swim quite fast. The force felt from water spells is heavily reduced. They're unable to be burned, but can be heavily electrocuted. Earth spells will pierce through this film with ease. Grand Masters of Water don't exactly gain an appearance change, but generally carry a very cool, calming aura with them.
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  • Fire: The “Fire” nature is fierce, destructive, and wild. Fire mana is known for its great strength which can either be an amazing pro or a devastating con. Fire users are empowered when near large heat sources and handle heat well. Fire magic is normally the most simple to learn, but most difficult to control due to it's unruly temperament. Fire is strong against wind, but weak against water.
    • Grand Mastery [Fire]: Fire Grand Mastery give the user a veil of fire mana, rendering them immune to fire, heat, and light sources. Light Magic does not count toward this. When met with small amounts of water such as rain, it will simply be quickly evaporated. However, if met with a large torrent of water, their film would be lost and they would be disoriented for a time. A Grand Master of Fire generally has fiery hair.
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  • Wind: The “Wind” nature combines the fluidity of water with the destructive power of fire. By manipulating both their own mana and the air around them, a mage can create powerful currents of wind that can either push their opponent away, or cut them to shreds. Alternatively, a wind user may even focus on themselves, using their power to enable flight or extreme speed. While this sounds promising, the wind nature has many drawbacks. For one, the Wind nature is easily countered by the other standard natures. Fire and Water mages benefit from the attacks from a wind mage as they increase the strength of their attacks. Because of this, the wind nature is best used in a team. Despite it's weakness to other aspects, it still retains it's strength against lightning.
    • Grand Mastery [Wind]: Wind Grand Mastery gives the user a veil of wind mana, giving them the limitless ability of flight as long as they're in an atmosphere with air. Winds directed at them will simply pass around them, not even swayed by the force. Electricity is unable to pass through this film, but fire can cause the film and caster to be engulfed in a torrent of flame. If met with water, well... They'll just get really wet. A Grand Master of Wind's clothing and hair will constantly flow as if a soft breeze hugged their body.
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  • Earth: The sturdiest nature is “Earth”. Earth mana is strong and unmoving, boasting the highest defensive power of the 5 basic natures. It’s also the easiest to use due to the way it works. Like water and wind, earth users can use rocks and dirt already present, reducing the amount of actual mana needed. Earth mana relies on a strong defense, causing those who use it to think several steps ahead. As far as base natures go, Earth is strong against water, but is weak to Lightning.
    • Grand Mastery [Earth]: Earth Grand Mastery gives the user a veil of earth mana, causing them to become more like the earth itself. This unique film actually takes a step further, reducing the effectiveness of physical attacks. While they'll still pass through the film, the earth mana somewhat absorbs a small amount of physical force. While it doesn't provide immunity from spells of this element like other films, it gives the user to resist being knocked back as long as their two feet are on the ground. Lightning shatters this film easily. A Grand Master of Earth will usually have cracks along their faces as if they have become similar to stone themselves.
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  • Lightning: Fast, strong, and bright. The nature of "Lightning" pulses with energy, destroying whatever it comes in contact with. While not considered a true basic nature due to theories relating it to a form of highly advanced fire magic, It's often mentioned along the 5 basics due to it's common appearance. Lightning is considered the most dangerous. The user's mana becomes a tool of destruction upon casting a lightning spell, but be warned. Casting spells with the lightning aspect normally requires time to gather and charge the amount of mana needed, but once it's unleashed, it's hard to dodge. Lightning is strong against earth, but weak to Wind.
    • Grand Mastery [Lightning]: Lightning Grand Mastery gives the user an erratic film of lightning mana. This film absorbs electrical currents, allowing a person to restore their mana over the series of a few actions depending on how much is needed. This does not restore mental and physical stress. When met with water, the person will be heavily electrocuted. When met with a powerful gust of wind, the film will flicker off. Lightning Grand Masters tend to have very spiky hair. If if you so much as touch their hair or clothing, they'd probably end up sticking to you a bit.
 
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Element Combinations and Other Magics
As stated before, magic comes in many types. Using the basic elements shown above, many renown mages have combined them, creating new forms of magic, or mastered them to a point where it "evolved" in a way. Below are some alternative types of magic. While some alternative magic types have a Grand Mastery, some don't. Of course, I won't be covering every single thing because... well I'd be here forever. Keep in mind that in order to attain a Grand Mastery of an element that's made of two elements, one the components must be mastered.

  • Light: The nature of light. It's theorized that magic originated from light and it's mirror nature, Darkness. This has yet to be proven, but it has remained a topic of debate of scholars and record keepers throughout the years. Light Magic normally revolves around healing individuals and smiting creatures of darkness. Light magic is neither strong nor weak against the basic elements, but shares an interesting relationship with Darkness. They act as a force of balance as a light and dark spell of the same potency will simple cancel each other out. It's theorized that if Light can overpower Darkness, a person's Light Magic can purify beings.
    • Grand Mastery [Light]: Attaining a Grand Mastery in Light Magic give way to Holy Magic. Holy Magic is referred to as Light Magic evolution. While it functions nearly the same, Holy Magic is more potent against Dark magic and dark creatures, but less potent against living beings and other types of magic.
      []
  • Darkness: Darkness. Light's angsty brother. While Light focuses on healing, Darkness does the opposite, slowly chipping away at a being until they wither away or become enthralled. Dark magic is generally referred to as dangerous, however, it is simply Light's opposite. Some Dark spells are capable of healing dark creatures in the same way Light spells do.
    • Grand Mastery [Darkness]: Attaining a Grand Mastery in Dark Magic enables the use of Corruption Magic. This deadly style of magic capitalizes on darkness's ability to chip away at a person. Corruption spells usually have very little direct damage, but, instead, cause things like sickness, rotting, mind control, and so on. It is capable of breaking through Light Magic, but Is usually weaker against other types of magic.
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  • Natura: Natura, the aspect of the Forest. Natura, often referred to as simply Nature Magic or Druidry, involves the control of plant-life including wood, flowers, vines, and other things of the sort. Natura also deals with the creation and dispersal of toxins, be it a simple sleeping powder or deadly swamp water. Natura Mana is comprised of Water and Earth mana. As far as strengths and weaknesses go, it is strong against Earth and Water, but suffers when dealing with Fire and Lightning. Wind has a very strange relationship with Natura. In come cases, the cutting ability of wind can slice up it's wooden creations and vines, but at the same time, strong wood is capable of withstanding Wind's powerful currents. Natura has a special relationship with mana in general allowing the user to, with practice, stabilize, supply, or drain mana with wooden constructs. This usually takes a lot of prep time to do and only works on mana that's either inside of a person or a part of the spell that the person is channeling
    • Grand Mastery [Natura]: Many mages often forget about the origin of Mana and how it interacts with the world. As stated before, mana is found almost everywhere that living beings are. Natura Grand Mastery awards the user with a thin film of Natura Mana. This film allows them to passively draw in mana from the surrounding environment.
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  • Demonica [TABOO]: Demonica, also known as Hell Magic or Demon magic, is a type of magic that was once known only by the beings of Sin of the same namesake. Demonic magic is somewhat an offspring of Dark and Fire magic, and is considered incredibly dangerous. Non-Demons using this magic have a high chance of suffering dearly, wounding their body, and even their soul. Female practitioners of Demonica, often referred to as "Witches", make contracts with demons using this form of magic, somewhat reducing it's dastardly effects. All it costs is... their soul. Demonica involves the creation of masses of red flames, the creation of disgusting servant creatures, and forcing beings to obey their whim. A Grand Mastery can not be attained with Demonica. Scholars theorize that no one is capable of reaching such a level simply because truly taming a demon is near impossible. Demonic magic is often seen as Taboo in the eyes of most circles. Calling upon demons is never seen as a good idea to the sane.
 
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Element Combinations and Other Magics (cont.)
I felt like adding more because I have no self-control. Please help.
  • Void [TABOO]: In between our plane and another, more obscure one exists the Void, a place of unimaginable horrors with a great power that can be called upon by the most sadistic and insane of mages. Many historians theorize that the first time the Void was accessed was done with technology and not magic. The true Ancients, being that have gone long extinct, tapped into the Void through the use of their incredible machines, the most notable one being the Ancient Gateway. These devices transported living beings and items to and from pocket dimensions that have been theorized to be actually stored within the Void. Void Mages have found that they're nearly unable to do Void Magic without Ancient Essence, causing many of them to brave the heavily guarded dungeons to collect their materials.

    As one would guess, Void Magic is incredibly dangerous and is considered "Taboo" among most circles. There have been some civilizations threatened by reawakened Ancient Machines that employ Void Magic to easily deal with them, but... some are not satisfied with simple self defense. If applied carefully, Void Magic can become the most destructive form of magic ever created.

    In order to use this magic, a connection to the Void must be made first. This takes a moment to do (possibly 3 actions), but a caster could do it quickly and risk even more unstable spell effects on themselves. A user of the void usually gains access to the ability to utilize the greenish black energies of the in between. An offensive void spell, for example, a standard bolt-type spell, can do quite a few things. While a simple magic missile may impart a great deal of force in a radius, a void missile may impart several effects such as slashing, piercing, sickness, or silence (silence being the inability to cast spells) all at one time. While this may seem powerful, this is entirely random due to the inability to actually control this form of magic to completion. Void Magic also excels at storing items via pocket dimensions, and moving the caster to and from point a to point b without much effort. But there's a large catch... Each time a spell is made, a tear is created in this plane. This tear can cause horrid creatures from the void to leak out, dragging the innocent or, if the caster is unlucky, themselves in. While the Ancients have nearly perfected this art of tapping into the void, we have not and, possibly, never will.

    Void magic is heavily seen as a threat, causing those with it to usually be hunted down. In addition to this, the magic itself is extremely demanding. Void magic can only be done with Spell-Based magic. Manipulating the Void causes extremely ill effects on the user, often resulting in death. To fix this, Void Mages usually create staves and other foci infused with Void Energy to help stabilize their magic. Even then, the fate of a Void Mage is sealed. Using this magic will continually eat away at the user until they are but a simple husk. Obviously, there is no mastery for this.
    • Spatial Magic: No, not bending reality (I swear to god if I see someone bending reality, I'm excommunicating them)... Spatial Magic is kind of like a watered down, safe version of Void Magic. It's considered a minor, utilitarian set of skills that most spell casters worth their salt need to learn. This magic normally involves creating stable temporary portals, transporting items to and from the caster, or simple teleportation. These usually take a bit of time to perform and also require a foci such as a spell ring, spell stone, and so on (think of the Sling Ring from Doctor Strange). This is usually used in place of teleport for mages who unfortunately can't afford a ship.
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  • Gestalt: A form of magic invented by a Vampire by the name of Valora Titania. While this form was secret before, an article was recently published in "Vampire Monthly", detailing this magic. By combining several aspects of Fire, Wind, Lightning, and Darkness, a dastardly black and red energy is created in the form of several pulsing particles. The particles can be utilized like neutral mana, but have a very strange property. Gestalt magic is incredible at piercing most mundane objects, alloy or not. However it's incredibly poor against other forms of active energy. That being said, other forms of mana, energy shields, and even electricity can stop this spell's piercing effects, but not it's actual force.

    Unfortunately, a caster can not simply make a spell with this form of mana like one could with other types. Gestalt Mana must be formed first, requiring a great deal of setup time (Usually 5 posts max for the first spell. 2 to form the particles and 1-3 to actually form the spell depending on it's complexity). On the bright side, once Gestalt Mana is formed, an average caster would have enough of it to create three spells. Gestalt spells are generally a bit dangerous to form. Since the particles are a bit unstable, interrupting the formation process can actually cause the spell to explode and harm those near it. This can be reduced with the aid of foci.



    Feel free to post your own magic types below so people can see what you can come up with. This also helps build a bit of a catalog for future magic RPers.
 
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Element Combinations and Other Magics (cont.)
I'm honestly just feeding my writing craving at this point.
  • Vulcanus: Named after the greek god of Metalwork, The Forge, and The flames of a volcano, Vulcanus magic, often simply referred to as either Lava Magic or Vulcan Magic, involves the creation and manipulation of molten matter. Vulcan based spells normally rely on one's surroundings, but can be created through mana. Using raw mana to create molten material is generally quite dangerous as it could introduce . Earthen material, Metal, and even glass can be made molten and controlled through this form of magic. As expected, this doesn't happen instantly and requires quite a bit of time to render the substance controllable. In addition to this, there's a bit of a range limit for Vulcan Magic. The range of control is rather small compared to other forms of magic, though this can be altered via other means. When molten material made by the caster exits that range, it cools quickly due to the lack of mana influencing it. While this is genrally seen as a flaw, some more creative souls make it one of their favorite party tricks.
  • Dusk: Dusk Magic, also called Shadow Magic is somewhat of an offspring of Dark Magic and Illusionary Magic. Using a murky black and pale amber yellow mana, the caster is capable of creating false physical images of existing entities including theirself. These images usually fade away from colision, but a well adjusted user can even have the false images sustain injuries to make the facade believable. Dusk Magic also allows movement through shadows in a similar fashion to some demons and dark creatures, albeit a bit slower. This form of magic doesn't have too many physical applications, but is perfect for stealth. The created images are seen by everyone and appear extremely realistic, however, they can be weeded out. The created images have no heat signatures, life signatures, do not have shadows, but can be detected by just about any other type of scanner. Dusk Images of people are unable to pick things up as their hands will simply slip through them.
    • Grand Mastery [Dusk]: By attaining a grand mastery in Dusk Magic, the user gains a veil of cloudy mana around them that somewhat darkens their apperance. The Veil protects the user from vision altering spells of the sort, but makes them vulnurable to other mental afflictions. With the veil, the caster is capable of quickly traveling through shadows, but will become stunned by light magic for an action or two.
 
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Well I might as well post my idea, seeing as it's been rolling around in my head the past few days.
  • Astral: Despite the misconceptions, Astral Magic is not "Dominion over the universe" or bending reality; it is simply a form of magic that is based upon the sun, moons, and stars. It is somewhat of a combination between Light, Dark, and pure Neutral Magics, and as such, Astral Magic users must remember that their source of power is always in a state of flux. Always moving, churning and shifting, never still. Astral Magic takes the form of bright yellow, pale blue, or a murky black and purple mana. The caster can create constructs from light, create short-lived rift portals, and conjure blasts of energy. Of course, there are some limitations to this form of power. It isn't as effective against Light or Dark Magic, and is weak to Natura Magic. It is harder to cast while indoors, due to being effectively blocked from their main source of strength.
  • Grand Master [Astral]: Through mastery of Astral Magic, the user gains a veil of faintly shimmering mana around them, giving their body a slight glow. The Veil negates the limitation to their magic from being indoors, but can be easily dispelled by any Neutral or Natura Magic spell. This veil also allows the user to hover shortly above the ground without much effort.
 
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Three new Fire Subsets here.

  • Solar: Solar Magic is a sub-form of Fire Magic. Those who use Solar magic gain increased power with the sun, resulting in stronger flames than a usual fire mage. Solar Magic burns brighter, longer, and hotter during the day, but loses strength at night, becoming weak without the glorious rays of the sun. Generally, weaknesses that apply to Fire magic also apply to Solar Magic. Solar Magic tends to burn through magical defenses. Physical defenses stop Solar Fire. Solar Magic is an advanced form of Fire magic. As such, only those proficient fire, or those well attuned to it (Mana Nature: Fire/Solar) may cast it properly. Solar and Lunar mana natures in the same body are impossible, and will more than likely result in the sudden combustion of said individual. Solar Magic is weak at night. It also tends to be the weaker of the two on nights with larger moons, starting after Half-Moons. During the night, Solar Magic requires more mana to cast spells.
  • Lunar: While Lunar magic may seem like something that a Water mage would use, one must remember that the light of the moon comes from the Sun, a big ball of fire. Lunar Magic gains and loses strength with the Lunar Cycle. During the day, Lunar magic is quite week. This applies to New moons. As the Moon proceeds through its cycle, Lunar Magic's power will wax and wane, becoming more potent than Solar on the night of a full moon. Lunar Magic burns differently from normal fire magic. The flame does not burn like a normal flame, rather it spreads with the user's whim, flowing like water in an ironic sense. Lunar Magic's flames are cool, and have a tendency to burn through physical defenses like shields. Magical Defenses stop Lunar Fire. Lunar Magic is an advanced form of Fire magic. As such, only those proficient with fire, or those well attuned to it (Mana Nature: Fire/Lunar) may cast it properly. Solar and Lunar mana natures in the same body are impossible, and will more than likely result in the sudden combustion of said individual. Lunar Magic is also weak during the day, making casting consume more mana and time than it would at night. Lunar Magic slowly gains power with the moon, costing less mana for stronger spells, as well as gaining strength as the phases progress. Turn requirements still apply, and may even be increased.
  • Eclipse: Not unlike Gestalt, Eclipse Magic is a hybrid of the Solar and Lunar magics. The flames of the Eclipse mage are in a constant duality, burning blue at the tips, and orange at the core during the day, whilst inverted at night. Eclipse Magic is taxing to use, a trade off for its immense power. The mixture of the flames brings forth a destructive combination of Physical Flames (Attacking Physical defenses, like energy shields) and Magical Flames (Attacking magical barriers). Eclipse also takes the lunar cycle into consideration, with the Lunar aspect gaining strength as the moon progresses.
    Only those who have MASTERED both Lunar and Solar may use Eclipse magic. Anyone born with an 'Eclipse Mana Nature' is officially a burnt corpse.


    And now the things that power hungry CRPers have been waiting for. Grand Masters.
  • There is none. Eclipse might as well be the grand mastery.
 
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