Post by ENCYCLOPEDIA on Dec 16, 2010 12:09:25 GMT -5
MAGIC
[/color][/font][/center]01. GENERAL INFORMATION
[/justify]Magic in the world of Validexo is very broad - there are several different known elements in magic, as well as different levels of magical ability. For the roleplay forum, there will be no specific spells available for your use, simply to ease complications. This means that users are given the chance to make up magic in their element at their own free will if they choose to. In the application, "Spells" is a word used loosely - list the magical ability of that character. Have fun making up your own spells, or even just describing different types of attacks they can perform.
02. MAGIC IN THE SKILL CHART
[/justify]The Magic category is possibly the most important category to several characters. Humans will have a magic skill of 00, as they are not capable of using or performing magic. Others can have this skill up to 10. These different members tend to have a relation to a few factors: strength, distance, power, and amount of energy drained. However, most of these numbers need to be determined upon the user's own discretion. In a typical circumstance, with a Sorcerer who is at full energy and quite healthy with a magic level of six, specializing in fire spells, he should be able to create a slightly larger than medium size (his skill of six is larger than half of ten) fire ball at a relatively decent distance with decent power.
03. LAWS AND REGULATIONS
[/justify]1. Magic is similar to a muscle; it needs to be exercised in order to become stronger. The more a user practices their magic, the stronger the magic will become.
2. When magic is used for long periods of time, it will wear down the user both physically and mentally. It is important to take frequent breaks when practicing magic or else you risk fainting.
3. Larger, more powerful spells will make the user weaker if the user is not yet prepared for those spells.
4. When transferring magical energy between yourself and possibly your dragon, one side will lose that magic energy and become more drained.
5. When magic is going against magic, elemental advantages do not necessarily guarantee victory, and in fact are rarely a consideration unless one is significantly more powerful than the other.
04. THE KNOWN ELEMENTS
[/justify]Fire- can create flames without the usual tools needed for fire; they can throw balls and those more skilled in this practice can create objects and weapons made of flame that only they can wield. The longer they use it, however, the weaker they become. Of course, they can set things on fire and put out any flame they see as well… as long as its not too big. If it is bigger than they can handle, they won’t be able to dispel all the flames, and will likely pass out. Fire elementists have to control their fires, and make sure they don’t get out of control.
Water- able to draw from the air around them and generate water, as well as manipulate water; they can draw from bodies of water and use it for both defense and offence. A practiced user of water magic and carry and manipulate larger bodies of water. Also, very well trained water users can look within a wounded person and see what’s wrong with the by using the water and liquids in their body, and can also use it to repair bones and ease soreness.
Wind/Air- those with the ability to manipulate wind can create wind indoors and shift wind patterns to their favor, to hear the conversations of those a distance away. More skilled wind users can send short vocal messages by air over some distance. The more skilled the further they can go. The trained can also create “blades of wind”, strong winds that can cut through fabric and create cuts on people. This is very difficult to master, and hard to control, so only skilled users can do this, lest they rick cutting themselves.
Earth- the earth ability depends on the focus of the user. If they concentrate on the “rock” or “ground” aspects of this magic, they can create shields from the rocks of the ground and do basic manipulations to their surroundings, like uproot trees or create hills. Those of this practice are generally heavily defensive, and more trained ones can create small, focused earthquakes and avalanches. Those who focus more on the “nature” and “herbal” side are more in touch with the plants and animals. Nature focuses can call flocks of birds to their aid or create shields of insects for a cover for getaway. They are also very in tune with the weather, and more trained nature focuses can sense change in the weather and sense people approaching, sometimes from far away. The herbal focuses are more in tune with plants and can make tree roots move and battle against enemies. The nature and herbal are also better at healing.
Metal- those with the metal element can bend and manipulate metals. They cannot create metals, but only draw from the metals around them. They can bend weapons to useless twists of steel and encase a soldier within their armor. They can also sense metals underground and close by. More skilled metal elementists can detect armies from miles and tell the weapons they are carrying by feel.
Dark– though prohibited, unless limited to shadow manipulation, this is a secretly practiced art. Those with these abilities have a wide variety of skills they can acquire from this dark power, mostly based on logic and books… which was where it originated. But power hungry magicians of old turned the power ugly, and it tends to take over the user, consuming them with greed and power hunger. Even shadow manipulators, those who can not only change the shape of a shadow, but create ‘reflections’, replicas of people and objects they know from dark magic, have to be careful. They can become intrigued by the thought of necromancy, which is drawing from the energy of others to feed the user. This art is very corrupt, and anyone found practicing it can be arrested, and likely killed.
Electricity- this element is one of the harder ones to control. Electricity is tricky and rarely agreeable, so those who want to practice it must train hard. They can not only draw lightning from storm clouds, they can store it and use it whenever necessary. More skilled electricity users can generate their own, but getting it from the clouds makes one much more powerful. Yet, harder to control. Those with this ability can throw lightning from themselves and destroy the things around them with violent power. But they also have to be careful: if lightning hits in the right place, it can wound, paralyze, blind, or kill a user.
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