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The Magic
Topic Started: Oct 14 2014, 07:14 PM (88 Views)
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Incantation: The Arcane, Sorcery Classic. The first magic found, and the most thoroughly practiced and researched, yet still held with the most prestige. Through bloodlines and education, incantation has survived throughout the years as a means of battle and prosperity. It takes hold of the users energy, emotion, and knowledge of the art to manipulate their mental force and bend it for the purpose of the practitioner. Capable of energy blasts, force fields, and lifting objects.

Incantation takes large amounts of mental strain, and things such as memory loss, migraines, and blackouts are reportedly common health risks after excessive use and old age. This is often brushed aside by most mages though, as it is seen as a failure on the mages part rather then the dangers of tradition. It is this treatment of their own magic that has let it continue for so long, and give opportunity for other magic.

Divine: Instead of bloodlines, divine magic is dependent on the faith in one's religion...as told by divine users. There is both scholarly and social debate whether even the smallest hint of the right genes allows for divine users to flourish their talents. This has caused tension amongst mages and "Fawns", a name that's either considered a slur or a title to be worn with integrity amongst themselves Most "Fawns" prefer to be called "Devouts" or a "Devoted" instead. There's even some debate whether it should be considered a magic at all.

However, while the foundation of divine magic is questioned, it's capability surely isn't. Able to mend wounds and lessen illnesses, it's great for a quick fix on the battlefield, even if most expect nothing less then a miracle. While not capable of anything extraordinarily fantastical, it's capable of some "beauty" tricks, such as changing the color of a small fruit or conjuring a miniature rainbow.

Alchemy: Derided as a mere substitute, Alchemy has made it's name as the new magic in town. Well, "magic". Man-made runes casted into a gauntlet of pure metal called "rune-gloves" (though they come in other accessories as well, like circlets or greaves) Alchemy is a chemical science that can match the might of incantation, but with lightning bolts and fireballs instead of energy blasts.

Using only natural resources for elemental powers, Alchemy has already gained it's share of scrutiny. Being surrounded by and using the runes, let alone making them, causes severe illness and weakening. This is not helped by the new implementation of surgically inserting runes into criminals as a punishment, ensuring a painful and poisonous death. Unlike other magic, Alchemy only has battle-made purposes, not helped by the recent invention of rune-swords and the like. To not even mention it's expenses, Alchemy has a lot of stigma for it's worth.

Psychic: For the open-minded mage. Psychic magic users harness the powers of perception, divination, and manipulation to ply their craft. Their abilities are primarily focused on using illusion and suggestion to manipulate the perceptions of others and using their own considerable intellectual capacity to attempt to predict outcomes before they occur. Due to this focus, Psychics tend to dominate fields such as entertainment and tactical support. In the military, they typically serve as either tactical or diplomatic advisers, or as support assets providing cover, adjustment, and psychological scaffolding to field units.

Capability for Psychic Magic comes from one's bloodline. This grants a certain level of social prestige to psychic mages in many societies. However, the intrusive nature of their abilities can cause a great deal of paranoia in average citizens, and it is highly frowned upon for Psychics or anyone from a bloodline capable of producing Psychics to seek a position of leadership, due to fears that they have manipulated their way into their position. Psychics born outside of respected bloodlines are often advised to hide their abilities, due to their lack of a social safety net to cover for an perceived malicious use of their magic.

Dark: Maybe your bloodline didn't align just right. Maybe you've reached the ceiling of what you're capable of on your own. Maybe you're consumed with a single-minded goal, and need the power to accomplish it. Maybe you're desperate, and searching for a helping hand. For one reason or another, you've turned to Dark Magic. Either through ritual, chance meeting, or extra-planar curiosity, you have met with a being outside of our reality, and it has granted you its boon...for a price.

Dark Magic comes in a variety of forms, depending on your chosen patron. Perhaps you've met with an angel or a demon. Perhaps an elemental spirit. Perhaps a creature beyond reason. No matter the case, Dark Magic has two uses: Destruction, and Corruption. The destructive power of Dark Magic is unrivaled by any other discipline. The Warlocks and Witches who wield Dark Magic are feared by all armies and organizations for their vast and creative talents for obliterating their foes. More subtle and insidious, however, is their ability to corrupt natural processes. While Warlocks and Witches cannot create illusions or constructions of magic and will, they are capable of twisting and dominating others creations to their will, with sufficient preparation and protection. A sufficiently powerful practitioner of Dark Magic may even raise dead creatures to serve their will, creating a self-sustaining horde that brings terror and hopelessness to any unprepared populace.

Warlocks and Witches are not immune to the decaying tendencies of their magic, however. As time goes on, The Price they initially paid may grow steeper, and the more they use their magic, the more it twists and molds them to its will, remaking them body and mind in the image of their patron. Dark Magic corrupts all that touch it. In the end, it may destroy them as well.
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