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Omnipedia ~ The most vast and complete Encyclopedia; The RP's encyclopedia and glossary explaining terms in detail.
Topic Started: Jun 18 2013, 10:25 PM (851 Views)
Sonwe
Welcome to the Omnipedia, the most vast and complete Encyclopedia available through Omniglass anytime.

In here, you can find information regarding the world, its history, its culture, its inhabitants and many more. All information available here is up-to-date, reliable and compiled by the most skilled scholars of the world. Obviously, you can help too, as entries can be made by any user. These entries will be verified our official scholar team and then displayed.

May our Knowledge also be everyone's Knowledge.


[anchor]indx[/anchor]Index:

  • [goto=uni]The Universe[/goto]

    • [goto=priscus]Terra Priscus[/goto]
    • [goto=strtmag]Stratum Magi[/goto]
    • [goto=tarcana]Terra Arcana[/goto]

      • [goto=ukmb]United Kingdom of Magician Britannia[/goto]
      • [goto=magcompo]Magician Commonwealths & Polis[/goto]
      • [goto=anacholwa]Anachronism & The Old Ways[/goto]
      • [goto=newpla]New Places[/goto]

    • [goto=eplane]Ethereal Plane[/goto]

      • [goto=leplane]Lower Ethereal Plane[/goto]
      • [goto=ueplane]Upper Ethereal Plane[/goto]

    • [goto=gap]The Gap[/goto]

  • [goto=proelium]Proelium[/goto]

    • [goto=pfield]The Field[/goto]
    • [goto=prules]Rules[/goto]
    • [goto=pspecs]Specifications[/goto]

  • [goto=magic]Magic[/goto]

    • [goto=witchcraft]Witchcraft[/goto]

      • [goto=element]Elements[/goto]
      • [goto=trait]Traits[/goto]
      • [goto=tchmag]Technomagic[/goto]
      • [goto=castype]Spellcasting Types[/goto]
      • [goto=spellcraft]Spellcrafting[/goto]
      • [goto=cmrc]Commerce[/goto]
      • [goto=hvsc]Household vs. Combat Spells[/goto]

    • [goto=stats]Status Effects[/goto]

      • [goto=negstats]Negative Effects[/goto]
      • [goto=posistats]Positive Effects[/goto]

    • [goto=sorce]Sorcery[/goto]

      • [goto=seal]Seals[/goto]




-------
This place is also a Chatroom Archive and information shared there should be compiled and posted here by everyone. Your help will be very much appreciated.
Edited by Sonwe, Jul 29 2013, 10:19 PM.
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[anchor]uni[/anchor]The Universe
The Universe is where all planets, galaxies, stars and creatures dwell and one could refer to it as the conjunction of perceived, unperceived Reality and Imagination. It is divided in many dimensions or Realms, a few known and many yet unknown and uncharted. The Universe is ruled by two forces: Logic and Magic. Logic defines Reality and is defined by a set of Laws and Sciences such Mathematics, Physics, Chemistry, and everything in it is predominantly Order. Magic is lawless and mostly Chaos, defining imagination, having the capability to manipulate, bend, overrule and even partially and momentarily remove a law of Logic.

At first, both Magic and Logic existed together in the same Universe being complementary to each other in the function of the Universe and both evolved side-by-side. However, when the Trinity Goddess was banished from Reality, Magic was removed from the Universe, being sent outside its boundaries. At that moment, the Universe was split in two, one ruled solely by Logic and one ruled solely by Magic. The eons in which the Universe was only Logical was known as Age of Mankind.

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[anchor]priscus[/anchor]Terra Pricus
The Universe of Logic that came to be after the Trinity Goddess was exiled. While Terra Pricus is also an interchangeable name for Earth before the Dies Reparationis, the Earth devoid of Magic, Terra Priscus actually refer to the entire Magicless Universe, but since no known civilization was found existing outside Earth, the term became such synonym. Terra Priscus is made mostly of Logic, with few, unproved influences of Magic. Terra Pricus had only one known sapient Race, the Humans. They were unable to use Magic, being creatures of pure Logic. The only known and proved evidence of a vestige of Magic left behind by the Goddess was the Human's ability to Dream. People of Terra Pricus had no knowledge of the existence of Magic before their time, with any evidence of it being removed with the Trinity Goddess' banishment. They only came to known of Magic again when the Dies Reparationis came. After the Day of Restoration, the fate of Terra Priscus became unknown and whether it was destroyed or lost forever, or even if it ever truly existed remains uncertain.

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[anchor]strtmag[/anchor]Stratum Magi
A realm created when Magic banished, causing the Universe to split into two Realms, one of Logic and other of Magic. Startum Magi is a place devoid of all Logic, existing solely by Magic, therefore it has dream-like characteristics, being very bendable to the will of each individual that lives in it. The only propriety of Logic which this realm is subjected upon is Space-time continuum, as evident by the existence of a logical continuity of events, commonly referred as Past, Present and Future, and the occurrence of these events in a Three-dimensional space. Despite that, the Realm is very unstable and goes through drastic changes in matter of seconds according to the magical powers and will of its inhabitants, with the influences extent of their influence defined by how powerful and skilled they were with magical arts.

Stratum Magi has no actual defined form or shape, as it reflects the collective imagination of those who inhabit it, made real through Magic. For that reason, places, islands, continents, planets, entire galaxies, kingdoms, cities, appear and disappear in an instant, all through the power of Magic. Because almost everything is under the control of anyone, entire societies would form around those who shared common ideals and from those societies, there would appear leaders who the people would follow, those societies would fight each other for power, for control. In that sense, Stratum Magi was similar to Terra Priscus. Only Time and the existence of the individual being are not subject to the will of others, in other words, one could not bend or alter Time, one could not erase the existence of another through mere willpower and one could not bring back those who died.

There were a few regions which were not very bendable or not bendable at all through Stratum Magi, either because the will and magic of those who lived in it were very strong or because the Goddess decided so. A few places include the sacred Aes Sídhe island of Avalon, the utopic continent of Atlantis, the floating continent of Ganedhen and the city of Asgard. Because of their unyielding natures, all of those regions, except for Asgard, got moved to Terra Arcana after the merge. Asgard was a city located at the very center of the Stratum Magi, that could be considered a capital of sorts. In it was located the Temple of the Goddess, where she slept during her exile.

It's believed that the entire Stratum Magi was a byproduct of the dreams of the Goddess during her slumber of exile. Upon her return, it's believed that the Stratum Magi disappeared forever, while some parts of it were conserved in Terra Arcana.

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[anchor]tarcana[/anchor]Terra Arcana
In December 21st of 2012, the Seal that kept the Goddess away was broken and the Universes of Logic and Magic blended into a single Universe, as it was before she was sealed. This day was known as Dies Reparationis or Day of Restoration. With the merging of Terra Priscus (previously called Earth) and the Stratum Magi, a new world was born where Terra Priscus stood, called Terra Arcana. With that, the Races that had been sealed away with Magic returned to Earth and the most humans regained the ability to use Magic, while those who couldn't mysteriously received advanced intellect. Magic also flew back in Tim and rewrote History, erasing the moment in which the Goddess was sealed away. With that, many changes happened, both technologically, culturally and historically. The changes in history altered the world's geography, with some new nations being born and other nations never coming to be, it developed new cultures from the interaction between races or destroyed cultures that existed in the Worlds before. It altered religious beliefs and created new races unique to Terra Arcana, such as the Golems. But the greatest change of all was that some people were never born, destroying entire lineages. These people were given life again by being turned into the Acmonian, the race that never was.

Terra Arcana is a world with many unusual contrasts. The presence of magic greatly altered fauna and flora, giving birth to creatures that only existed in legend in Terra Pricus. New places were added to the World, such as the floating continent of Ganedhen. A very curious aspect of Terra Arcana is that it suffers from a deep case of anachronism, with regions and places being highly technological and culturally advanced, while others are still existing in Medieval times, for example. This affects warfare, as it now both involves the use of firepower and high-tech weapons alongside blades, bows and magic. Architecturally, Terra Arcana also suffer from anachronism and a cultural mingling, even within a single city. For example, in a metropolis such as Tokyo, one region of the city may have an architecture may reflect Terra Pricus's called Contemporary Age, while another is still in Victorian Era, Noir Period or even Steampunk.

The Terra Pricus religions and beliefs were greatly lost and it's not easy to find someone who still follows Christianity, Islam, Judaism and Hinduism, for example. Instead, new religions were born, such as Trinitism and the Church of Awakening. This is so because the change of History, the presence of Magic and the living existence of a entirely new Deity, the Trinity Goddess, led many people to simply forget or abandon these Terra Priscus religions, considering them either false or unfitting for this new, magical world. However, it doesn't mean they are completely lost. The Church of Awakening, for example, is a system of beliefs that does not consider the Trinity Goddess as a true Deity and many of its people still worship the old Religions, despite the Church considering itself atheist.

Its altered Fauna and Flora made the world a very dangerous place to those unprepared, so training how to fight and carrying weapons is not an unusual thing for the people of Terra Arcana. The cities are most often protected by walls, be they made of wood, stone, magic or advanced technology. Life outside the cities is dangerous and the world became unforgiving to those who venture it. Not every city can afford an advanced defensive wall such as the Wall (a type of invisible shield that covers the entire city by using a combination of magic and technology, preventing unwanted wildlife to get in), so they try their best to defend themselves, such as maintaining a personal guard made of citizens, relying on the UK's WEB, the Wildlife Extermination Battalion or hiring mercenaries.

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[anchor]ukmb[/anchor]United Kingdom of Magician Britannia
With the new history of Terra Arcana, a new Kingdom arose in place of the United Kingdom of Great Britain and Northern Ireland. This new Kingdom, called United Kingdom of Magician Britannia, revolved around the Avatar of the Goddess, whom they crowned as Queen. At first, this was an absolutist empire in which the Queen held full authority over everything and everyone, being above law. Under the Queen of Magic's godly power, UK grew to the point of half of the world being under the Queen's domain.

However, many revolutions and treats through time led to the diminishing of the Queen's power to the point it was decided that she, being the Avatar of the Goddess, would only have authority of magical affairs. From that point onward, the Kingdom became a Constitutional Monarchy with the Queen as Head of State and Magic and the Parliament as Head of Government. This eventually led the Magician Commonwealths to become politically independent and only have to obey UK laws of Magic. Despite no longer officially controlling the Commonwealths, the UK still holds great influences on them through the Polis. Currently, 70% of the world is under UK. Their Seat of Power is located in London, Britannia.

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[anchor]magcompo[/anchor]Magician Commonwealths & Polis
Countries that signed the Treaty of Magician Commonwealths became known as the Magician Commonwealths. While some were former colonies to the UK, many only joined it after the UK has stopped it's imperialist expansion. The Commonwealths maintain political independence, but they agree through the Treaty to follow all Magical Laws imposed by the United Kingdom and hold the Queen as their sovereign. Because of their political independence, nothing prevents the Commonwealths from waging war between each others and when they do, Britannia is not allowed to take sides nor intervene unless in the most extreme cases.

Despite their political independence, the Magician Commonwealths are not entirely free of UK's influence, thanks to the existence of the Polis. The Pact of Polis imposes that certain cities inside regions that signed the Treaty be would under the control of Brittania. These cities are known as Polis and are under the control of the United Kingdom, even politically. All Polis are connected to each other and London through Planartranslocators, teleporting devices. The Polis is a channel in which the laws created by the Parliament of London reaches the rest of the Commonwealths. When a new law is made in Britannia, it becomes effective within the Polis and usually, it'll spread to the country it's in and to the rest of the region. When a Polis is also the capital of a country, it's more likely to spread, but not all Polis are also capitals, and those which are usually have a dual political systems. For example: The Polis if Tokyo is subject to the laws of Britannia, but it still where the Seat of Power of Japan lies, with the Prime Minister and the Emperor, who are subjected to the laws of Japan and not the UK.

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[anchor]anacholwa[/anchor]Anachronism & The Old Ways
Terra Arcana suffers from a severe case of Anachronism. It's not uncommon to find places that still carry out Middle Ages customs co-existing with futuristic or Modern societies. This unusual time contrast is due to the presence of magic in the everyday life, the Dream of Reminiscence and the very people. Since Magic provides much of the comfort that, in Terra Pricus, was bestowed by technology, some groups of people simply took it as granted which led to a halt in their cultural and technological advancement. Meanwhile, others, motivated by their Dream of Reminiscence, decided to bring as much of Terra Pricus as possible in Terra Arcana. The more ambitious began to merge Magic, Science and Technology, thus advancing greatly in terms of technology. This led to a new type of economy and globalization known as CTT (Cultural Temporal Trading), in which groups existing in different Cultural Times would exchange customs, products and knowledge. Slowly, the CTT led to the creation of a Terra Arcana with different Cultural Time contrasts.

Those who took magic for granted and stopped advancing are known as followers of the Old Way. One can trace similarities with the Old Way people to the Amish people from the Terra Pricus' USA, albeit the followers of the Old Ways are a less isolated group, not linked to religious beliefs and not as much subjected to bigot as the Amish in Terra Priscus were. The Old Ways are most often the cultural, social and technological systems that existed in the Medieval Era, but it's not limited to that Era only. Each Race have their own Old Ways, except for the Golems who only came to be in the times of the Cold War.

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[anchor]newpla[/anchor]New Places
When Terra Pricus and Stratum Magi merged as one, some lands existing only in the Stratum Magi appeared in Terra Arcana. No one knows what defined which lands would be kept in the new world; some believe it was the will of the Trinity Goddess that chose the lands, but the many believe that it was the very unyielding will of its inhabitants that allowed the lands of Stratum Magi to be transferred to Terra Arcana. A third theory, based on the studies of legends, claims that these lands existed in the world before Magic was sealed away and that they were exiled with the Goddess, this theory being the most accepted among scholars. However, those were not the only types of new lands that appeared, as the changes in history also led to the creation of new countries or even the change in the world's natural geography.

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[anchor]eplane[/anchor]Ethereal Plane
The Realm that Shouldn't Be. This realm was created when History was changed, which led to many people never being born. These people were turned into Acmonians and a the Ethreal Plane was born to be their home. The Realm is a Subverse to Terra Arcana, co-existing with that Universe but in a lower plane in which takes become less "existent". The Ethreal Plane is made of Magic, but unlike the Stratum Magi in which Magic is its primary substance, in the Ethreal Plane it's merely a conduit in which its inhabitants can use to live in a place of pure Nothingness. Interestingly, unlike many popular belief that the Ethreal Plane is a place devoid of colors for being nonexistent, it's actually the most colorful place that can be. For unknown reasons (theories states that it's because it is closer to nonexistence) every electromagnetic wave frequency becomes visible from radio waves to gamma ray. Because of that, it's very hard for an Acmonian to describe the Ethereal Plane, and also the reason the physical plane looks very dull for them at first. Many studies have been conducted to understand what this Realm is, its compositions and its origins, but since only the Acmonian can enter it, researches have been proven difficult. The Ethreal Plane is divided in two layers, Upper and Lower Ethereal Plane, one being closer to existence than the other. They are the following:

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[anchor]leplane[/anchor]Lower Ethereal Plane
This Realm is closer to existence than the Upper Ethereal Plane. Because of that, it's an exact copy of the physical world, but much more colorful. Acmonians from both the Upper Ethreal Plane and the Physical Plane can visit this place for a few minutes before being "kicked out". Existing living beings are perceived as specters, being intangible and wisp-like. Physical structures such as rocks, walls, doors, cars, among others, look like as if made of smoke upon touch, and an Acmonian can pass through them as if they were made of air. The Lower Ethereal Plane is the only place were an Acmonian in the physical world can speak with one in the Upper Ethereal Plane, if they happen to meet each other there.

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[anchor]ueplane[/anchor]Upper Ethereal Plane
The part of the Ethereal Plane closer to nonexistence. This is where the Acmonians are born and live. Its appearance is of a Terra Pricus broken into many pieces that float in a Universe-like void. This Void has suns and stars and planet-like celestial bodies, but a very small scale and intangible as if made of light only. The shards of Terra Pricus are thought to be "memories" from the lost World, and the structures in them are also intangible, much like the ones in the Lower Ethereal Plane. Because this Plane is so close to nothingness, the Acmonians can use the Magic in it to "manipulate" the void and create things in it, like drawing in a blank canvas. Even though the things they make doesn't truly exist, they can still be "touched" and "felt" but in a more subtle, numb, lessened level. With this, the Acmonian can create houses and objects which they use to emulate existence and a society of the physical world. There are theories that point out that the Upper Ethereal Plane is the closest place to the Gap.

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[anchor]gap[/anchor]The Gap
A completely theoretical place proved only through calculations and has never been observed. When the Universe was split, the Gap was a "Realm" located in the exact middle distance between Terra Priscus and the Stratum Magi, acting as a boundary between both realms. Because of that, like opposite forces of equal power that nullify each other, Magic and Logic nullifies each other and are nonexistent in the Gap, which makes it a place without either of them, a place devoid of Time and Space, Dreams or Reality. Because of its lack of Space, The Gap is at the same time a singularity and an infinite space. Since it lacks Time, seconds become eternities and eternities become seconds. It's unknown what happens to a living being inside the Gap, but it's believed that the creature will lose its self-awareness, capability to feel and dream or even imaging, but how this affect the creature is yet unknown.

Some believe that when the Trinity Goddess was banished, she was actually sent to the Gap, where she slumbered, but the nature of the Gap of being devoid of traits linked to magic caused her dreams to be "ejected" from the Gap and gather in a place full of Magic, which became the Stratum Magi and everything in it. Her Temple in the Stratum Magi is though to have been just a pathway or a link between the Gap and the Stratum Magi from where the Goddess' dreams flowed.

Now that Terra Pricus and Stratum Magi merged, forming Terra Arcana, it's theorized that the Gap currently exists outside the boundaries of the Universe, as in a place beyond the Universe's "walls".

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Edited by Sonwe, Jul 29 2013, 07:57 PM.
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[anchor]proeliu,[/anchor]Proelium
Proelium is a magical sport played through all Terra Arcana. It's the most popular and loved magical sport in the world enjoyed even by the majority of the non-magical Forgotten. Its popularity equals that one of soccer. Proelium even has its own World Cup, but, for being magical, it's not presented in the Olympics. Lately, technology is being developed for Forgottens to be able to play, but it's not wild spread yet.

Proelium means Battle, and true to the name, the game mix the elements of a ball game and a magical battle. The main idea is to hit the adversary with a magic infused ball, while defending yourself and your teammates from the same.

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[anchor]pfield[/anchor]The Field

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Home Zone
The area where the players first start the game. As soon as the whistle has been blown, Players may move out from their Zones into the Elemental terrains. But the the one doing the Open Fire needs to do it inside the Home Zone, this player can only go outside the zone after the ball has left the Home Zone. Here is the only zone which the player is allowed to use Spirit and Mind spells. A non-Open Fire shot from the Home Zone is the only way to shoot a ball with those two elements. However, the player cannot draw Mind and Spirit powers from the homezone, so the magic must come from their own. This makes such spells a rare occurrence in a match.

Elemental Terrain
Terrains of elements in the playfield. Player can use the power on the terrain to do elemental magic in the game. The power of the magic is relative to the proficiency the player has towards the element of the terrain. Standing on an element terrain also makes the player vulnerable to the opposite element. The players are not allowed to use other type of magic in a terrain of a different element (or in a neutral zone). Popular major stadions have advanced technology that have playfields with special kind of floor mechanism which can supress magical energy, preventing this to happen, but traditionally, doing so will result in a foul.

Neutral Zone
Areas on the playfield which aren't covered by the Elemental Terrains. In Neutral Zones, the players are allowed to use Force spells.

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[anchor]prules[/anchor]Rules

Open Fire
One member hit the ball from Home Zone. It can be Punching, Kicking, Slamming, Throwing, or anything. But the ball has to be hit with 0 magical disturbances. The ball needs to be a Free Ball (no magic infused at all), but the player may use supportive magic on themselves as long as the ball is not affected directly. The game starts with an Open Fire from one of the teams. Whenever a point is scored, both teams have to go back to their respective Home Zones and start another Open Fire.

Shot
A soot is done by hitting the ball inside an elemental terrain. The player is allowed to absorb elemental energy on the terrain and infuse it to the ball when hitting it, resulting in different kinds of shots and attacks. The most basic magic infusion is turning the ball into a fireball, waterball, windball, etc. It is allowed to hurt other players with magic-infused balls.

Defend
Use the power of the terrain to affect the field of the game, without touching the ball directly. For example erecting a wall of stone to prevent the ball from passing through, or blowing a strong gust of wind to repel back the ball to the opposite direction. Despite this, however, players are not allowed to hurt other players directly with magic (this isn't a magic fight).

Support
Uses magic on self or other players to increase or decrease their performance. Support magic can be used on self anywhere, but when a player wants to use a support magic on other players beside themselves, they need to be on the Home Zone. Doing so outside the Home Zone will be counted as a foul.

Foul
When a rule is broken, the current set is forcibly ended. The game resumes by an open fire from the opposite team. Breaking the rules thrice will grant the opposite team 2 points. Breaking the rules 5 times will end the game resulting in a win for the opponent. A ball cannot be held by a person for more than 7 seconds or it'll be a foul.

Side Change
The teams exchange their Home Zone location after the first half of the game.

End Game
The game ends after 2 rounds, 20 minutes each. At the end of the first round, the teams must do a Side Change. The game also ends if a team breaks the rule 5 times. The team with the most points win. If the game ends in a tie, a Tie Breaker Shot will be necessary.

Tie Breaker Shot
When the game ends in a tie, there will be a tie breaker. Each team chooses one person to shoot a ball and the other team chooses one person to defend. The attacker only has one chance to shoot the ball and the defender cannot touch the ball directly. If the ball gets past the defender and enters the opponent's home zone, the attacker's team wins and vice-versa. Each team take turns in being attacker or defender, but the game ends after a team gains a lead.

Score
+1 Point if:
The ball touches opponent player, then touches the ground after that. - Hit
The ball touches opponent player, then goes outside the playfield. - Out

+2 Point if:
The opponent made a foul 3 times. (Penalty)

+3 Point if:
The ball touches the ground in the opponent's Home Zone. - Score
A member of the opponent's team got knocked down. - Knockdown

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[anchor]pspecs[/anchor]Specifications
Team
Each team consisted of 5 members. Attackers are the ones going for the ball and hit it directly with the intention to get it into enemy's homezone, defenders are the ones using magic spells to prevent the ball from entery their homezone, and supporters are the one standing in the homezone to use supportive spells. Ideally, a team has 2 attackers, 2 defenders, and one supporter, but in the end it's up to the team to divide the strategy and roles however they want it.

Ball
A proelium ball is a specially made ball using magic technology. It's a ball that will react to magical influences flexibly. It's kind of heavy (about 9kg), that's why the attacker have to be physically fit to be able to hit the ball cleanly. Usually once the ball have been affected by magic, the players can hit the ball more easily since they can use their magic power to help, but the power of the attacker is still one of the most deciding factor in a match.

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Edited by Sonwe, Jun 19 2013, 05:10 PM.
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[anchor]magic[/anchor]Magic
The exact nature of Magic is still unknown and the concept itself is very little understood by even the most knowledgeable in the subject. Magic is commonly defined as a force or energy (hence magical energy) however, even the combination of those terms is not enough to fully define Magic. What is know is that Magic exists in everything in Terra Arcana, from the largest planet to the smallest atom and it controls all natural laws of things, such as gravity, matter, even life. It's unknown how Terra Pricus was able to survive and function when Magic was banned, but it's believed that either Magic is not essential for the existence of things or that it still existed in Terra Pricus after the Goddess' exile, albeit in a hidden, dormant form. Magic itself is not limited to the Laws of Physics, such as the Law of Conservation, as Magic apparently can be created, destroyed and recreated. Such process can be observed inside Animas Arcana during magic casting.

The term "Magic" does not only refer to the magical energy, but also the ability to manipulate it to one's will. By doing so, one is capable of creating a "force field" where reality no longer fully applies and things become subjected to the person's dreams and imagination. Through that, its possible to momentarily bend reality, permitting things generally considered impossible, such as conjuration of objects from thin air or the manipulation of elements. The usage of Magic is only possible by individuals possessing an Anima Arcana or a device that emulates one. For that reason, Forgotten are unable to use Magic in any of its forms, for they lack Animas Arcana. The control of magical energy to execute Magic is done through Spells which come in two forms: Sorcery and Witchcraft.

While it may seen that the individual is the one casting the Magic Spell, all magic comes from the Arcanus, as they are the ones who act as the link that connects the Trinity Goddess to the Anima Arcana and the Anima Arcana to the Physical World.

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[anchor]witchcraft[/anchor]Witchcraft
Also known as Geist Magic, Witchcraft is the Magic of the Soul and Mind. It is born out of imagination and it requires no physical tool, ritual or action to manifest (even though they are sometimes accompanied by Enchantments and Conduits). For that reason, such spells are of fast use and suitable for battles. Witchcraft has its roots deep inside the mind of the wizard, and therefore it cannot be taught and follows no "recipe". Because of that, a spell of this kind cannot be learned from reading a book, but one can still learn the "theory" behind a certain spell-type to create a spell of that kind. Witchcraft spells are unique from individual to individual, as it is born from their imagination, and even though two people can have similar spells, they'll not be intrinsically the same. Since Spells of Witchcraft cannot be taught or learned, they cannot be devised either. Instead, such type of spells are crafted.

The downside of Witchcraft is that it requires a perpetual flow of magical energy to function. For that reason, anything created by Witchcraft must be constantly fed with magical energy by the caster, otherwise it'll disappear. However, since maintaining a flow of energy is tiresome to the Arcani, they cannot keep up with it forever and the flow will eventually stop, thus making the effect of the spell wear out.

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[anchor]element[/anchor]Elements
Witchcraft spells are divided into 11 Elements according to what primary nature the spell affects. The earliest record of the implementation of the concept of Elements to Witchcraft comes from the Celtic druids with their animist religious beliefs, together with their interaction with the Natura Race. Their belief was eventually passed to the Gaulish druids and came to Greece through them, where it was consolidated by the Platonic Academy. While the Elemental division of Witchcraft is not the most precise method of categorization in modern times, it's simple and accurate enough to be used by the laymen who did not study Advanced Magical Theory.

Almost any magical spell has a small chance of inflicting or bestowing a Positive or Negative Status Effect, depending on the nature of the spell, every time one is hit by the spell (unless immune), even if the spell is not Transubstantiation or Degeneration.

The Elements and their definition are the following:

Forest
The Element of Organic Life, with control over Plants and Animals. While it's considered near-impossible to create a perpetual and autonomous lifeform using Magic, Forest allows the user of this kind of element to create temporary lifeforms that will last as long as they are being supplied by a flow of magical energy. This element also allows the user to manipulate non-sapient lifeforms, with a varying degree depending on the power of both the caster and the creature (controlling a sparrow is relatively easier than controlling a lion, for example). Through Forest, a Magician can make flowers bloom, grow trees out of nowhere, control or summon animals or bestow aspects of nature upon someone or something. Forest is linked with the Status Effects of Poison and Nectar

Day
The Element of Light, giving the user control over the aspects of light, visible and invisible (i.e. Electromagnetic radiation). Through this element, one can can create flashes and balls of light, bend the light-rays to create images, create or control damaging radiation, shield oneself from the same, bestow upon someone or something the characteristics of light, etc. The Status Effects related to Day are Glare and Focus.

Night
The Element of Darkness. The distinction between Day and Night Element may be hard to understand at first, since Darkness is nothing more than the absence of Light, but it was discovered that Darkness itself had magical proprieties. In that sense, the Element of Darkness gives the magician the ability to completely negate Light, thus creating an effect as "concentrated autonomous darkness", which is the ability to create a stand-alone darkness in a place bathed by light. With that, one can create blackouts, conceal things in the shadows, manipulates the shades to ones will. It was also discovered that the Shadow has a special link to the body that casts it, so through manipulation of those shadows, one can do things such as creating doppelgangers and shadow minions and even restrain movement, among much more. The Status Effects linked to Night are Sleep and Shade.

Sun
The Element of Fire. The spells aligned to this element give the Magician the power over fire and heat. Create flames, trigger explosions, control the fire, causes spontaneous combustion, produce heat waves are a few among the many things that spells of this element can do. The Status Effects connected to Sun are Burn and Fury.

Mountain
The Element of Earth allows a magician to control the earth, crystal and metal. Mountain Magicians can raise and lower mountains, trigger seismic activities, produce metal and rocks from thin air and much more. A great Element when seeking defense and protection, since the sturdiness metal and stone can be used for ones' protection. The Status Effects of Mountain are Petrify and Stoneskin. Mercury, despite being liquid, for being a metal it's under this element and spells that use lava are of both Mountain and Sun elements.

Ocean
The Element of Water in all its phases. Controlling water in its liquid (Water Magic) and solid form (Ice Magic) are more common and broad in functions than in its gas form (Steam Magic), but spells to generate fog and mist or produce high pressure hot steam jets are fairly common too. Other examples of Ocean Magic would be creating bubbles, producing icicles, shooting jets of water, calling forth rain, manipulating river courses, creating clouds, breath underwater, etc. Unlike most other elements, Ocean has two Negative Status Effects linked to it: Hypothermia for Ice Magic and Fata Morgana for Water and Steam Magic. It only has one Positive Status Effect however, Baptism.

Sky
The Element of Air, however it doesn't limit itself only to Oxygen. Any naturally gaseous substance (aside from steam) can be manipulated or produced through Sky Spells. This element allows spells such as one to create gusts of winds, generate tornadoes, summon clouds of toxic gas or defend one against them and even repel air to produce vacuum bubbles. The Sky Status Effects are Asphyxia and Aerodynamics.

Storm
The Element of Electricity. This element allows one to have domain over electric energy in any of its forms and manifestations. The wizard can, through spells of this element, generate lightnings, harness the power of storms, electrify a creature or object, energize a electrical appliance, make the hair stand on a science and magic fair, among others. The Status Effects generated by this Element are Paralysis and Electromagnetism.

Force
The Element of Non-Element, despite the paradoxical definition. This Element encompass physical forces, such as gravity, impulse, magnetism; by products of such forces, such as acceleration, speed, deformity; as well as basic concepts like time and space. It curiously also encompass things and objects that do not fall into other categories, such as rubber and plastic. Through Force, one can, for example, alter gravity to permit flight or hinder movement, push objects and people away or move them around by manipulating forces (telekinesis), create portals, teleport, slow down or stop time, accelerate an object. Force is the only other element aside from Ocean that has two Negative Status effects: Slow and Stop. Its positive Effect is Haste.

Psychic
The Element of Mind. This Element focus mostly on the manipulation of oneself or others' minds. Creating illusions, inducing dreams, reading thoughts, extracting or implanting memories, mind control, reading or controlling emotions are a few examples of what Psychic Spells can do. The Status Effects of Psychic are Confusion and Enlightenment.

Spirit
The Element of Life. A distinction between Soul and Spirit must be made before explaining this Element. The Soul is the immortal, unyielding, incorporeal essence of the "Self" that departs a next plane upon the death of the body. It's yet unknown if a Soul truly exists, as the only "evidence" of it is the Anima Arcana, which its way of function is yet little understood and the Acmonians. The Spirit however is easier to prove as existent, through magical experiments. The Spirit is the being's life force which allows the body to function and act and, while it has some connection to the "Self", it is not as strong as the Soul. While not every living being has a Soul, all of them have a Spirit. That said, Spirit Magic allows the control over such life force, and through its spells once can give life to inanimate objects, raise the body of the dead as thralls through necromancy, project his own essence into another's through possession or into the physical world through astral projection, etc. The Status Effects connected to this element are Zombie and Translation.

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[anchor]trait[/anchor]Traits
Besides being categorized by their Elements, Witchcraft spells are also classified by how they affect the Boundaries of Reality, or in other words, their Effect. This classification is called "Trait". This form of categorization was devised during Renaissance in the Accademia di Magia di Firezenze and later expanded and perfected in the University of Cambridge during early Modern Era. In its current form, it's the simplest and most complete way to categorize magical spells, with other forms of nomenclature being extremely complex and confusing.

Every spell only has one Trait, even if their of acting seem to fit more than one. This Trait is always based on the outcome of the spell. E.g. spell that summons a activated bomb would be classified as Destruction rather than Construction, because the purpose of the bomb was to explode even before its creation. However, if it summons a hammer, it would be Construction because the hammer doesn't have to necessarily be used to smash things nor it will destroy itself on its use. The only exception on the "One Trait Only" rule are ones of Chained Spellcasting, in which each Phase can have its own Trait.

Construction (CT)
This Trait manipulates the Boundaries of Reality in order to create elements that otherwise wouldn't exist. This process is known as Conjuration. The conjured object has to be created with the purpose of lasting, so a spell that summons a fire that burns for as long as the spell is being used is Construction, but a spell that summons a fireball that is meant to burst itself upon contact isn't. The constructed objected cannot maintain its existence by itself, so it needs to be constantly supplied with magical energy that comes from the magician that cast it. For that reason, Construction spells can be very tiresome to use as the Arcanus will eventually be drained from its magical reserves and the spell will cease. The amount of magical energy consumed by the created object depends on its complexity; it's easier to create a tea cup than a truck. The hardest things to construct are living creatures, and those who act independently from the Conjurer are the hardest.

Destruction (DS)
This Trait works by using surges of magical energy to destroy elements of the physical world by directs or indirect means, or, in laymen terms, blowing up stuff. Spells of great offensive power usually belong to this trait. However, it doesn't limit to offense only, for a Destruction spell can have the purpose of destroying any projectile that comes near the wizard or causing the molecule interaction on water to break, this turning it into steam. As said before, Destruction spells can work directly, but infusing a body with unstable magical energy thus damaging it (examples would be causing spontaneous combustion or instantaneous freezing that would damage the tissues), or indirectly by creating an object with the purpose of destroying things around it, such as explosive fireballs or a swarm locust whose only purpose is consuming the flesh of the foes.

Thaumaturgy (TM)
Also known as Miracles, this trait is almost completely aligned to protective and healing spells. Thaumaturgy is defined as a trait which completely opposes the Boundaries of Reality, as to make the impossible possible. The reason healing spells fall into this category is because of the Element, as elements such as fire, earth, lightning, darkness wouldn't normally be able to heal someone naturally without also causing some damaging side-effect, but Sun, Mountain, Storm, Night spells can be restorative and without a penalty. In terms of protection, Thaumaturgy Magic works by bestowing characteristics to something without altering its composition. That way, making a person immune to damage or capable of strong attacks, without actually re-arranging their material form is considered Thaumaturgy. In other words, the effects of the spell upon the person is not visually recognizable.

Transubstantiation (TS)
This trait is connected to Transfiguration. It works by altering the arrangements of the Boundary of Reality, in other words, altering the physical or magical composition of a body. Through Transubstantiation, one can alter an object, such as turning a statue into a living creature made of flesh or turn a metal cup into pure gold. Transubstantiation also allows one to give elemental characteristics to something or someone, such as giving a blade water characteristics and make it give Ocean damage or by making someone fists turn into pure metal or catch on fire, without hurting the target. Transubstantiation, therefore, is linked mostly to elemental supportive spells.

Degeneration (DG)
This trait revolves around slowly destroying or damaging the fabric of Reality. In other words, it's about bestowing sickness and corruption, about impairing, poisoning or damaging. This trait is linked to Curses, Hexes and Jinxes. Through Degeneration, one can make rust cover metal, wither a tree, afflict one with sickness or pestilence. These types of spell are usually about giving negative Status Effects, such as making a person slower or weaker, more susceptible to a certain form of damage, etc.

This trait is about controlling the Boundary of Reality. Manipulation Spells can only work on pre-existing things that are not generated from magic. It allows the control over the elements, such as creating waves in a lake, changing the course of a river, bending the metal, generating earthquakes, harnessing power from storm and so on. When used with Force, Mind and Spirit, it's usually connected to Telekinesis, Mind Control and Necromancy of some form, respectively. While having the downside that the spell can only work if there's a source of said element in the vicinity, the upside is that Manipulation spells are usually less difficult to cast and consume less magical energy, since it affects an already existing element, rather than create one on its own.

Planotranslocation (PL)
As the name says, this is the Trait of Movement and Dislocation through or within planes. In other words, this trait permits a magician to move oneself or others through means of magic. Moving through bodies of water, converting oneself into light to move at its speed, open portals or teleport, project one's mind or spirit out of the body (astral projection) are a few examples of Planotranslocation. This trait is not only limited to the physical plane however, as one can use to access other lesser or greater planes of reality, such as entering ones dreams for example. Summarizing, Planotranslocation is about moving things, and the distance and location said thing can be moved depends on the magician's power.

Quick Summary
If this was too confusing, maybe this summary will help you understand: CT makes water appear inside the glass. DS makes the water disappear. TM makes the water taste like wine. TS turns the water into wine. DG pollutes the water. MN makes the water obey ones will. PL makes the water leak from the glass without it having cracks.

[anchor]techmag[/anchor]Technomagic
The form of Witchcraft used by Golems. Because they posses synthetic Anima Arcana and Arcanus, the scientists that developed the Golems found out that creating a system that would allow the spell directly would be too expensive and complex, so instead they developed the Technomagic, both because it was easier and as a security system. It works by allowing the Golem to infuse special devices, known as Technomagical Device (TD), with magic and thus perform spells. There are many different types of TD, such as bombs, missiles and even seemingly harmless things such as toys. The TD is connected with the Golem's systems, therefore it cannot be used by other Golems unless the ownership is passed on. The TDs have an afinity to the Elements and Traits, and can only be infused with magic that belong to those traits. The cheapest and default TD that a Golem has once built is called Blank Bomb and it has affinity to all elements and traits. Technomagic shares the same characteristics of the regular Witchcraft.

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[anchor]castype[/anchor]Spellcasting Types
When using a spell, there are different ways it can be cast even though true caster of the spell is the Arcanus, since the magical energy is channeled through it, but sometimes it may seem that the spell does not come from it. Regardless of spellcasting type, the Arcanus will always emit a faintly visible magical aura during a spell. Certain spells can be cast differently each time, while others are bound to a single type of casting. The known spellcasting types are as following:

Direct
This form is the most common type of casting. In the casting, the spell comes out through the magician, usually from a limb. The spell is most likely accompanied by a characteristic sound, glow and/or smoke. For example, the hands of the caster may glow during the process.

Arcanus
In the Arcanus Spellcasting, the spell directly comes from the Arcanus. While all spells are produced by the Arcanus, this is the only casting in which the Arcanus shoots the spell him/herself. This type of casting can be used by the magician for strategical purposes, such as having the enemy confused on from where the spell will come from.

Sigil
In this form of spellcasting, the spell manifests through sigils and crests. This type of casting is mostly involved when the spell is being cast from a position different from the magician's. However, it's not limited to that, as some spells may make use of sigils but be cast from the magician's location. An example would be a spell in which the sigil represents a shield that deflects attacks.

Concealed
Concealed Spellcasting is a sneaky form of casting used when the magician wants to remain unnoticed. In this casting, the spell apparently has no source, is not accompanied by a glow nor sound or any other type of "warning", make it seems that the spell just happens. This type of casting is a bit hard to manage, for it requires the magician to be able to conceal any evidence of the spell during the process of casting, which requires a lot of concentration and willpower. Despite all this, the Arcanus still will emit a visible faint aura during the spell and the magician will have to find a way to hide that if to make the Concealed Spell truly unnoticeable.

Instant
Instant Spellcasting, shortened to Insta-Cast, is form of casting in which the a spell can manifest almost instantly. This allows magicians to cast a great amount of spells in rapid succession with almost no break between each. This type of casting is really difficult to pull off, being easier when the magician is strong and the spell weak, as weaker spells tend to take less to be cast and consume less magical energy.

Chained Ritual Spellcasting
Shorted to CRS, this is a very complex type of spellcasting which require an ordered set of smaller casting or choreographic to be completed. They are most commonly various interdependent lesser spells stacked together in a single spellcasting and sometimes employs other types of casting in its execution. Only spells that require this type of casting can use CRS and will never be able to be used through other types of casting. This type of casting is a double edge sword, because it optimizes the efficiency of a spell making it many times more powerful than regular spells, but this type of casting takes time to be performed completely, cannot be interrupted and consumes a great amount of magical energy, with a small number of CRS spells, sometimes even just one, being enough to tire an Arcanus for minutes. Few are the magicians that are able to craft a spell that uses such type of casting.

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[anchor]spellcraft[/anchor]Spellcrafting
Witchcraft Spells are born out of Imagination, therefore they are unique to the individual. Spells of this kind cannot be taught or learned as they have no formula or recipe. The process in which a Witchcraft spell is created is called Spellcrafting, in which the spell is "birthed" inside ones mind. There are three forms of Spellcrafting:

Natural
Since the spell is a byproduct of the person's mind, it's linked to both Imagination and Emotions. Sometimes, when the magician goes through a strong emotional surge, such as a trauma or a moment of intense joy, a spell may bloom inside of the mind based on the emotions. This form of crafting is also linked with the Need, so the crafting of a desired spell is more likely to happen in moments of extreme necessity, such as when facing a risk of death or a moment of great stress. Due to the nature of Natural Spellcrafting, the magician has little control over the Trait and Element the spell will craft, usually only having a limited control over how it will behave inside those categories.

Scientific
While a spell cannot be taught or learned, each type of spell does posses a theory and process behind them. Scientific Spellcrafting involves studying and understanding these mechanics and try to devise a spell from them. It involves a lot of experimentation and study, making it the slowest of all forms of spellcrafting, with a single spell taking weeks, months or even years to be crafted. Even if two magicians study the same subject to craft a spell, they still won't craft the exact same spell, as Scientific Spellecrafting only works with the type of spells, as spells are still bound to the Imagination of the individual. Not every magician can perform this form of crafting as it requires a lot of diligence and understanding behind the processes and theories of Magic and the Natural Laws of the Universe, such as Physics.

Inspirational
Arguably the easiest, faster and most reliable form of Spellcrafting, it involves receiving the spell directly from the Trinity Goddess in form of Inspiration. This is done through the Spellcrafting Ritual known as Arcanic Communion, in which the magician uses a sorcery spell to send a "message" to the Trinity Goddess through the Arcanus. The Communion works by mixing different sorts of materials and performing a series of enchantments in an altar devoted to the Trinity Goddess. The outcome of the spell will depend on the ingredients and enchantments used on the Ritual. A magician may chose to study and understand what each material does to produce the desired spell or mix things at random and obtain a random outcome that may be desirable or not.

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[anchor]cmrc[/anchor]Commerce
Crafting is not the only way for a magician to obtain a spell. Since ancient times, a process of extract the knowledge of a spell from a oneself and store it in containers was known. However, only the most skilled wizards knew how and had the means to do it. These magicians were often held highly by the society they belonged since the ability to extract a spell and the spells themselves were considered sacred. However, with the raise of capitalism, the status of "sanctity" of such process was lost and replaced by the ideas of profit and the magicians started selling their spells. However, only a few had access to the practices of Spell Extraction and few Spell Shops existed, mostly family business. This only change during the Industrial Revolutions, when the processes to extract spells became more accessible and a whole economy based on the selling of Spells was born, causing Spells Shops to become a common sight through cities.

The process to extract a Witchcraft Spell is a very difficult Sorcery spell that requires not only a lot of materials and complex enchantments, but also great strength and willpower from the magician performing it. The "knowledge of the spell" is removed from the magician's mind, extracted through the Arcanus and purified, so it doesn't carry over any leftover of the magician's personal knowledge. The spell is then stored inside special Cogitocite (a type of Arcancite that can store thoughts) capable of storing not only thoughts, but also the concepts and basis of magic, called Incantocite. Naturally occurring Incantocites are rare to find, but with current technology it's possible to manufacture Incantocite. Once the spell is extracted, the magician loses the ability to cast it, unless the spell is crafted again (but it won't result on the exact same spell) or the magician reabsorbs the spell from the Incantocite. Because the process of Spell Extraction is so complex, the general population is unable to sell their own spells, so the commerce of of spells is mostly unidirectional, but studies are being conducted to develop a way for anyone to be able to extract their spells easily to sell.

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[anchor]hvsc[/anchor]Household vs. Combat Spells. A matter of security or a violation of privacy?
For the MI-5 (Magical Regulation, Section 5) of the United Kingdom of Magician Britannia, the Witchcraft spells are legally divided into two sections: Household Usage Spells and Combat Spells. Household Spells are spells with minimal to no combat utility, being completely harmless. These spells are crafted with the purpose of the magician's convenience and their purpose is mostly to help maintaining the household. Examples of Household Spells would be: a spell that produces bubbles that clean the dishes, a spell that gives life to brooms to make them sweep on their on, a spell that turns bread slices into toasts.

Combat Spells (also called Battlemagic) are spells that have some use during a fight and/or are dangerous to others. However, it's not limited to combat, as spells that allow locomotion between small or great distances alike, heal and even alter the material composition of objects in a way that may help in battle, even remotely, are classified as Combat Spells. This division is done because every form of Combat Spell is regulated by the United Kingdom. As soon as a spell is crafted, the Omniglass activates a special program that scans it to see in which of these two categories it fall. If the spells has the category of a Combat Spell, it is recorded into a database and tracked and from that moment onward, any time this spell is cast is recorded and by the authorities, as to prevent misuse with purposes of crime.

The regulation of spells, however, is a very controversial matter, as many people feel it violates privacy. When the Act of Safe Spellcasting and was first written, they proposed that all forms of Witchcraft were tracked, even the harmless ones. However, after many protests from the general population, the Act was altered as to it is now today as a compromise. The DMI assures that the Act is solely to maintain the safety of the people of the United Kingdom, and that all the information collected regarding the spells are confidential and under high security, with only a handful of people having access to it. The people were only satisfied with the Act after it was decided that the Queen herself would supervise the Act and the people in charge of enforcing it.

Gameplay-wise: This means that any Spell that has some utility to the character when it comes to progressing in the RP, being it during combat or helping solve an event or situation MUST be crafted and listed on the Omniglass section in your character's thread. That means that your character is allowed to have and use a spell that is not listed on the Omniglass or your character's profile, such as one that produces bubbles than burst into musical notes, if and only if the spell's has no purpose Gameplay-wise.

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Edited by Sonwe, Jun 19 2013, 05:39 PM.
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Magic
[anchor]stats[/anchor]Status Effects
Every spell of a certain element, when used, has a small chance of inflicting a certain status effect on the target, which will be positive or negative depending on the spell's nature as offensive or supportive.

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[anchor]negstats[/anchor]Negative Effects
Forest
Poison - The enemy is afflicted with a natural poison, that while on the bloodstream, it'll slowly destroy the tissues, thus causing illness and dealing constant damage over time. The effects will wear off as soon as the poison is cleansed from the body.

Day
Glare - A strong flash of light will and/or radiation damages the eye, causing a momentary spots on the sight and consequentially blindness. In time, the eye will heal itself.

Night
Sleep - A mysterious and mystical effect of night and darkness that intoxicate the target, inducing a deep but short sleep. The target will wake up if physically attacked (including attacks using weapons created by Construction spells).

Sun
Burn - The heat and flames burn the flesh and airways, inducing unbearable pain that compromises strength and endurance, lowering attack power and physical defense.

Mountain
Petrify - Transfigure flesh into stone, petrifying the target's body and preventing it to move. However, the stone is so hard that the target becomes immune to damage while petrified. However, Petrify doesn't wear off naturally.

Ocean
Hypothermia (Ice) - This effect happens when the Ocean spell manifests as ice. The cold lowers the natural body heat, causing mental confusion and also lowering the body's resistance. Lowering magical and Forgotten power and resistance.
Fata Morgana (Water) - This effect happens when the Ocean spell manifests through water or steam. The water droplets in the air, combined with residual magical energy produces an optical illusion and spatial distortion that confuses the Arcanus. Magical spells and Forgotten Abilities become more tiresome to be used and their effectiveness is lowered (Forgotten Abilities may lead to dubious results).

Sky
Asphyxia - Due to alteration of the air's arrangement, oxygen has trouble reaching the lungs, leading to difficult breathing, lowering focus and preventing that magic or Forgotten abilities are used.

Storm
Paralysis - Electrical currents and electrification of the body leads to involuntary nervous impulses, making the muscles spasm and become unresponsive, preventing one to take actions sometimes.

Force
Slow/Stop - Time is bent and stretched around the target, causing it either to be slowed in time or stopped in it. While under the effect of Stop, the target can still be damaged, but also can be healed.

Psychic
Confusion - The mind is afflicted with hallucinations, delusions and disorientation. Foes become friends, friends become foes and both can be merely phantoms.

Spirit
Unbirth - The principle of life is reversed on the target. What hurts heals and what heals hurts. The same applies to status effects.

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[anchor]posistats[/anchor]Positive Effects
Forest
Nectar - Named after a mythical drink, it replaces the blood with a healing substance known as Ichor that will slowly heal all wounds until it's cleansed from the body.

Day
Focus - The eye becomes able to absorb more light and with more precision, enhancing the target's vision. Attacks become more accurate and it becomes easier to detect weak spots.

Night
Shade - The body is dragged into a realm of darkness, becoming a shadow, making it harder to be detected.

Sun
Fury - The body is fueled by a strong wildfire which strengths the individual. Physical attacks become more powerful.

Mountain
Stoneskin - The skin hardens and is covered by stone scales, making it more sturdy and durable, raising physical defense.

Ocean
Baptism - The individual is bathe blessed with a water filled with magical energy, raising magical power and intellect.

Sky
Aerodynamics - The body becomes light like air and pass through wind like a blade, making the individual faster and capable of executing feats such as jumping higher easily.

Storm
Electromagnetism - The person is filled with electricity, creating a electromagnetic magical field that partially repels offensive magic.

Force
Haste - The person moves faster through time and, relatively, time flows slowly for the person, making the things around the individual look as if in slow-motion.

Psychic
Enlightenment - The mind is cleared of distracting thoughts, becoming extremely focused, making Spells and Forgotten Abilities more efficient.

Spirit
Translation - The spirit reaches a upper level, filling the body with vital energy of great power. The person becomes immune to damage for a few minutes.

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Edited by Sonwe, Jun 19 2013, 05:41 PM.
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Magic
[anchor]sorce[/anchor]Sorcery
The second form of Magic is called Sorcery. Sorcery differs greatly from Witchcraft by not being linked to the mind or soul. Because of that, Sorcery follows patterns, rules, laws and principles that are universal among all spells of this kind. This makes possible to actually learn and teach Sorcery spells. Sorcery is also known as Perpetual Magic because the spells tend to last for a long time and independent to the caster, unlike Witchcraft. For example, if a house was created from Witchcraft, it would only exist if the magician kept providing it with his own magical energy, however it would disappear as soon as the magical flow stopped. However, it was created from Sorcery, the house would keep existing even if the magician that created it stopped giving it magical energy.

Another main difference between Sorcery and Witchcraft is that Witchcraft does not need a physical tool to be performed, while Sorcery does. Because of that, Sorcery spells tend to take long to be performed, since they require extensive preparation such as combining the correct ingredients, performing the right chants and going so far as to be dependent to time, weather condition and location. For example, some spells may only be cast during eclipses. Because of that, Sorcery is mostly useless during fast paced battles and its use in wars is mostly restricted to the reserves.

However, that's not true to all kinds of Sorcery spells, as the spells that can be extracted from enchanted Grimoires and channeled through wands are considered a branch of Sorcery magic. These, however, are the only means that Sorcery can be effectively used in fast paced battles.

[anchor]seal[/anchor]Seals
Seals are special magic devised with the purpose of "locking" something way to keep it secured or imprisoned. Seals can manifest both physically, such as a wall, or through ethereal means, like simply removing the sealed thing from the physical plane. Regardless of type, they almost always come with one or more "locks" that has its own special mean to be unlocked, ranging from a mere "key", an encrypted code or even a complex magical ritual. Unlocking a seal's locks cause it to break, releasing whatever was sealed. Seals often manifest through magic sigils.

There are three types of seals, two of them that can created through both Witchcraft and Sorcery and one that is restricted to Sorcery. The types of seal are divided by level according to the means they created, their power source and how secure they are. The levels are represented by Greek letters. A fourth type exists, but only one seal of that kind was ever known to exist, and that was the very Seal used to banish magic.

Type α
The weakest kind of seal, it can be easily created through Witchcraft. It uses the own creator's magic as power source, therefore, like any Witchcraft spell, it must be constantly supplied by the wizard or else it'll disappear. This make this type of seal very unstable and fragile, and unless the magician is very strong, the smallest interference can cause the seal to break and some strong magicians can make this type of seal to last for days, even years. This is the only type of seal that doesn't necessarily comes with a lock, due to its, usually, short existence.

Type β
The intermediary between Type α and Type γ; Sorcery is used to approximate a Seal Type α to a Seal Type γ in order to create a Seal Type β. Through this, the magician is able change the "power source" for the Seal to something else rather than his magical energy. It can be someone's or something's life energy, a magical battery, an Arcancite, a natural magical flow, etc. This type of seal always come with a lock, but can be easily deactivated if the power source is located and destroyed.

Type γ
The strongest and most secure type of seal, the Seal Type γ are self-sustained seals that do not need power sources and theoretically can last forever if undisturbed. This type of seal is only made through Sorcery and its level of security depends on the complexity of the spell. The easiest way to break these seals is by unlocking their locks, but there's evidence that sometimes, a strong interference (usually of magical nature) is capable of breaking them.

Type Ω
A unique type of seal, with the only seal of this kind being the one that kept the Goddess in exile and banished Magic from the world. No one knows how the Type Ω seal worked, as Terra Priscus apparently had no magic to keep the seal existing; a seal created through Magic to banish Magic can only be considered a paradox. Who created this Seal and how is also a mystery and there isn't a single mention of the seal or the Goddess in Terra Priscus history. This seal was broken in December 21st, 2012 of Terra Priscus, coinciding with the Mayan Prophecy of the End of the World, but who broke it and why is a mystery.

(more to come)
Edited by Sonwe, Jul 29 2013, 10:22 PM.
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Bow down and let's get with it.♥♫ *wink*
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People are paid to do Lolita Sonwellia's dirty work.~♥
Thanks iruje for the sprite and Geiky for making it into an avie.

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