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Rachetgirl11
Vice Captain

PostPosted: Fri Sep 03, 2010 3:47 pm
((OOC Note: This is currently under construction, and I will be taking suggestions on how to improve the rules via PM.))

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The above picture shows the 13 elements of magic. Every object in the universe is aligned to one of the 13 elements...with the exception of humans. Humans are the only Neutral being in the universe. This allows Humans a greater degree of flexibility when using Magic. Other races are usually stuck with a kind of "racial magic" though there are exceptions. Elves commonly use either Nature or Light magic (sometimes both), but stubborn, strong-willed elves may use Fire of Spirit magic instead. The following posts will describe the "game terms" of magic.  
PostPosted: Fri Sep 03, 2010 4:06 pm
The Elements


Here we have a brief description of the 13 elements:

Fire: Deals primarily with abilities that destroy objects and burn living beings.
Water: A very fluid element, water can attack, defend, or even heal.
Wind/Air: Users of Air magic can influence the direction of the wind, knock enemies down with powerful gusts, and even fly.
Solid Earth: Primarily a defensive element, Solid Earth (or Earth for short) deals with the ground beneath us. Piss off an Earth mage and you'll find yourself 30 feet in the air.
Light: Mostly healing magic, but Light also contains plenty of "smite evil" style spells.
Darkness: Not an evil power in itself, as plenty of heroes have used Dark magic. Darkness can be very subtle, by blinding foes and dimming lights, or very overt, such as necromancy.
Time: Don't even think about stopping time for all of Lyndria. Time magic can halt an arrow shot at you, freeze an enemy in his tracks, or speed up time so that a warrior is much faster then his opponent.
Celestial/Space: Celestial (or Space) magic deals with the manipulation of objects as they move through physical space. Space magic can be anything from telekinesis to pulling a meteor out of orbit and slamming a foe with it (Hence how it got the Celestial moniker)
Mental: Mental magic is more supplemental, allowing users to help others or themselves think clearer, be more creative, or even solve problems they didn't even know they had. Mental magic can also be used to invade another's mind (They instantly know what you're doing because of the wracking pain the magic inflicts).
Spiritual: Spiritual magic is better known as 'Mystic Adreniline'. Think the screamy guys from Dragonball Z, and you aren't too far off. If you don't know what I'm talking about, think "Jet Li". If you still don't know, think "Enhancement of phyiscal abilities" but that sounds so BORING!
Nature/Living Earth: Plants, Trees, Vines, Fruits, blah, blah, blah, etc. A little bit of healing is included, but Nature magic usually involves manipulation of natural objects. Think "Druid". Nature magic can also break natural objects, so watch out for Nature magic if you're a spear lover.
Ice: Do I really need to explain this one? Freeze stuff. Treat people coldly. That's all.
Electric: Ooo, this one's nasty. Electric magic can stop others from using magic. You can place a seal on a person to keep them from using magic. Scary, eh?
Neutral: Until a human becomes Awakened (see below), they are Neutral. No magical ability.
Omni: This one's not an actual element. There is no "Omni" magic. Don't ask, just ignore it.


((Quick note on Electric: Magic of that element is very unreliable. If a Fire mage has a stronger spirit then the Electric mage, the Electric mage is sitting on a book of almost worthless spells. Electric is commonly used to keep someone from doing a certain thing, like keeping someone from talking or moving their right arm to swing a sword. Electric magic is more useful against Neutral, non-mages then actual mages))  

Rachetgirl11
Vice Captain


Rachetgirl11
Vice Captain

PostPosted: Fri Sep 03, 2010 4:18 pm
The Awakening


Humans are born with no magical talent. Over time, Humans on Earth believed that since magic was evil, they would turn to technology and science to let them duplicate magical effects. Humans on Lyndria, however, learned of magic from the others on Lyndria. As such, they were able to unleash the great magical talent sealed within their souls. They called this unsealing "The Awakening" After the Awakening, a human is able to utulize the energy running through his body in order to cast magic.

Using Magic

Every Character starts out able to use magic from one element. Advancement in magic allows a character to use either stronger magic from one element, or learn how to use a different element. Advancement in one element will detrimentally affect advancement in that element's opposed element. The list of opposed elements is as follows:
Fire vs. Water
Wind vs. Earth
Light vs. Darkness
Mental vs. Spiritual
Time vs. Space
Nature vs. Ice
Electric is unopposed

Also, using magic causes a drain on the person's body. This drain manifests in fatigue, internal wounds, and finally, if a mage pushes beyond his limits: Death. The drain is easily felt, and many mages know their "cutoff point", when they stop casting and let the fighters do their thing. Energy is easily restored by resting.

((Still a work in progress, I'll be back later to update the system, so check in often!))  
PostPosted: Fri Sep 03, 2010 4:25 pm
Characters with Magic:


Remember the rule: No godmodding! Any spell that could let someone godmod is a spell that would probably kill the user (Unless a mod says it doesn't). Here's the general guideline: The less damaging it is to them, the less damaging it is to you. Also, there are no real "spells". All spells are just manipulations of the elements. As long as the spell fits the element, you'll be fine. If you have questions as to whether or not a specific spell would work with your character's element, ask someone, preferably me! Also, you may want to update your character profile with a little addition called "Elements". All characters start with one. You can add more later through study. Enjoy the new system!

Notes: I thank Eclipse for producing some spells, and I'm planning on adding a few of my own (working on Light and Dark right now). If you get an idea, send it in, and I'll probably add it (I'm a nice person!).  

Rachetgirl11
Vice Captain


Just Before An Eclipse
Crew

PostPosted: Tue Nov 30, 2010 7:40 am
Fire

-->Warmth: to warm a body, can spread to others
-->Flame: summon a flame, usually in one's hand. Controlling it is the art
-->Protection: Keeping someone from burning underneath fire
-->Fireball: This one is nasty. The user summons up a ball of flame, and chucks it at a foe. Fireball is a very modular spell, allowing for the ball to change size, last for a while (causing foes to burn), or even explode.
 
PostPosted: Tue Nov 30, 2010 7:41 am
Water

--> Summon: those who master the elements can create water without a source, but many need to summon it from somewhere, either the nearest body of water, a flask at their hip, or the clouds above.
-->Bubble: a protection barrier to keep harm from multiple people.
--> Heal the cooling ability can heal minor wounds, bones are too thick for them to heal, but most are taught to splint them.
--> Weather: Water mages can bring rains to a land, but usually with disastrous consequences.
 

Just Before An Eclipse
Crew


Just Before An Eclipse
Crew

PostPosted: Tue Nov 30, 2010 7:43 am
Wind

--> Voices of the Wind: The wind carries conversations great distances, allowing the mage to hear them. Many untrained will go mad, not realizing what is happening.
-->Wind Control: Mages can manipulate the wind, usually in gusts or spirals as it usually follows. They can also pull the wind from the air, using it to fight.
-->Wind Slice: Razor sharp blades of wind can attack their victim, hitting all over his or her body. Depth depends on strength of mage
 
PostPosted: Tue Nov 30, 2010 7:46 am
Solid Earth

-->Body Armor: Can cover themselves with rock for protection from physical and some magical blows
-->Sensation: Can sense movement through the earth. Those with highly tuned senses can feel footsteps.
-->Wall: Create a wall between attackers and defenders
-->Pillar: An Earth Mage can create a pillar under where you're standing, thrusting you up into the air.
 

Just Before An Eclipse
Crew


Just Before An Eclipse
Crew

PostPosted: Tue Nov 30, 2010 7:46 am
Light

arrow Healing: While other elements can Heal, Light works the best. Less energy is required to heal wounds, and masters of Healing can even resurect dead beings.
arrow Protection: Again, as with Healing, Protection does it best. Light can protect against any element except Light (but Light doesn't have a lot of attack spells).
arrow Illuminate: Perfect for those dark nights when that b*****d behind you wants to cut your throat without being seen. Illuminate makes a magical light that (oddly enough) illuminates an area. The darkness spell Shroud counters this spell if Illuminate was cast first.
 
PostPosted: Tue Nov 30, 2010 7:47 am
Darkness

--> Inflict: The absolute opposite of Healing, this spell causes damage instead of healing it.
--> Poison: Also known as Curse, this spell slowly drains a person's ability. The caster must decide which ability he's shooting for when the spell is cast (For example: One caster can drain a person's strength, or someone else can reduce his endurance.) A person can only be under the effects of one Curse at a time. (for actual Poison, see Nature).
-->Shroud: A favorite with mystically inclined theives, this spell calls down a shroud of darkness to cover the target area. The Light spell "Illuminate" counters this if Shroud was cast first.
 

Just Before An Eclipse
Crew


Just Before An Eclipse
Crew

PostPosted: Tue Nov 30, 2010 7:48 am
Time

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PostPosted: Tue Nov 30, 2010 7:54 am
Celestial/Space

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Just Before An Eclipse
Crew


Just Before An Eclipse
Crew

PostPosted: Tue Nov 30, 2010 7:57 am
Mental

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PostPosted: Tue Nov 30, 2010 7:58 am
Spiritual

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Just Before An Eclipse
Crew


Just Before An Eclipse
Crew

PostPosted: Tue Nov 30, 2010 7:59 am
Nature/Living Earth

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Lyndria

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