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Tags: Fantasy, Magic, Roleplay, Literate, Semi-Literate 

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Magic System

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Raiyun
Captain

PostPosted: Sun Dec 31, 2017 7:07 am
Magic Information


Ah, Magic. The bread and butter that makes up the fantasy element of our guild. All of the traditional non-physical aspects and abilities of any character in the world falls under the category of magic. Everything from Raiments, Spells, Charms, and even Artifacts fall under the purview of "Magic" one way or another, and since our guild, world, and characters all revolve around magic, we have a magic system in place to govern the rules on everything related to the powerful force known as "Magic".


What is Magic?

So what is Magic? Well I think the easy, nearly self explanatory answer to this question is what most of you are thinking. Any ability or power that is supernatural in nature and wondrous in form is considered Magic. For character creation and guild member utilization, or in more technical terms, this means Magic by definition is ANY Raiment, Spell, Charm, or Artifact that is used as an ability or power that brings forth an extraordinary effect or action that is not possible through any normal physical ways. Magic in and of itself represents all of these supernatural fantastical abilities.


Magic!

The first thing to know about the Magic of the World of Eoana is that all Magic in and of itself is divided into two major categories, both of which is listed below to better explain the different ways that Magic is utilized in the world. These categories are:

Raiments
Spells



In addition to the two major categories mentioned, there are also powerful and rare magical items in the world that are capable of replicating the effects of Magical Spells in the world. These items are also divided into two categories, each of which is listed below to better explain the different ways they are implemented and used. These Items are:

Charms
Artifacts



Lastly, regardless of whether magic is utilized as a Raiment or a Spell, all magic in one way or another, is formed and used in very different ways. These magical differences are differentiated from each other by a list of very specific "Types" of magic called:

Knits

These Knits are the backbone of the magical structure in the world and envelope the broad magical spectrum as a whole. For ease of understanding, we have listed below a summary to better explain what these "Knits" are.
 
PostPosted: Sun Dec 31, 2017 8:59 am
Raiments and Spells


So... What are Raiments?

Well in the simplest of terms, in this guild, a Raiment is a unique specialized magical ability that is specific to only one character. This character is born with this ability and thus eventually starts being able to utilize this powerful ability without any form of training, knowledge, or schooling. This means that when you are creating a character, you must FIRST create and claim a unique Raiment for your character. When creating a Character and Raiment, bear in mind that although your character is born with this specialized ability, it usually first manifests itself when the character has reached puberty and is generally extremely raw and conceptually simple in the beginning. A Character who is coming into their power, such as the students of Eoana, are not masters of their Raiment's in any way, and have come to the Academy to learn how to properly channel and control their power. In fact, even S-Class characters who have already mastered their Raiments, such as Knit teachers and court mages must still practice and train themselves consistently should they wish to improve themselves and their Raiments.


Ok!... Then what are Spells?

Excellent Question! Again, in simplest terms, a Spell is a more commonplace generalized magical ability that any character can eventually learn in order to create additional wondrous magical effects in the world of Eoana. Unlike Raiments however, Spells are not intuitively acquired, and a character must be very studious, extremely dedicated, and to put it simply, they must be ready and willing to improve themselves to the greatest heights just to be able to cast spells, never mind master them. As such, Spells are extremely difficult to acquire, but overall adds to the abilities of any character that puts in the effort to learn them. This can turn any character from a simple character with a singular ability (Their Raiment) into a much more complex, and potentially more powerful character (Their Raiment + other magical spells and abilities)


I see, So Raiments are unique abilities specific to one character, and spells are more common abilities that any character can learn...
Can a character learn a Spell that mimics a Raiment?


So the quick answer to this question is "Yes"...
However because of the way that Raiments are learned and understood vs spells, it would be near impossible for any character to be able to completely replicate a Raiment to the same levels of power and control.

To gain a better understanding of the main differences between Raiments and Spells, its best to first understand what makes a Magical Ability a Raiment, and what makes it a Spell. It all comes down to this, "Natural" vs "Unnatural" Manipulations of magic.

In Eoana, for all characters in the world, Raiments bridge a connection to the worlds magical energy in a naturally intuitive way that is considered to be a part of them as much as any physical part of their body or trait. Whether you want to call it genetics, or affinity, or any other form of special connection, the ability to call upon and use Magic that is cast to use a Raiment is therefore always adept, intuitive, and natural as they were born with this connection to the world and learn to manipulate it through natural intuition and talent.

Spells on the other hand, are the exact opposite. Spells force a connection to the worlds magical energy in an unnaturally calculated way that is considered to be a form of mastery and or understanding over how the world works. the ability to call upon and use Magic that is cast to use a Spell is therefore always inept, often difficult, and unnatural as they must learn to form this connection to the world and learn to manipulate it through hard work and understanding.

As such, Raiments are often fairly powerful very specific magical abilities that come with such intuitive ease, that studious knowledge of the world's magic isn't required to perform their complex abilities. Whereas Spells are often more simplistic broadly generic magical abilities that require advanced knowledge of the world's magic just to be able to manifest and empower simpler less complex abilities. Even if a character had spent enough time learning the complexity of a Raiment's workings, it would be highly unlikely that they would be able to forcibly conjure the amount of energy required to be able to cast a spell that could perform the same task in the same amount of power and control as a Raiment.



Ah... Ok, so how do I get a Raiment, and how can I learn Spells?

The Raiment part is easy, since you have to conceptualize this as part of your character creation. Remember that your Raiment must be a unique ability, and that you must post a claim in the Raiment Claim thread. Once it is approved then you can create your character according to the stats system page and build your character for the RP.

Spells on the other hand must be learned within the RP itself. Any character can learn certain spells as they go along, however they must reach a certain level/rank within the RP before they are even eligible to learn Spells at the Academy. First, only characters that have Graduated from the Academy's Basic courses and have reached certain levels of power and control over their Raiment are eligible to learn spells in the Academy. More information regarding Spell requirements and how to learn them can be found in the Spell Information thread.
 

Raiyun
Captain


Raiyun
Captain

PostPosted: Sun Dec 31, 2017 10:09 am
Charms and Artifacts


Ok, so... What are Charms?

Ok, so these will be a lot easier to explain. A Charm is essentially a "Stored" spell that can be used one time before destroying the item that stored it. If a powerful character who has learned how to cast spells, was to imbue any item with one of his spells, then that item becomes a charm until the spell is released. Generally, charms are imbued into paper items such as actual charms, scrolls, or booklets, as written language can often simplify the imbuement of a spell, but a charm can be made from any item if the caster is skilled enough. Once the item is imbued, any character with enough knowhow to activate the charm can use it to cast the spell imbued within the charm without using their own magical energy. The spell in and of itself was already cast using the energy and knowledge required to cast the spell, and the charm is simply a conduit of said spell until it is released, which then destroys the original charm. Because of this, even a complete novice could use a charm to cast the spell within, which made charms extremely valuable to any who could get their hands on them, and those who were able to create them, more valuable still. Because of the potential dangers of charms, their presence in the world has dwindled significantly, as Kingdoms across the lands formed their own opinions on the safety and hazards of charms. In some lands, they were outright banned, while in others, they were sought out with extreme prejudice, forcing many to hide their ability to create charms. As a result, Charms are fairly rare, and are almost always sought out when they do pop up in the world.


Whoa... and Artifacts?

Ah yes, Artifacts. Artifacts are much more powerful, and much more potentially dangerous then any Charm, and as a lost art wrought from the "Ancient Kingdom", are the rarest items in the world. Artifacts are extremely dangerous items compared to Charms for several reasons. First, an Artifact does not "store" a spell traditionally the way that a Charm does. Instead, it is created specifically to replicate the effect of a spell itself, or in the case of much stronger Artifacts, the effect of several spells all merged into one powerful effect. Second, unlike a Charm, an Artifact is not destroyed upon use. Rather, an Artifact continues to work as intended so long as the Artifact is empowered, and only returns to being a useless trinket once said power has been depleted. To this day, very few Artifacts have been found, and fewer still are those who have figured out how to use one. Many do not dare to try, as an Artifact can easily kill its user of they don't know what they are doing. As for how Artifacts are created or empowered, that information was lost long ago with the fall of the "Ancient Kingdom"
 
PostPosted: Sun Dec 31, 2017 11:11 am
Knits


Ooooo Knits.... What are they?

Knits is the designated term for the different "Types" of magic in Eoana, whether the magic is a Raiment or Spell, all forms of magic fall into a magical classification based off of the kind of effect the Raiment or Spell makes. Much like how different knitting weaves different patterns into a tapestry, different types of magic or "Knits", weave different patterns and effects into the world's magic, and therefore are classified as such. There are seven known Knits in Eoana and are listed as follows:

Celebrar
Diviner
Elementor
Enhancer
Shifter
Tenebraer
Tadfaer


These seven Knits make up the tapestry of the world's magic, and signify the specific types of magic that both Raiments and Spells are part of. The different Knits for all Magic also have direct connections and or contrasts to Magic of similar or different Knits. In addition, a character's Raiment and Knit also determines how easy or difficult specific spells are to learn from similar or different Knits. All information about each Knit, the types of Raiments associated with each Knit, and the kinds of spells that fall under each Knit can be found on the Knit Information thread.
 

Raiyun
Captain

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