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Grab-a-Ghost! (Explaining Spectors, Spirits and Magic)

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Chauvie

PostPosted: Thu Mar 17, 2011 3:14 pm
We think of them as living elements, though no one really understands what they truly are. They won't tell us themselves since they can't speak about their origins, but some have been known to communicate it telepathically. 

There are two different types of specters--Raik and Lumineve. The Raik are stereotypically hard-headed, stubborn, and cold creatures with a bit of a temper. They often specialize in dark magic and illusions. Their counterparts are soft-spoken and friendly, and will do anything to help out those they've chosen to merge with, along with aiding in healing magic. 

The specters are very important, as they are the source of magic here. Specters specialize in one element, but can draw on a spirit's power to control all of the elements. (Spirits are explained further down.) Although, using an element outside of their specialty drains their energy a lot faster. Specters have a very important job to do in this world, but for now, I'll explain how you can choose your own magic with a Specter's help. 

Specters are everywhere, so it's usually easy to catch one's attention. Whether or not they'll cooperate is a whole different story. In short, specters attach themselves to the soul, connecting their energy with yours. The Lumineve tend to be a bit more passive and easier to convince to "merge" with you, while Raik oftentimes will put people to the test, throw out riddles and play quite a few games before they decide they just might like you enough to lend their power.

Specters and spirits on their own can use magic, but only small spells. They have large quantities of magic, but can only tap into it when they've merged with another creature. Specters can divide their power between multiple people at the same time. Dividing like this doesn't weaken the specter's power, nor does it cut back on its endurance.

Spirits are similar to specters in the sense that they can merge with you and lend you power. Unlike a specter, they can't be seen except by certain psychics and seers. It takes a seer to connect you to a spirit. They can't divide their powers like specters can. On the upside, they have a bit more power to tap into for emergency reserves. Unfortunately, tapping into these reserves has it's own toll on either physical or mental health.

Spirits also seem to have a like and dislike for others depending on their magic types. They are much more sensitive to the elements than a specter; hence, they can easily tell who is around you and what their element is. If you merge with a water spirit for example, fire and earth spirits will want to avoid you. However, if you go through enough training and become more familiar with the spirit and element, you can gain a second. Though your first pick affects the second spirit you can merge with, if you have enough experience you can mix elements of opposites.  
PostPosted: Thu Mar 17, 2011 4:11 pm
Types of Magic

Water: Water can be used to do a number of things. In controlling the water element, you can adjust the moisture in the air, form ice, summon terrifying storms (when paired with a wind elementalist), manipulate water, cause various weather conditions, including rain, hail, snow, and sleet. It's one of the more versatile elements, only second to earth.

Wind: Wind can be a calming, soothing element or a very violent one. Wind elementalists are often known for combining the two sensations into a bit of trickery. When you find yourself being lulled to sleep by a soft breeze, you might just run into bone-shattering winds in the next minute. Wind can adjust temperatures whether it be freezing winds or blazing ones. Pairing up with water or fire elementalists is a great idea for wind elementalists. Whether it be a deadly blizzard or a raging firestorm, either one would hinder just about anyone.

Earth: Earth is probably the most flexible of the elements. Not only can you raise pillars of earth and create deadly knives out of a variety of minerals and crystals (steel, even diamond if the location allows it), but earth elementalists also have the ability to manipulate plants. You can make them grow faster, bigger, or wrap your enemies up in thorned vines and even giant tree roots. There's a vast majority of things that an earth elementalist can control, some of which have yet to be discovered.

Fire: Fire has the ability to be the most violent of the elements. Not only can a fire elements call on fire at will, but they can create deadly heat waves, melt the coldest of storms away, and create explosions by splitting molecules in the air. Despite the fact that those who control fire are a little more limited to what they can do, fire isn't something to underestimate.

Dark and Light: Dark and light are usually the elements of the Raik(dark) and Lumineve(light). Little is known about these elements, but the abilities within them has very little limit. The dark element is known to include things such as teleportation, mind control (though this has its limits) and ability to manipulate the senses to create illusions. Dark elementalists have abilities associated with the earth element, such as manipulating minerals and even gravity. Light elementalists have a variety of healing powers, the ability to read minds, and a limited ability to control the earth element (manipulating plants). Those of both light and dark elements tend to be very manipulative.

Shapeshifting: Shapeshifting is a secondary magic. In other words, this ability is paired with any basic element (water, wind, fire, earth, dark or light). A shapeshifter has the ability to take on any form of its own species and one other species. This means if a shapeshifting human can turn into a cat, he/she would be able to change the appearance of the human (skin, eye, and hair color, along with any other characteristics) as well as changing the appearance of the cat (changing into a tiger, cheetah, etc.).

Necromancy: Necromancy is a secondary magic. A necromancer has the ability to call on the spirits of the deceased or raise the dead for a limited amount of time. The more time you longer you use this ability, the more energy you expend.



***For information on extended abilities of the elements, click here.
 

Chauvie

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Northwind Chasm

 
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