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Raiyun
Captain

PostPosted: Sun Dec 31, 2017 11:31 am
Spells


In the world of Eoana, all of the magic in the world, every wondrous effect and magical ability can be formed and cast, as a spell.
As you well know, in this fantastic world, all characters throughout the world have a raiment, a unique powerful magical ability that they are born with and are able to use without any real knowledge or understanding of how they are using them. These raiments however, are the very thing that gives all characters in the world a connection to the mystical and magical energies needed to be able manipulate them and cast spells.
Spells however, unlike raiments, must be learned, studied, practiced and mastered in order to be able to bring the same kind of wondrous magic that some raiments of the world are capable of. There are 3 Tiers of spells, which indicate and classify them by the level of their complexity.
1st Tier spells are very basic, minor spells that generally produce a single function. These spells are the easiest to cast, and only require base spell components and power in order to cast them.
2nd Tier spells are more intermediate, average spells that generally produce a more complex, mixed function. These spells are a bit more difficult to cast, as they are developed by mixing and merging lesser 1st Tier spells to create a new more complex spell.
3rd Tier spells are more advanced, major spells that generally produce the most complex, mixed and merged functions. These spells are the most difficult to cast, so much so that it is generally impossible to do if your raiment is not of the same Knit as the spell being cast. They are developed by mixing and merging lesser intermediate 2nd Tier spells to create a powerful and complex spell.
Because of the complexity that comes with casting a spell, users have to learn and understand the individual components that make up a spell as well as have a notable amount of power and control over magical energy in order to be able to cast them.



Knowledge

Whether its lower tier spells, which are extremely basic spells made up of nothing more then worldly energy, aspects, and spell construction components, or higher tier spells, which are intermediate and advanced spells that are generally cast by combining the effects of lower tier spells, nothing starts without the knowledge of how to put these components and spells together. Without this, a spell could never be coherently performed, and should a user manage to actually trigger the beginnings of a spell's casting, they could be seriously injured or even killed by their own carelessness and ignorance.

That being said, there are two possible ways that a character can gain the knowledge required to be able to learn and attempt to cast a spell.
The first way you can gain knowledge is to be taught by a competent character who already has the knowledge and is capable of casting the spell being taught. They must be able to both teach you the components needed, how to harness or conjure them, and be able to demonstrate how to weave them together in order to cast the spell. If they are not able to do either of these things, then they cannot teach you the knowledge needed to cast that specific spell. When learning from a teacher, you can learn all of the aspects needed to be able to cast the spells being taught, regardless of your stats.
The second way you can gain knowledge is through personal studies as well as trial and error practice, provided you have the requisite amount of Intelligence to be able to figure out and attempt new combinations of components to learn new spells.
The amount of Intelligence required in their physical Intelligence stat is as follows:

3 - In order to figure out how to conjure the basic components of spells, you must have at least a 3 in Intelligence, you are limited to only being able to understand conjuring basic components without understanding how to build and connect them.
5 - In order to figure out how to conjure and build 1st Tier Spells, you must have at least a 5 in your physical Intelligence stat.
7 - In order to figure out how to conjure and build 2nd Tier Spells, you must have at least a 7 in your physical Intelligence stat.
9 - In order to figure out how to conjure and build 3rd Tier Spells, you must have the maximum of 9 in your physical Intelligence stat.



Power

Regardless of how you learn the knowledge required to be able to learn and cast spells, every spell requires a certain amount of energy in order to be able to be cast. As such, a requisite amount of power must be attained before any form of spellcasting can be achieved. Without this, even if a character has the general knowledge of how to build a spell, they would not be able to conjure the energy needed to power the spell.
The amount of Power required in their raiment Power stat is as follows:

6 - In order to be able to power any single component of a spell, you must have a 6 in your raiment Power stat. You can only conjure and hold a single component of a basic 1st Tier spell. Any attempt to power an additional spell component will immediately negate any active component conjured.
7 - In order to be able to power any 1st Tier spell, you must have a 7 in your raiment Power stat. This enables you to power all of the components needed to produce and cast a single 1st Tier spell. You can only cast a single 1st Tier spell at a time. Any attempt to power any additional spells will immediately negate all of the components any spell being cast.
8 - In order to be able to power any 2nd Tier spell, you must have an 8 in your raiment Power stat. This enables you to power all of the components and 1st Tier spells necessary to produce and cast a 2nd Tier spell. You can only cast a single 2nd Tier spell at a time, Any attempt to power any additional 2nd Tier spells will immediately negate all of the components of all spells being cast.
9 - In order to be able to power any 3rd Tier spell, you must have the maximum of 9 in your raiment Power stat. This enables you to power all of the spells necessary to produce and cast a 3rd Tier spell. You can only cast a single 3rd Tier spell at time, Any attempt to power any additional 2nd Tier spells will immediately negate all of the components of all spells being cast.



Control

Along with the energy needed to be able to cast a spell, a certain threshold of Control is also needed in order to properly utilize the knowledge and energy of a spell. Control is the most important aspect of spellcasting, as it is required to be able to properly cast a spell and have it perform the function for which it was produced. This is extremely important, because if a character ever conjures or harnesses the energy needed to cast a spell, without being able to control said energy, the effects of a failed and botched spell could be catastrophic. Not only could it be dangerous to those around them, but the explosive power of the energy used to cast any spell can also backfire and severely injure or kill its caster.
The amount of Control required in their raiment Control stat is as follows:

6 - In order to be able to fully control any component of a basic 1st Tier spell, you must have a 6 in your raiment Control stat. Attempting to conjure any spell component without a 6 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to conjure it. Attempting to conjure or cast any spell of any Tier will backfire in a manner that can kill the caster.
7 - In order to be able to fully control any 1st Tier spell, you must have a 7 in your raiment Control stat. Attempting to cast any 1st Tier spell without a 7 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Attempting to cast any spell higher then 1st Tier will also backfire but can also unexpectedly lose control in a manner that can kill the caster.
8 - In order to be able to fully control any 2nd Tier spell, you must have an 8 in your raiment Control stat. Attempting to cast any 2nd Tier spell without a 8 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Attempting to cast any spell higher then 2nd Tier will also backfire but can also unexpectedly lose control in a manner that can kill the caster.
9 - In order to be able to fully control a 3rd Tier spell, you must have the maximum of 9 in your raiment Control stat. Attempting to cast a 3rd Tier spell without a 9 in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Because of the incredible amount of time needed to fully understand the aspects of magic from a different Knit then a user's raiment, characters are generally only able to control 3rd Tier spells that are part of the same Knit as their raiment. If this time has not been put in, then attempts to cast 3rd Tier spells of a different Knit then their raiment will also backfire and can also unexpectedly lose control in a manner that can kill the caster.
 
PostPosted: Tue May 15, 2018 1:12 pm
Spell List and Information


If you would like your character to be able to learn spells, you must of course reach the requirements above before your character even has the ability to do so. However this doesn't mean you cannot build towards it in the story. In the Academy of Eoana, there is a class available to 'Graduate' students as well any character that has already achieved 'Master' status by reaching S-Class. They can take this class regardless of their stats, and start building towards being able to cast spells, which of course can create some great beneficial and interesting additions to a character going forward. It is the only course that any character regardless of class can continue to take in the Academy, as Magic Spellcasting is a lifelong learning experience. That being said, as listed above, it is not the only way a character can learn magic, however no matter which way any character decides to learn spell casting, your character can not learn specific spells without the approval of your Captain, Raiyun.

Because of the complexity of spell casting in Eoana, and to keep characters from suddenly being able to perform spells that they are not able to perform, if and when your character learns how to cast a spell, you must have it approved by Raiyun. Once a spell has been approved, you can add it to your characters profile, and use it freely. It is in this way that you can continue to improve upon your character, continuously learning newer and newer spells if you so choose.

That being said, as spells are introduced into the world of Eoana and become available for anyone to learn, they will be listed below for reference so that new members and characters alike have something to draw from if and when they decide to learn how to cast spells. Yes, this means that as I introduce and teach new spells, they will be placed here, but here is the thing that I think many of you will really enjoy and find interesting. We will also be allowing you all, the wonderful members of our guild to give your own inspired ideas for spells going forward.


If you have an idea for a spell going forward, please send Raiyun a PM with the Spell Idea skeleton below.
If the spell if NOT listed below, even if the spell would be considered more mainstream, and or common, then it has not yet been introduced, and cannot be learned in the world. In the past, magic was the pioneer of the world, much like the science of the world, with this system in place, we will be replicating this by allowing anyone to give ideas for spells going forward, so that we can pioneer magic spells in the world once again


**Note: You'll notice that under the Control information section of the first post, there are references stating that if spells are improperly cast, or attempted when a character is not yet ready to control them,
unexpected reactions can occur and the magic can backfire and "cause effects unknown to the character".
Since spells as a whole must be approved in order for characters to freely use them, this is aimed solely at those that are still learning and attempting new spells, whether on their own, or as part of a class.
As such, should a character ever end up doing this, your Captain, Raiyun, will determine what kind of reaction occurs
so that the effect of a botched spellcasting truly is "unknown" to the caster as well as to the owner of the character performing the casting. So beware...**



[size=10][b]What is your idea for a spell?[/b]
:tab::tab::tab: ANSWER HERE (Give me an idea of your spell, its name, and its function

[list][list][b]Knit:[/b]
:tab::tab::tab: ANSWER HERE (Celebrar, Elementor...)

[b]Tier?[/b]
:tab::tab::tab: ANSWER HERE (1st Tier, 2nd Tier...)

[b]What are it's requirements?[/b]
:tab::tab::tab: ANSWER HERE (Please list what the make up of this spell is. If it is 1st Tier, name its base magical components, if its a 2nd Tier or higher, please list the makeup of lower Tier spells that makes this spell.)
[/size]
 

Raiyun
Captain


Raiyun
Captain

PostPosted: Tue May 15, 2018 1:13 pm
1st Tier Spells


1st Tier spells are the most basic spells that can be learned, these are spells that are conjured to perform a single function. These types of spells are the easiest to learn and cast and can be cast fairly quickly and with minimal effort once fully learned and mastered. These spells are the base spells that higher Tier spells are built upon, and create the foundation for many different effects for magic, charms, and even artifacts. To learn how to cast a 1st Tier spell, you need to learn the base components of the spell, how they work together to create the effect a character is trying to achieve, and how to weave them together into a spell.




Spell List

Celebrar




Diviner

Mend Wounds: Submitted by TrashPuppy
Heal minor wounds such as cuts and small fractures.

Casting: The caster must have both of their hands directly above the wounded area of the person, one hand on top of the other. For those who are not a diviner, intense focus is required to cast this spell. The caster must tap into the source of their magical energy, and the raw energy that is around them in order to cast this spell. Upon success, the caster will be slightly physically drained.

Components: Regrowth, Regeneration, Soothing Energy.





Elementor

Palm Blast: Submitted by TrashPuppy
Uses air and pressure around the user and concentrates it in order to send a large amount of force. approximately 1500 N, through the palm of your hand.

Casting: Those with elementor raiments have an easier time casting this spell than others. The user is to use the magical energy inside of them to channel a blast of force through the palm of their hand, safest to cast while their arm is fully extended. This spell becomes weaker at higher altitudes, due to the air being thinner there.

Components: Air, Repelling Energy, Repulsion.




Enhancer




Shifter




Tenebraer




Tadfaer
 
PostPosted: Tue May 15, 2018 1:13 pm
2nd Tier Spells


2nd Tier spells are what most would consider to be the most average and common spells, these are spells that are cast to perform more complex functions, building and weaving lower Tier spells together to create entirely new spells and magic. These types of spells are a bit more complex, and bit more difficult to cast, and generally take a small amount of time to cast effectively, even when they are mastered. These spells are the spells that are cast to create the general spells that mimic the functions raiments to a lesser extent. To learn how to cast a 2nd Tier spell, you need to learn to master the lower Tier spells that make up the components of a 2nd Tier spells. Understanding how these spells work, and how they can be weaved together to create greater effects is the fundamental basis for greater Tier spells.


Spell List

Celebrar




Diviner




Elementor




Enhancer




Shifter




Tenebraer




Tadfaer
 

Raiyun
Captain


Raiyun
Captain

PostPosted: Tue May 15, 2018 1:14 pm
3rd Tier Spells


3rd Tier spells are the most advanced, powerful and complex spells that can be cast, these are spells that mimic, and in some instances, even rival character raiments. These types of spells are the most complex and difficult to cast, and if not completely mastered, can take some time to cast effectively. These spells are the spells that are cast to create wondrous, powerful magical effects. To learn how to cast a 3rd Tier spell, you need to completely understand all of the aspects of every spell being used to build and cast them. Each aspect and lower Tier spell if used incorrectly, could cause a catastrophic effect. The complexity of merging spells that have been cast by building and weaving even lower Tier spells brings the fundamental basis to a whole new level, one that most could not even achieve in their lifetimes if they did not already have a deeper understanding of the Knits that the spells were a part of. This is the reason why it is generally impossible for characters to be able to cast 3rd Tier spells of a different knit type then their own raiment.


Spell List

Celebrar




Diviner




Elementor




Enhancer




Shifter




Tenebraer




Tadfaer
 
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