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Raiyun
Captain

PostPosted: Fri May 04, 2018 12:47 am
Knits


In the world of Eoana, all of the magic in the world, whether raiment or spell, falls under a specific 'category' based on the kind of magic it is, and or the intended effect of the magic in use. Much like how different musical instruments fall under specific sections in an orchestra, depending on what kind of instrument it is, and what kind of sound it makes. They all play some kind of music, much like all raiments and spells are a form of magic, but they are separated by the sounds they make, much like how raiments and spells are separated by the effects they produce.

These classifications of magic are known to the world as 'Knits'.

There are seven known Knits that have become prominent as the world continues it's constant learning and advancement.
These Knits are as follows:



**Note: The Knit's below are informative of the Classifications of Magic for both raiments and spells.
Bear in mind however that spells, unlike raiments, have requirements that must be met in order to cast them, as described in the Spell Information thread.
If you are unsure of what constitutes a spell or a raiment, or if you simply have not read it yet,
please read the information in the Magic System thread before continuing!**
 
PostPosted: Fri May 04, 2018 1:31 am
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The Celebrar Knit is the classification for any kind of magic that is psionic in nature, that is to say, any kind of magic that is used by the mind, magic that is used to affect the mind, or magic that affects the mind's state.

As both raiments and spells, there are various ways that magic can be used by the mind, such as Precognition, Psychometry, Telekinesis, and Extrasensory perception. Magic that affects the mind include Telepathy, Illusionary Effects, or Mind Control. Magic that affects the mind's state include Empathic Abilities, or Manipulations of Emotion. These are just some examples of magic, whether raiment or spell, that fall under the Celebrar Knit.
 

Raiyun
Captain


Raiyun
Captain

PostPosted: Fri May 04, 2018 2:42 am
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The Diviner Knit is the classification for any kind of magic that is wondrous in nature, miraculous, and by the faith of the people, favoured or gifted by the gods themselves. In truth, although wondrous, miraculous, and to some divine, there is another reason these types of magics are classified as such, one that is much less spoken of and kept unknown. It is that these kinds of magic cannot generally be classified in any other Knit.

As raiments and spells, Diviner Knit magic types have a very broad range of ability, from being able to speak with animals, to being able to see spirits, to healing the body or the soul of wounds, to even being able to manipulate aspects of life itself. Because these raiments and spells encroach on the very power of the gods themselves, they are considered Divine, and thus all examples of the Diviner Knit.
 
PostPosted: Fri May 04, 2018 4:09 am
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The Elementor Knit is the classification for any kind of magic that lets a user control, manipulate, and in the most powerful of cases even create or conjure any non-organic element or aspect of the world.

As raiments, users gain a foundamental connection to a non-organic element or aspect of the world. This gives them the ability to shape, manipulate, control, direct, and at higher levels even conjure these elements and aspects. Users with Elementor Knit raiments through their connection with their element may also generally gain added effects from and by their raiment. For example, an earth type Elementor raiment might make its user naturally stronger or resilient than the average person, or a flame type Elementor raiment might make its user more resilient to heat.

As spells, users are able to shape, manipulate, control, direct, and at higher levels even conjure non-organic elements and aspects, much like the raiments stated above. However using Elementor Knit magic as spells does not give the user a connection to the element or aspect itself, and can be extremely difficult to learn and master, as manipulating the natural elements or aspects of the world can have adverse affects on the user just as much as their intended effect or target.

Whether raiment or spell, user's are able to generally use all kinds of different effects, elements, and aspects with many variants and variations. For instance, along with the most common forms of elements, such as water, earth and wind, users are also capable of having or using variant forms of elements such as Ice, or Magma which are variant temperature versions of their common element type. Along with some of the most basic aspects of the world, such as light, gravity, magnetism, and even temperature, users also have the capability of having or using variant forms of aspects, such as combustion (flame), electricity, or plasma which are variant reactionary effects of more common aspects.
 

Raiyun
Captain


Raiyun
Captain

PostPosted: Fri May 04, 2018 8:20 am
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The Enhancer Knit is the classification for any kind of magic that is used to increase, expand, inflate, or otherwise enhance an ability or skill past its natural state or level skill. This can mean enhancing or reinforcing physical abilities, or improving the ability of other forms of magic and their effects either within oneself, or in others.

As raiments and spells, Enhancer Knit magic types can be fairly broad in the kinds of magic, generally consisting of abilities that can greatly increase a user's strength, agility, dexterity, perhaps even their overall intelligence, wisdom and cunning. It could perhaps increase the output power of raiments and spells, or increase another aspect of their use, effect, or ability. The possibilities are great, as are these examples of the Enhancer Knit.
 
PostPosted: Fri May 04, 2018 8:22 am
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The Shifter Knit is the classification for any kind of magic that transmutes or transforms something in the world from its natural state, to that of something else. The most predominant and common form of Shifter magic is the Therianthropic ability to transform oneself into an animal form, better known as shapeshifting.

As raiments, all shifter based magic is Therianthropic, that is, Shapeshifting to and from an animal form. The reason for this is that the most naturally occurring and easiest to understand forms of shifter magic are the abilities to transform oneself into another form. Shifter raiments always follow that of a single main animal that the user inherently knows how to change into, of a size generally close to their human form. Because of this natural connection, they often share traits with their raiment animal, such as size, strength, and speed. They also tend to retain a physical aspect of their shared animal form in their human or 'base' state, such as ears, limbs, tails, etc, as well as generally sharing the instincts of their raiment animal, which makes them easily identifiable. At higher mastery over their raiment, they could even shift themselves to look more human rather than animal. Regardless of their shape, however, Shifter's always retain their human consciousness and mentality whenever they shapeshift, although shifting completely into another form does make them more susceptible to their animal's instincts.

As spells, shifter magic tends to primarily follow the abilities of Therianthropy or Shapeshifting, much like the raiments above. However, for anyone that becomes extremely proficient with shifter spells, they can also utilize magic that follows the primary principles of alchemy, which is a form of magic that can transform an object into another object of similar mass, size, and composed of similar material. Shifter spells are generally incredibly difficult to comprehend and understand, especially if a user has a raiment that is not of the Shifter Knit, meaning that because they do not have a Shifter Knit raiment, they don't already naturally understand the processes of shifter magic, like a Shifter would. Once learned however, shifting into other forms or animals becomes possible, as well as the ability to transform objects into other objects of similar mass and size. As a rule, generally, no magic can transform inorganic matter into organic matter, or vice-a-versa, however shifter magic and only shifter magic, has the ability to perform this kind of affect at the highest levels of skill.

**Note: The shifter trait is passed down from parent to child regardless of raiment type, so one parent must be a shifter in order for a shifter child to be born with the trait.**
 

Raiyun
Captain


Raiyun
Captain

PostPosted: Fri May 04, 2018 8:30 am
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The Tenebraer Knit is the classification for any kind of magic that is dark, malicious, and by the disgust of the people, cursed or imbued by dark powers. In truth, although dark, malicious, and to some unholy, there is another reason these types of magic are classified as such, and one that is much less spoken of and kept unknown. It is that these kinds of magic are simply misunderstood, and highly misinterpreted, more so then any other Knit. Adding insult to injury, due to a deadly event that took place nearly twenty years ago, the Tenebraer Knit is extremely rare, and as a result, many user's with the Tenebraer Knit are often feared and ostracized.

As raiments and spells, Tenebraer Knit magic have a broad range of abilities that are considered by many to be dark, creepy, malicious, and unholy. From being able to use magic that manipulates blood or bone, abilities that cause decaying of the worlds natural state, and some forms of magic that many would consider necromancy. These forms of magic are considered the work of the unholy, misinterpreted by many to be the work of demons and devils alike from many of the worlds different deviances of their faith. Any such magic are prime examples of the Tenebraer Knit.



**Note: Tenebraer Knits are considered especially rare and as such will only be offered to or approved for veteran members of the Guild as a reward for their loyalty and dedication to the Guild**
 
PostPosted: Fri May 04, 2018 8:31 am
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The Tadfaer Knit is a classification for any magic that is powered, imbued, and formed using the soul of the user. It is an extremely rare knit that has come through many of the myths, legends, and stories passed down throughout Eoana today. Very few were known to exist in history, and fewer still ever had their abilities studied or documented.

As raiments, the Tadfaer Knit is a unique magical ability that allows a user to materialize a part of their soul to form and solidify into a physical object, which is usually in the form of a powerful weapon to be used in combat to overcome their foes. A Tadfaer weapon is generally beyond the ability of a normal naturally forged weapon, surpassing that of a normal weapon in strength, durability, and toughness. Because the form of the weapon comes directly from the imagination of the user, all Tadfaer Knit raiments are generally unique to each user, and no weapon is ever the same. However, because they are essentially using their soul to form these weapons, their abilities cause a large drain on their stamina and health, and can cause all sorts of physical and mental turmoil on themselves, even possibly resulting in death if they are careless.

As spells, the Tadfaer Knit is almost completely unknown in the world. Because of the rarity of this Knit, and the complex nature of this Knit, there are no known spells that an be cast with this knit. To those who have even considered the possibilities of such, none were ever willing to try as Tadfaer Knit magic uses the soul to power its effects, and as such, using Tadfaer magic to cast spells, is almost guaranteed to be a deficit, and even deadly to the user.


**Note: The Tadfaer Knit trait is passed down from parent to child, so at least one parent must be a Tadfaer in order for a Tadfaer child to be born with this Knit.**
**Note: Tadfaer Knits are considered especially rare and as such will only be offered to or approved for veteran members of the Guild as a reward for their loyalty and dedication to the Guild**
 

Raiyun
Captain

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