Post by The Legendary Ice Dragon on Aug 2, 2010 1:21:36 GMT -5
(this will be disorganzied till i get all my ideas together and redo it )))
All characters must be part human. (dibs on half dragon and half human btw) you can be a hybrid of anything you want, like human and wolf, you could be harry or have a tail, even both, or just have wolf ears or eyes or something its all up to you!
So ALL characters can use magic. The 3 main kinds are here and i need better names probably for the other 2 not the Arch-Mage
Pure Magic
Arch-Mage:
Ex) Merlin
Non-Physical Combat
Magic mastery uses all kinds of element spells
Combat Magic
Marauder
Ex) Snape
Focuses magic on pumping self and hindering Enemies
Non ranged magic attacks.
Combo Magic
Ace
Ex)N/A
Jack of all trades, master of none.
The ways to control the elements come in 3 ways
Mental Magic-Willing it to happen Hardest to learn easiest to master
Physical Magic-think avatar for bending the elements-
Incantations- You speak what you want to happen not hard to learn but hardest to master/write what you want to happen
The first Four elements you are allowed to learn are Fire, Water, Earth and Wind. As soon as the rp starts you must pick 2 of these, and later on you gain access to the other 2
Ok, me and morgen worked on this , so its pretty detailed. Here you go!
Nine Hearts Elemental Stuff
7 Basic Elements- Fire, Water, Air, Earth, Energy, Light, Dark
Light and Dark are modifiers (Light makes healing water, Dark makes poison from water)
Put all 7 together: 15 Element Swirl around you (5 basic, 5 Light, 5 Dark)
This is very powerful. Put them all together into one and you gain even MORE power.
Second Tier: Derived from 4 First Basics:
Fire-Lightning
Water-Ice
Air-Sound
Earth-Crystal
Add in the second tier with the first 5 actual and 2 modifiers and you get 27 elements. Control all of those
and you are god.
God Legend: He who puts together all 27 elements becomes a god.
No one has ever done the 15 basic ones though.
Merlin did the nine actual elements and became immortal, as did Snape.(Won't die of old age, can still die of wounds)
Light and Darkness: Adding together more elements of Light or Darkness increase your Holy/Evil power
5=avatar of Light/Darkness
9=Angel/Demon
Both are respectively the same power. God Legend person could be either.
However, none of these have ever been achieved before, so its all hypothetical.
Element Interactions:
Basic 4: Fire, Water, Air, Earth.
Normally Fire beats Air beats Earth beats Water beats Fire
However, if you know how to use correctly, you can overcome these weaknesses
So, basically, if you master an element of the 4 basic, you overcome its weakness since you can use it perfectly
Energy is in the middle. It beats the 4 basic elements (unless they're mastered), but loses to the 4 upper ones.
Advanced: Lightning, Ice, Sound, Crystal.
They beat all 5 lower ones and are naturally more powerful. Still, it's situational (more skill, less weakness)
However, each one has one it can never beat head on.
Lightning can't beat Earth
Ice can't beat Fire
Crystal can't beat Water
Sound can't be Air and Air can't beat sound, so it's a standoff.
The 4 Advanced are balanced with each other, being able to equally win or lose to each other.
Again, depends on skill level.
Light and Darkness are balanced against each other. Certain kinds of people can just use light and just use dark, they are usually those who have dedicated their life to studying the art of light magic and the art of dark magic.
(covered in perception magic)Mind and Body:
Magic that is used to increase senses, speed, strength, intelligence, etc.
Basically if it affects how a person acts or how they're body works, it falls under this category.
Doesn't last very long. More you use it=less it works on target (Resistance/Tolerance)
Can't increase all 5 senses at once.
Can't decrease the all at once either.
You can pump 1 sense and 1 attribute and hinder 1 attribute and 1 sense
That makes 1 target can have 2 buffs and 2 debuffs at a time.
Healing Magic- Magic that is used to heal allies wounds.
Prerequisite: Energy Magic
Works by converting mana into health. It has a 2:1 ratio, so for every 1% of mana used you gain 2% health back.
This is pretty much all Healing Magic can do. Anything else that would be considered "White Magic" is under other types of magic.
Healing Magic has a prerequisite. You must have some knowledge of the element Energy before you can use Healing Magic.
Shapeshifting
However, Physical Transformations are possible. So that means yes to Shapeshifting!
You can create Hybrids of what it is the thing is made from.
Humans can combine with anything, making them ideal for hybrid races. (It's a perk.)
Basically, what that means is that Humans can shapeshift into ANYTHING, while human-animal hybrids can only go from human to that animal and back.
Hybrids aren't just magical, some are natural too, so you can make natural hybrid characters.
Other
This also encompasses Telekinesis (Moving things with your mind)
This only works on small objects at first with advancement anything is possible.
Summoning
Spirt animals light side(can think for itself)
Summon animal dark side(slave to summoned)
You can't just summon any spirit animal you must make apact with it first your not limited to just one LS
Dark can summon any animal but the stronger it is the more it will try to break free and escape/try to kill you.
There are spirit cards that grant you the ability to summon the creature on the card but the spirit can take away its card from you if it so wishes.
Blood Magic (credit to CrystalPrison)
Blood magic is highly guarded and the explanations of how the techniques work are highly guarded because blood magic has many possibilities. A blood mage doesn't focus on controlling people, rather they can use their magic to make their blood a medium for spells. Although other ingredients and methods must be added (things such as herbs, ritual daggers, etc) blood magic has the ability to be able to accomplish almost anything, with enough training.
The main component of blood magic is that it is based upon intentions. The user's balance (good or evil) affects what areas the caster is strong in, and the desire the caster has for a spell to work affects the strength as well. So basically, the eviler a person is, the darker and more harmful their spells are. The same goes for good people and helpful spells.
As such, people who specialize in harming others will have a harder time with spells that heal others, and it works the same way in reverse. And if someone watches their family get killed and aims an attack spell at the murderer, it'll generally be stronger than a person who doesn't much care about it.
However, that's not to say a completely evil person can't heal and that someone who specializes in healing can't cast a spell that rips out your guts. It just means it takes more energy to cast the technique and make it successful. Theoretically a neutral person can cast both dark and light spells with equal success, but to find a person who's truly neutral is hard (if not impossible) so that doesn't matter to many.
In regards to 3 basic magic types, etc
Most blood mages specialize in combo magic as the spells are generally versatile. That's not to say they can't specialize in the other two types, but it generally limits what they can do overall.
All blood mages use incantations to control their magic, as it is the easiest way to channel intentions into the magic. These incantations can be shortened to simple phrases over time, but in the begining of training saying the entire spell is necessary (and mispronunciations can end badly)
Despite waters similarity to blood, there's no rule that says any blood mage must specialize in water. Furthermore, staves can be used to enhance the potency of a spell, but by adding in the extra energy the user must be careful about how much they add so it doesn't disrupt the spell and result in it backfiring.
Other notes
The caster's blood is needed. All sacrificing another person for their blood will do...is kill someone. That's it. The main reason for using the blood is that it puts the user's essence into the spell, which fortifies their intentions and makes it more successful.
Staves:
Staves are weapons that used embedded crystals(not the element Crystal) to increase the power of an element used.
The two crystals are Quartz and Diamond.
Diamond is stronger than Quartz and proportionally infused diamonds give a bigger power boost.
Staves can only have on them a maximum of 3 crystals.
Infused crystallized elements cannot conflict with each other (water fire, ice fire, air earth, etc.)
Crystals change color depending on the element they are infused with.
Elements combined with the element Energy can be infused in diamonds for even more power.
However, Energy by itself cannot be crystallized, as it is too unstable.(must be with another element and will boost the power of the crystal, only in diamonds)
Mana (magical stamina) can be infused into crystals via user to be used at a later time.
This allows for either stronger spells to be cast that would normally require more mana than the user has.
Or it can be used to simply cast more spells than the user normally could.
Due to our lack of skill, our characters can only at first use quartz staves and only 1 crystal.
Potions
Health potion (how original right?)
-Causes the user to heal faster, IE: a broken arm heals in a day verses weeks.(heals 7% per post for 3 posts)(very potent cant use more than one per fight)
Mana Potion (oh boy uber originality here!)
-Causes the user to be able to well use more magic, when your character starts to hit rock bottom of his/her mana, he or she will feel totally drained. this rejuvenates them and restores a small amount, like 1/4 but only every hour or so, if taken again before that it has no effect.
Antidote
-When taken restores the user to normal. (The antidote potion will cure the poison once and the user cannot be poisoned again for 5 posts)
Suppression potion
-Needs a hair of the target to work, when used on the target it will suppress their powers for a short duration
Smokescreen
-Pull pin, throw, instant darkness inside the smokescreen(medium area lasts 2 posts)
Dragons Blood
-An extremely potent potion that drastically increases the users power for a limited duration, and also hurts the user (7%Buff)(3 posts)(lowers health by 7%once)(cannot be stopped by Antidote)
(special thx to dynamax for these)
Invisibility Potion
-Extremely rare and hard to make. Makes you invisible for 5-10 minutes.
Light Potion
-Adds a touch of light magic to your spells/abilities
(noticeable difference with certain spells vs others)(like helping spells)
Dark Potion
-Adds a touch of dark magic to your spells/abilites
(noticeable difference with certain spells vs others(like destruction spells)
Sand Eruption(Formerly known as sand in a bottle to some people)
-A potion to turn the top 6 inches of the ground into sand. (medium area)
Liquid Glass
-A potion to turn sand into glass (small area)
Dehydration
-A potion that causes algae like plant to grow and absorb water (medium area)
***As a note on Poisons!***
*Characters can make their own type of poison the prerequisite is that they know how to make potions. Each and every type of poison is different to the creator and how it is applied IE: mist, coating, pills etc.etc. The antidote potion will cure the poison once and the user cannot be poisoned again for 5 posts. At all times if the character has poisons they should be listed that they have them. It is not required to post what each poison does just that they are there make sure to pm one of the head honchos about the effects of the poison.
Taking suggestions for even more potions!
Card Magic- Allows you to cast spells without using mana[/color]
******Note, you control the summons with your mind, you feel their senses and such the more summons you have the harder it gets*****
Deck limit of 20 cards.
Cards can be of elements, heals, binds, shapeshifting; pretty much almost anything you can do with magic you can do it with a card.
Cards are hard to come by, hard to make, and really expensive. Thus not many people have them.
Blank cards can be used like "blue magic", imprinting and copying spells. After copying the ability, you can activate the card with mana to use that spell. Afterward the card immolates and destroys itself. Blank cards are rare, hard to use, and a pain in the ass to make. For expert and master rank users only.
If you use Card Magic, you HAVE to list all the cards in your characters deck (updating as you battle obviously).
Summon cards can be used to summon animals to aid you. There are different animals you can use depending on your mastery of Card Magic.
Learner- White Raven
>Capable- Wolves and Hawks
>>Adept- Bears and Sharks
>>>Expert- Velciraptors (summons 4 of them, only counts as 1 summon) and Pterodactyls.
>>>>Master- Basilisks, Krakens, Phoenix, and Giant Eagle (Think LotR)
Cards have charges. You can charge a card with Mana so that it can be used up to 5 times for everything but summons (which get 3 charges) and blank cards (which have 1 use). If you try to use a card that has used up it's charges, it'll work 1 last time, but then burn up (card burns up, no backfire, you're fine). The exception is blank cards, which after 1 use always burn up.
Experts can add 1 more charge to all cards and Master can add 2 more charges to all cards, excluding blank cards of course.
The 4 summonings listed for Master Rank (Basilisk, Kraken, Phoenix, and Giant Eagle) can only have 1 charge because they are extremely powerful.
Charging cards takes time. Here are the times:
Learner: Minute per charge
Capable: 30 seconds per charge
Adept: 15 seconds per charge
Expert: 8 seconds per charge
Master: 3 seconds per charge
Charging requires channeling, which needs extreme focus. Any kind of outside interference will break the channel and stop the charging.
Some cards do drain mana on use. Specifically, cards that are sustained drain the users mana while in use (Note: They drain more mana than they would if you actually used the ability instead of using a card that had that ability on it).
Element Specializations
Now these are new, and need kinks worked out of them and are not complete...yet.
Earth
Specialization- Nature magic
(do i need to explain?)
Fire
Specialization-Healing/Rejuvenation
While most users of the Element Fire focus on its more destructive tendencies, a common forgotten fact is that Fire does not just embody destruction, but also rebirth. Some plants in nature require the cleansing nature of a forest fire to begin to grow. Fire is used to heat and cook meat and other foods for consumption. Even the legendary Phoenix is reborn in flames.
As such, a certain, although not often used, specialization of the Element Fire is the Rejuvenation specialization. Rejuvenation magic involves using flames and heat to heal and restore instead of damage and destroy. This can be anywhere from White Flames that heal those burned to magics that revive fallen comrades.
Note: The Fire Specialization Healing/Rejuvenation does not use mana to heal wounds and it can also restore someone's mana at the cost of the users.
Water
Water Specialization- Perception Magic
Perception Magic influences the targets perception of time and space, making things SEEM like they're going at a slower or faster rate.
In reality, nothing is actually moving slower or faster. But the afflicted target THINKS things are.
Perception Magic can be used to:
"Speed up" time
"Slow down" time
Make targets feel heavier/lighter
Create Illusions
Make people "smell" fake smells
Make people "taste" fake tastes
Make people "hear" things slower or faster
Influence emotions (At higher ranks of mastery)
Remember though, you can only have a single target afflicted with 2 buffs and/or debuffs at any time. Perception magic is tied down by this rule just like any other buffing/debuffing magic.
Perception Magic can affect any sense of a person besides 1: Touch. You cannot influence what a person feels, thus making it their only link to reality.
Wind
Air Magic doesn't have a specialization. This is offset by the fact that wind is easily, and I mean easily, able to combo with any other element. You could literally shoot a rock at someone and increase the speed of that rock by putting a wind blast with it. And because of that there is no specialization.
Energy
Spirit-
The Element Energy covers the most primal, chaotic, and basic energies of the world. These energies are later, either naturally or artificially, fine tuned and modified to become the energy for the other 8 elements of the 9-Hearts universe.
As such, a particular specialization for this element involves the use of Spirit Energy. Spirit Energy, or Spirit for short, is the energy of one's "soul" or their inner being. It is comprised of two parts: Life and Mana. These two parts actually find use in the others areas of magic as well, such as Mind and Body magic, Mana Crystals for staves, as well as with Healing and Restorative magic.
Spirit however involves the use of the pure energy that make is formed by both of those combined. Users of the Spirit specialization can summon ethereal beasts, use attacks that transfer or drain Life and/or Mana Energy between the user and a target, Amplify/Nullify the effects of other forms of magic, and overall act in out-of-the-box manners.
Common users of the Spirit specialization are often called Shamans, Spirit Healers, Witch Doctors, Spiritualists, and other such names for more "primal" users of magic. Advanced users can even gain minor predictional abilities, and often this specialization is closely related and entwined with those who practice Mind and Body magics.
Examples of Spirit users: Well, for now, probably the only good example is Kami and her Shaman father from her clan. (ok more going into this. this is the summary outer did.)
Fusion Specializations
Fire/Ice-The power of the Frozen Flame, First discovered by the Legendary Frost Dragon tribe, EXTREMELY closely guarded secret.
It is fire that in almost every aspect acts like fire except it freezes things on contact, and almost anything can be hit with this (like set on fire) Extremely dangerous too, It is hard to stop once it starts. easiest way to put it out is with energy.
Ice/Lightning: Is like cold electricity. This type of magic has all the AoE effects of Lightning with all the AoE effects of Ice. It is able to chain heavily between multiple targets while slowing them down, dealing lots of AoE damage with crowd control effects. Literally, almost anything you can do with Lightning you can do with Ice/Lightning. However, as a drawback, it's limited on the Ice side. Ice effects are limited to walls of electrically charged Ice and shields of Ice charged with Lightning.
Water/Crystal: All the elements and abilities of crystal, in liquid form!
Air/Earth- Sand: Controls and manipulates sand and other sediment on the ground and in the air. Whatever Water magic can do,
Sand magic can do the same thing (except quench thirst). Also, unlike Water magic which can be used to heal, Sand magic has
the opposite effect on wounds, making them worse. Sand Magic is a lot more versatile than normal Earth Magic. Sand Magic is also a lot stealthier than Earth Magic. Sand Magic is good at find ways around or through defenses your opponent may use. Ice Magic and Sand Magic are great counters to each other and tend to cancel each other out, so it is recommended not to use either against the other.
General Information About the elements.
Crystal: Crystal is the second tier element derived from Earth. Crystal is the hardest second tier element to learn, but also the most rewarding.
Crystal has the unique ability to be charged with other elemental effects (Where do you think Staves get their CRYSTALS from?).
Crystal magic is instrumental in the creation of any other physical device that uses magic without the user having to actually cast the magic, I.E. Staves, Cards, and Mana Guns. This is what makes Crystal magic so ridiculously overpowered and underpowered at the same time. By itself, Crystal is pretty weak. But when combined with other forms of magic it really excels. Sort of like how Air magic really excels at comboing with everything.
Air and Crystal don't tend to combo well with each other.
Other new types of magic on the way
Alchemy(ok so i had something typed up and saved but i cant find it XD so im going to remake it along with magic crafting which was also saved in the same file)
Magic Crafting
Engineer: Cooldown, Makes the need for mana less. (basically going with outer's fire example, an engineer could cast 13 fire spells.) They look almost just like humans except they have a tail, and their basic hair colors are Blue, Green, White and Pink. it is rare but possible for them to have normal colored hair like humans, and the oppiste is true for humans to have hair like the enigneer.
Wolf: Flash -Faster sprinting, and more agile.
Bird:
Sayajin: Brightest Light: When facing Dark magic their light magic's power doubles.
Shade: Darkness- completeley immune to dark, can see perfectly in complete darkness, need sunglasses to see in the day time.
New stuff in general
Managuns, are special guns that use the users mana as projecitles. There are 2 main types, revolver based "ManaCanon" and rifle based "ManaBlast"
(adding pics soon for better explanations)
ManaCannon- User can put more or less energy into the shots with revolvers.Ranging from stinging shots, to stun level and kill level shots, or just the average painful (think like getting shot with a paintball gun if u know what if feels like) the more powerful the more mana needed for the shot.
ManaBlast- Only fires on average level, cant do more or less with them. Use special clips, which are metal with delicate crystal inside them, the clips can hold mana or other elements to alter the kind of shots fired from the gun. Can be fired without clips, using the users mana like the ManaCannon.
Have an idea for a new kind of magic? DON'T BE SHY TELL USSSS!!!!!!!!
Styles
Styles: Styles are a form of magic use that involves adopting the properties of an element in order to use it more effectively at the cost of the rest of your abilities.
When you activate a style, you are no longer able to use your character's "signature moves". Instead, you either gain 3 new, style specific moves to use OR you do not gain any new moves, instead becoming much more adept and powerful at using the element you are attuned to.
For example, Marcella uses "Earth Rift Style"[Type 1]. She adopts the properties of the element Earth, allowing her to hide in the earth. She loses access to her other abilities and magics, but her manipulation of the element Earth and Crystal becomes much more effective and powerful. It is as if she "feels the element" and using the element is like "moving her arm". However, while in this style she adopts Earth's weakness to Fire, taking more damage from that element.
Another example of a style would be Marcella's "Crystal Style"[Type 2]. While in that style she sacrifices her other abilities for 3 new, powerful abilities. She can use each ability only once and then the style ends. However, each ability is like a miniature ultimate, doing less damage than an ult but more damage than an average ability.(10-17%dmg) Just like Earth Rift Style, she has the weaknesses of the element Crystal while in this style, taking increased damage from Water.
Each style a character has replaces a "signature move" and any character can only have up to 2 styles.
All characters must be part human. (dibs on half dragon and half human btw) you can be a hybrid of anything you want, like human and wolf, you could be harry or have a tail, even both, or just have wolf ears or eyes or something its all up to you!
So ALL characters can use magic. The 3 main kinds are here and i need better names probably for the other 2 not the Arch-Mage
Pure Magic
Arch-Mage:
Ex) Merlin
Non-Physical Combat
Magic mastery uses all kinds of element spells
Combat Magic
Marauder
Ex) Snape
Focuses magic on pumping self and hindering Enemies
Non ranged magic attacks.
Combo Magic
Ace
Ex)N/A
Jack of all trades, master of none.
The ways to control the elements come in 3 ways
Mental Magic-Willing it to happen Hardest to learn easiest to master
Physical Magic-think avatar for bending the elements-
Incantations- You speak what you want to happen not hard to learn but hardest to master/write what you want to happen
The first Four elements you are allowed to learn are Fire, Water, Earth and Wind. As soon as the rp starts you must pick 2 of these, and later on you gain access to the other 2
Ok, me and morgen worked on this , so its pretty detailed. Here you go!
Nine Hearts Elemental Stuff
7 Basic Elements- Fire, Water, Air, Earth, Energy, Light, Dark
Light and Dark are modifiers (Light makes healing water, Dark makes poison from water)
Put all 7 together: 15 Element Swirl around you (5 basic, 5 Light, 5 Dark)
This is very powerful. Put them all together into one and you gain even MORE power.
Second Tier: Derived from 4 First Basics:
Fire-Lightning
Water-Ice
Air-Sound
Earth-Crystal
Add in the second tier with the first 5 actual and 2 modifiers and you get 27 elements. Control all of those
and you are god.
God Legend: He who puts together all 27 elements becomes a god.
No one has ever done the 15 basic ones though.
Merlin did the nine actual elements and became immortal, as did Snape.(Won't die of old age, can still die of wounds)
Light and Darkness: Adding together more elements of Light or Darkness increase your Holy/Evil power
5=avatar of Light/Darkness
9=Angel/Demon
Both are respectively the same power. God Legend person could be either.
However, none of these have ever been achieved before, so its all hypothetical.
Element Interactions:
Basic 4: Fire, Water, Air, Earth.
Normally Fire beats Air beats Earth beats Water beats Fire
However, if you know how to use correctly, you can overcome these weaknesses
So, basically, if you master an element of the 4 basic, you overcome its weakness since you can use it perfectly
Energy is in the middle. It beats the 4 basic elements (unless they're mastered), but loses to the 4 upper ones.
Advanced: Lightning, Ice, Sound, Crystal.
They beat all 5 lower ones and are naturally more powerful. Still, it's situational (more skill, less weakness)
However, each one has one it can never beat head on.
Lightning can't beat Earth
Ice can't beat Fire
Crystal can't beat Water
Sound can't be Air and Air can't beat sound, so it's a standoff.
The 4 Advanced are balanced with each other, being able to equally win or lose to each other.
Again, depends on skill level.
Light and Darkness are balanced against each other. Certain kinds of people can just use light and just use dark, they are usually those who have dedicated their life to studying the art of light magic and the art of dark magic.
(covered in perception magic)
Magic that is used to increase senses, speed, strength, intelligence, etc.
Basically if it affects how a person acts or how they're body works, it falls under this category.
Doesn't last very long. More you use it=less it works on target (Resistance/Tolerance)
Can't increase all 5 senses at once.
Can't decrease the all at once either.
You can pump 1 sense and 1 attribute and hinder 1 attribute and 1 sense
That makes 1 target can have 2 buffs and 2 debuffs at a time.
Healing Magic- Magic that is used to heal allies wounds.
Prerequisite: Energy Magic
Works by converting mana into health. It has a 2:1 ratio, so for every 1% of mana used you gain 2% health back.
This is pretty much all Healing Magic can do. Anything else that would be considered "White Magic" is under other types of magic.
Healing Magic has a prerequisite. You must have some knowledge of the element Energy before you can use Healing Magic.
Shapeshifting
However, Physical Transformations are possible. So that means yes to Shapeshifting!
You can create Hybrids of what it is the thing is made from.
Humans can combine with anything, making them ideal for hybrid races. (It's a perk.)
Basically, what that means is that Humans can shapeshift into ANYTHING, while human-animal hybrids can only go from human to that animal and back.
Hybrids aren't just magical, some are natural too, so you can make natural hybrid characters.
Other
This also encompasses Telekinesis (Moving things with your mind)
This only works on small objects at first with advancement anything is possible.
Summoning
Spirt animals light side(can think for itself)
Summon animal dark side(slave to summoned)
You can't just summon any spirit animal you must make apact with it first your not limited to just one LS
Dark can summon any animal but the stronger it is the more it will try to break free and escape/try to kill you.
There are spirit cards that grant you the ability to summon the creature on the card but the spirit can take away its card from you if it so wishes.
Blood Magic (credit to CrystalPrison)
Blood magic is highly guarded and the explanations of how the techniques work are highly guarded because blood magic has many possibilities. A blood mage doesn't focus on controlling people, rather they can use their magic to make their blood a medium for spells. Although other ingredients and methods must be added (things such as herbs, ritual daggers, etc) blood magic has the ability to be able to accomplish almost anything, with enough training.
The main component of blood magic is that it is based upon intentions. The user's balance (good or evil) affects what areas the caster is strong in, and the desire the caster has for a spell to work affects the strength as well. So basically, the eviler a person is, the darker and more harmful their spells are. The same goes for good people and helpful spells.
As such, people who specialize in harming others will have a harder time with spells that heal others, and it works the same way in reverse. And if someone watches their family get killed and aims an attack spell at the murderer, it'll generally be stronger than a person who doesn't much care about it.
However, that's not to say a completely evil person can't heal and that someone who specializes in healing can't cast a spell that rips out your guts. It just means it takes more energy to cast the technique and make it successful. Theoretically a neutral person can cast both dark and light spells with equal success, but to find a person who's truly neutral is hard (if not impossible) so that doesn't matter to many.
In regards to 3 basic magic types, etc
Most blood mages specialize in combo magic as the spells are generally versatile. That's not to say they can't specialize in the other two types, but it generally limits what they can do overall.
All blood mages use incantations to control their magic, as it is the easiest way to channel intentions into the magic. These incantations can be shortened to simple phrases over time, but in the begining of training saying the entire spell is necessary (and mispronunciations can end badly)
Despite waters similarity to blood, there's no rule that says any blood mage must specialize in water. Furthermore, staves can be used to enhance the potency of a spell, but by adding in the extra energy the user must be careful about how much they add so it doesn't disrupt the spell and result in it backfiring.
Other notes
The caster's blood is needed. All sacrificing another person for their blood will do...is kill someone. That's it. The main reason for using the blood is that it puts the user's essence into the spell, which fortifies their intentions and makes it more successful.
Staves:
Staves are weapons that used embedded crystals(not the element Crystal) to increase the power of an element used.
The two crystals are Quartz and Diamond.
Diamond is stronger than Quartz and proportionally infused diamonds give a bigger power boost.
Staves can only have on them a maximum of 3 crystals.
Infused crystallized elements cannot conflict with each other (water fire, ice fire, air earth, etc.)
Crystals change color depending on the element they are infused with.
Elements combined with the element Energy can be infused in diamonds for even more power.
However, Energy by itself cannot be crystallized, as it is too unstable.(must be with another element and will boost the power of the crystal, only in diamonds)
Mana (magical stamina) can be infused into crystals via user to be used at a later time.
This allows for either stronger spells to be cast that would normally require more mana than the user has.
Or it can be used to simply cast more spells than the user normally could.
Due to our lack of skill, our characters can only at first use quartz staves and only 1 crystal.
Potions
Health potion (how original right?)
-Causes the user to heal faster, IE: a broken arm heals in a day verses weeks.(heals 7% per post for 3 posts)(very potent cant use more than one per fight)
Mana Potion (oh boy uber originality here!)
-Causes the user to be able to well use more magic, when your character starts to hit rock bottom of his/her mana, he or she will feel totally drained. this rejuvenates them and restores a small amount, like 1/4 but only every hour or so, if taken again before that it has no effect.
Antidote
-When taken restores the user to normal. (The antidote potion will cure the poison once and the user cannot be poisoned again for 5 posts)
Suppression potion
-Needs a hair of the target to work, when used on the target it will suppress their powers for a short duration
Smokescreen
-Pull pin, throw, instant darkness inside the smokescreen(medium area lasts 2 posts)
Dragons Blood
-An extremely potent potion that drastically increases the users power for a limited duration, and also hurts the user (7%Buff)(3 posts)(lowers health by 7%once)(cannot be stopped by Antidote)
(special thx to dynamax for these)
Invisibility Potion
-Extremely rare and hard to make. Makes you invisible for 5-10 minutes.
Light Potion
-Adds a touch of light magic to your spells/abilities
(noticeable difference with certain spells vs others)(like helping spells)
Dark Potion
-Adds a touch of dark magic to your spells/abilites
(noticeable difference with certain spells vs others(like destruction spells)
Sand Eruption(Formerly known as sand in a bottle to some people)
-A potion to turn the top 6 inches of the ground into sand. (medium area)
Liquid Glass
-A potion to turn sand into glass (small area)
Dehydration
-A potion that causes algae like plant to grow and absorb water (medium area)
***As a note on Poisons!***
*Characters can make their own type of poison the prerequisite is that they know how to make potions. Each and every type of poison is different to the creator and how it is applied IE: mist, coating, pills etc.etc. The antidote potion will cure the poison once and the user cannot be poisoned again for 5 posts. At all times if the character has poisons they should be listed that they have them. It is not required to post what each poison does just that they are there make sure to pm one of the head honchos about the effects of the poison.
Taking suggestions for even more potions!
Card Magic- Allows you to cast spells without using mana[/color]
******Note, you control the summons with your mind, you feel their senses and such the more summons you have the harder it gets*****
Deck limit of 20 cards.
Cards can be of elements, heals, binds, shapeshifting; pretty much almost anything you can do with magic you can do it with a card.
Cards are hard to come by, hard to make, and really expensive. Thus not many people have them.
Blank cards can be used like "blue magic", imprinting and copying spells. After copying the ability, you can activate the card with mana to use that spell. Afterward the card immolates and destroys itself. Blank cards are rare, hard to use, and a pain in the ass to make. For expert and master rank users only.
If you use Card Magic, you HAVE to list all the cards in your characters deck (updating as you battle obviously).
Summon cards can be used to summon animals to aid you. There are different animals you can use depending on your mastery of Card Magic.
Learner- White Raven
>Capable- Wolves and Hawks
>>Adept- Bears and Sharks
>>>Expert- Velciraptors (summons 4 of them, only counts as 1 summon) and Pterodactyls.
>>>>Master- Basilisks, Krakens, Phoenix, and Giant Eagle (Think LotR)
Cards have charges. You can charge a card with Mana so that it can be used up to 5 times for everything but summons (which get 3 charges) and blank cards (which have 1 use). If you try to use a card that has used up it's charges, it'll work 1 last time, but then burn up (card burns up, no backfire, you're fine). The exception is blank cards, which after 1 use always burn up.
Experts can add 1 more charge to all cards and Master can add 2 more charges to all cards, excluding blank cards of course.
The 4 summonings listed for Master Rank (Basilisk, Kraken, Phoenix, and Giant Eagle) can only have 1 charge because they are extremely powerful.
Charging cards takes time. Here are the times:
Learner: Minute per charge
Capable: 30 seconds per charge
Adept: 15 seconds per charge
Expert: 8 seconds per charge
Master: 3 seconds per charge
Charging requires channeling, which needs extreme focus. Any kind of outside interference will break the channel and stop the charging.
Some cards do drain mana on use. Specifically, cards that are sustained drain the users mana while in use (Note: They drain more mana than they would if you actually used the ability instead of using a card that had that ability on it).
Element Specializations
Now these are new, and need kinks worked out of them and are not complete...yet.
Earth
Specialization- Nature magic
(do i need to explain?)
Fire
Specialization-Healing/Rejuvenation
While most users of the Element Fire focus on its more destructive tendencies, a common forgotten fact is that Fire does not just embody destruction, but also rebirth. Some plants in nature require the cleansing nature of a forest fire to begin to grow. Fire is used to heat and cook meat and other foods for consumption. Even the legendary Phoenix is reborn in flames.
As such, a certain, although not often used, specialization of the Element Fire is the Rejuvenation specialization. Rejuvenation magic involves using flames and heat to heal and restore instead of damage and destroy. This can be anywhere from White Flames that heal those burned to magics that revive fallen comrades.
Note: The Fire Specialization Healing/Rejuvenation does not use mana to heal wounds and it can also restore someone's mana at the cost of the users.
Water
Water Specialization- Perception Magic
Perception Magic influences the targets perception of time and space, making things SEEM like they're going at a slower or faster rate.
In reality, nothing is actually moving slower or faster. But the afflicted target THINKS things are.
Perception Magic can be used to:
"Speed up" time
"Slow down" time
Make targets feel heavier/lighter
Create Illusions
Make people "smell" fake smells
Make people "taste" fake tastes
Make people "hear" things slower or faster
Influence emotions (At higher ranks of mastery)
Remember though, you can only have a single target afflicted with 2 buffs and/or debuffs at any time. Perception magic is tied down by this rule just like any other buffing/debuffing magic.
Perception Magic can affect any sense of a person besides 1: Touch. You cannot influence what a person feels, thus making it their only link to reality.
Wind
Air Magic doesn't have a specialization. This is offset by the fact that wind is easily, and I mean easily, able to combo with any other element. You could literally shoot a rock at someone and increase the speed of that rock by putting a wind blast with it. And because of that there is no specialization.
Energy
Spirit-
The Element Energy covers the most primal, chaotic, and basic energies of the world. These energies are later, either naturally or artificially, fine tuned and modified to become the energy for the other 8 elements of the 9-Hearts universe.
As such, a particular specialization for this element involves the use of Spirit Energy. Spirit Energy, or Spirit for short, is the energy of one's "soul" or their inner being. It is comprised of two parts: Life and Mana. These two parts actually find use in the others areas of magic as well, such as Mind and Body magic, Mana Crystals for staves, as well as with Healing and Restorative magic.
Spirit however involves the use of the pure energy that make is formed by both of those combined. Users of the Spirit specialization can summon ethereal beasts, use attacks that transfer or drain Life and/or Mana Energy between the user and a target, Amplify/Nullify the effects of other forms of magic, and overall act in out-of-the-box manners.
Common users of the Spirit specialization are often called Shamans, Spirit Healers, Witch Doctors, Spiritualists, and other such names for more "primal" users of magic. Advanced users can even gain minor predictional abilities, and often this specialization is closely related and entwined with those who practice Mind and Body magics.
Examples of Spirit users: Well, for now, probably the only good example is Kami and her Shaman father from her clan. (ok more going into this. this is the summary outer did.)
Fusion Specializations
Fire/Ice-The power of the Frozen Flame, First discovered by the Legendary Frost Dragon tribe, EXTREMELY closely guarded secret.
It is fire that in almost every aspect acts like fire except it freezes things on contact, and almost anything can be hit with this (like set on fire) Extremely dangerous too, It is hard to stop once it starts. easiest way to put it out is with energy.
Ice/Lightning: Is like cold electricity. This type of magic has all the AoE effects of Lightning with all the AoE effects of Ice. It is able to chain heavily between multiple targets while slowing them down, dealing lots of AoE damage with crowd control effects. Literally, almost anything you can do with Lightning you can do with Ice/Lightning. However, as a drawback, it's limited on the Ice side. Ice effects are limited to walls of electrically charged Ice and shields of Ice charged with Lightning.
Water/Crystal: All the elements and abilities of crystal, in liquid form!
Air/Earth- Sand: Controls and manipulates sand and other sediment on the ground and in the air. Whatever Water magic can do,
Sand magic can do the same thing (except quench thirst). Also, unlike Water magic which can be used to heal, Sand magic has
the opposite effect on wounds, making them worse. Sand Magic is a lot more versatile than normal Earth Magic. Sand Magic is also a lot stealthier than Earth Magic. Sand Magic is good at find ways around or through defenses your opponent may use. Ice Magic and Sand Magic are great counters to each other and tend to cancel each other out, so it is recommended not to use either against the other.
General Information About the elements.
Crystal: Crystal is the second tier element derived from Earth. Crystal is the hardest second tier element to learn, but also the most rewarding.
Crystal has the unique ability to be charged with other elemental effects (Where do you think Staves get their CRYSTALS from?).
Crystal magic is instrumental in the creation of any other physical device that uses magic without the user having to actually cast the magic, I.E. Staves, Cards, and Mana Guns. This is what makes Crystal magic so ridiculously overpowered and underpowered at the same time. By itself, Crystal is pretty weak. But when combined with other forms of magic it really excels. Sort of like how Air magic really excels at comboing with everything.
Air and Crystal don't tend to combo well with each other.
Other new types of magic on the way
Alchemy(ok so i had something typed up and saved but i cant find it XD so im going to remake it along with magic crafting which was also saved in the same file)
Magic Crafting
Engineer: Cooldown, Makes the need for mana less. (basically going with outer's fire example, an engineer could cast 13 fire spells.) They look almost just like humans except they have a tail, and their basic hair colors are Blue, Green, White and Pink. it is rare but possible for them to have normal colored hair like humans, and the oppiste is true for humans to have hair like the enigneer.
Wolf: Flash -Faster sprinting, and more agile.
Bird:
Sayajin: Brightest Light: When facing Dark magic their light magic's power doubles.
Shade: Darkness- completeley immune to dark, can see perfectly in complete darkness, need sunglasses to see in the day time.
New stuff in general
Managuns, are special guns that use the users mana as projecitles. There are 2 main types, revolver based "ManaCanon" and rifle based "ManaBlast"
(adding pics soon for better explanations)
ManaCannon- User can put more or less energy into the shots with revolvers.Ranging from stinging shots, to stun level and kill level shots, or just the average painful (think like getting shot with a paintball gun if u know what if feels like) the more powerful the more mana needed for the shot.
ManaBlast- Only fires on average level, cant do more or less with them. Use special clips, which are metal with delicate crystal inside them, the clips can hold mana or other elements to alter the kind of shots fired from the gun. Can be fired without clips, using the users mana like the ManaCannon.
Have an idea for a new kind of magic? DON'T BE SHY TELL USSSS!!!!!!!!
Styles
Styles: Styles are a form of magic use that involves adopting the properties of an element in order to use it more effectively at the cost of the rest of your abilities.
When you activate a style, you are no longer able to use your character's "signature moves". Instead, you either gain 3 new, style specific moves to use OR you do not gain any new moves, instead becoming much more adept and powerful at using the element you are attuned to.
For example, Marcella uses "Earth Rift Style"[Type 1]. She adopts the properties of the element Earth, allowing her to hide in the earth. She loses access to her other abilities and magics, but her manipulation of the element Earth and Crystal becomes much more effective and powerful. It is as if she "feels the element" and using the element is like "moving her arm". However, while in this style she adopts Earth's weakness to Fire, taking more damage from that element.
Another example of a style would be Marcella's "Crystal Style"[Type 2]. While in that style she sacrifices her other abilities for 3 new, powerful abilities. She can use each ability only once and then the style ends. However, each ability is like a miniature ultimate, doing less damage than an ult but more damage than an average ability.(10-17%dmg) Just like Earth Rift Style, she has the weaknesses of the element Crystal while in this style, taking increased damage from Water.
Each style a character has replaces a "signature move" and any character can only have up to 2 styles.