Chronicles of Xeven: Magic

Do you like the Explaination of Magic?

  • Yes.

    Votes: 1 11.1%
  • No.

    Votes: 1 11.1%
  • Don't care.

    Votes: 1 11.1%
  • What does it all mean?

    Votes: 2 22.2%
  • MUST HAVE PART 2!

    Votes: 4 44.4%

  • Total voters
    9

Xeven the God

Democratic-Marxist
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Here is another of my 'short stories' to tide you over until Part 2 is just the way I like it. Please do forget to vote. :)

Chronicles of Xeven: Explanation of Angarraidian Magic
(This may sound Final Fantasyish. It's not, even though I stole some spells from FF. Hey, all good DM's steal spells!)

In Angarraid there are two types of magic, Black Magic and Prayer Magic. Black Magic encompasses Fire, Water, Earth, and Air, which are actually four of the total seven elements. Prayer Magic consists of the three remaining elements, which are Lightness, Darkness, and Spirit.
The first element of Black Magic, Fire, consists mainly of speed and offensive spells such as Speed, Quickness, Inferno, Armageddon, and Firestorm. Fire is strong against Earth and weak against Water.
The second element, Water, is built of offensive and defensive spells, examples of which are High Tide, Hurricane, Ice Storm, and Ice Wall. Water is weak against Air.
Earth, the third element, is almost entirely defensive spells. Earth defensive spells are mainly ‘wall’ spells, which place a wall at the caster’s target. Examples of earth spells are Earth Wall, Crevasse, Mighty Guard, and Earthen Armor. Earth is strong against Air.
Air, the final element of Black Magic, consists of a large amount of speed spells with almost no defensive spells and few offensive spells. Examples of Air spells are Haste, Slow, Quick Hit, and Air blades.
Many of the Black Magic spells are Duel, Tri, or All-Elemental, meaning a spell in one element could be part of another. For example, the Fire spell Quickness is also an Air spell. Some Multi-Elemental spells include Mighty Guard (All-Elemental), Bolt (All-Elemental), and Lightning Bolt (Air and Fire).
Lightness and Darkness, elements of Prayer Magic, are opposing forces. Both are very weak against each other but also have high level spells that deal major damage to any of the Black Magic elements. Some examples of Lightness spells are Protect, Holy, and Cure. Darkness consists of spells such as Ultima, Un-Holy, and Sanctum.
Spirit is the final and most powerful element. Spirit is the abilities to summon creatures to battle for one’s self and modify one’s body. Modifications can be made one everything from strength to a person’s very soul.
Prayer Magic does not have any Duel or Tri-Elemental spells. All spells in one element are only found in that element.

That is all.....NOW VOTE :goodjob:

PS: 'Must have part 2!' refers to the OTHER Chronicles in the Prologue thread.
 
Wow.....this isn't apopular as the first Chronicles. Not even a vote for no! :(
 
It's nice, but I would have guessed most of it.

Red Mages can cast all those spells twice each time, they'll kick any other mage's ass. Bring on all of Helshibar (or however you spell it)

Since part 2 is taking so long, I'm thinking 4 or five maximum-character posts, here!
 
Interesting combination, but overall nothing particularly new in it. It is rather hard to think up an original magic system, certainly, but maybe try and sparkle this one up a bit. Now my recommendation is you add an 11 year old boy wizard named Harry...:D wait, that's been done.
OK, there's this ring, a darklord, and something about the end of the world...No, familiar as well.

Keep on trucking, and you will eventually create a system that will grab people in with its originality. I do like the idea of Harry, though
>shout from director< "Shut up, Darkshade!!!":cool: :lol:
 
Um, I DO have lots of things to add that did not appear in the first thing.

Divisions of Magical people:

Mages:
All mages require a Mage's sword. A mage can not do magic without their Mage's Sword within ten feet of them. The sword must also be of the Mage's Element, i.e. it must be enchanted with, Air, Earth, of Etc. magics. A mage can also be of all elements, but All-Elemental Mages are rare. Other than the sword Mages do not require much else. :cool:

Wizards:
Wizards can do three types of the spells: Hand spells, Staff spells, and Wand spells. Hand spells are where a wizard raises his hands a mutters a few magical words. Hand spells are usually offensive blasting spells, but not all of them are. Staff spells require a Wizards Staff, special movements of the staff, and words. Staff spells are offensive, defensive, curative, and basically everything else. Wand spells require a Wizard's Wand and words, but almost never movements. The wand must be in the wizard's hand. Wands are usually used for morphing and special light spells, but the y can be used for offence and defense. Wizards are mostly Lightness and Darkness, but can be any element. :crazyeyes

Sorcerers:
Sorcerers are the weakest of the gifted people. They require nothing for most spells but for high level spells they require rare stones and such. Sorcerers are mostly Earth, but can also be any element. All-Elemental Sorcerers are almost none existent, although a few have poped up. Jubleus the Great is notably the greatest of them, and he was not a strong as the weakest mage. :(

Witches:
(Please take note that men can be witches too.)
Witches are one of the most powerful gifteds. They hold sway over life and death, strength and weakness, past and future. The catch? They can't do it directly, they must do it through herbs, prophecy, misdirection, and certain magics. One must not only have the power to be a witch, one must also be smart as the Gods themselves. :lol:

Sorceresses:
Sorceresses are considerably more powerful than sorcerers. they are much the same as mages only they carry a Sorceress's Crown. A Sorceresses Crown is a thin band of metal worn around the the head. The metal depends on the element. :queen:
 
Mages:
All mages require a Mage's sword. A mage can not do magic without their Mage's Sword within ten feet of them. The sword must also be of the Mage's Element, i.e. it must be enchanted with, Air, Earth, of Etc. magics. A mage can also be of all elements, but All-Elemental Mages are rare. Other than the sword Mages do not require much else.

Well, Red Mages are all-elemental.:cool: Do you get a mage king? ;) ;)

Sorcerers:
Sorcerers are the weakest of the gifted people. They require nothing for most spells but for high level spells they require rare stones and such. Sorcerers are mostly Earth, but can also be any element. All-Elemental Sorcerers are almost none existent, although a few have poped up. Jubleus the Great is notably the greatest of them, and he was not a strong as the weakest mage.

Sorceresses:
Sorceresses are considerably more powerful than sorcerers. they are much the same as mages only they carry a Sorceress's Crown. A Sorceresses Crown is a thin band of metal worn around the the head. The metal depends on the element.

Question: Does the crown give more power to the Sorceress? If a sorcerer were to kill a sorceress, and he wore her crown, (or got one by theft, etc.) what would happen?
 
Question: Do you get a mage king?

Mage King? No :(. There is a High Mage in every kingdom though :D.

Question: Does the crown give more power to the Sorceress? If a sorcerer were to kill a sorceress, and he wore her crown, (or got one by theft, etc.) what would happen?

A sorceress is the same as a mage. She cannot do magic without the Sorceress's Crown, though the distance that the crown can be away from the sorceress is MUCH longer than that of a mage. Most sorcerresses can cast spells up to a quarter mile away from their crown.

On the subject of sorceress/sorcerer, Yes and No. Most sorcerers would gain the ability to cast some low-level sorceress spells, but that is about all. Very rarely would a sorcerer gain more than that. On the occassion that a sorcerer does have the ability to learn more than a few low-level spells, he must survive three or more system shocks to actually gain the power. If the sorcerer does survive the system shocks, he will in esence have become a mage that does not require a sword :eek: and be able to learn any spells of any elements. But never fear, for that will never happen for many reasons that I will list now: 1) A sorceress guards her crown too well 2) the sorcerer can not kill her because her magic would leave the Crown 3) Like I said, the sorcerer almost never gains more than a few low-level spells and there is the three system shocks. 4) In the event that a sorcerer gets a hold of a Sorceress's Crown, the sorceress would just go after him and have her army slaughter him (All sorceresses have armies, either of magical creatures or humans.). :p
 
Okay, I've got a storyline!

A sorceress falls in love with a sorceror , and they marry. However, the sorceror only wants a sorceresses crown to gain more power, so he gets his loving wife to fight another sorceress, but instead of killing the sorceress, she casts her into a paralell dimension ucing a spell that transfers only organic material (thus, her clothes, since synthetic fibres won't have been invented probably, WILL go with her) and so her crown is left behind. The Sorcerer's Bride (possible title) imbunes him with protection and enhancement magicsand this has the effect of allowing the Sorcerer to not only survive the shocks, but also to gain more than your average I-survived-the-shock spells. With this power, the Sorcerer begins a reign of destruction and it's up to the Helsibahrian High Mage (you know...) to stop him.
 
Originally posted by Sixchan
Okay, I've got a storyline!

A sorceress falls in love with a sorceror , and they marry. However, the sorceror only wants a sorceresses crown to gain more power, so he gets his loving wife to fight another sorceress, but instead of killing the sorceress, she casts her into a paralell dimension ucing a spell that transfers only organic material (thus, her clothes, since synthetic fibres won't have been invented probably, WILL go with her) and so her crown is left behind. The Sorcerer's Bride (possible title) imbunes him with protection and enhancement magicsand this has the effect of allowing the Sorcerer to not only survive the shocks, but also to gain more than your average I-survived-the-shock spells. With this power, the Sorcerer begins a reign of destruction and it's up to the Helsibahrian High Mage (you know...) to stop him.

Hey, I like it, except all that shock-talk confused me :(
 
Ren, a system shock is a shock to the nerve system, and/or any other part of your body. System shocks can be caused by wounds, spells, depression, etc...In AD&D a system shock is your % chance of dying when something shocks your system, ie, heavy wounds, starvation, heart attack, etc...I hope this helps.

On the subject of Six's post: Sounds good Six, but not what I have in mind for Chronicles.....Might make a good side story though :goodjob:.
 
Perhaps I might find time to write the story, and the world of (what's the planet called again?) will come to life through many authors, rather than one. It could add diversity to the stories, and make the world more interesting. Who knows, we may be published one day!
 
That sounds cool Six, but before you do that I should give you some brief histories of the many countries of Angarraid. E-mail me when you are ready. My email is newsoultrian6919@yahoo.com
 
Hey, Six, you ready yet?

btw, I would like to add more to my magical system:

Magical Persons Addition:

Druids:
Druids are the closest to the earth. They wear only earthen clothes (i.e. bark armor, flax and cornsilk shirts, etc...) and draw their power directly from the earth. They can learn spells, but only of the Earth element.


Magic Addition:

Summons/Spirit Magic:

First thing is first: Summons are called Ages. Ages are basically like Guardian Froces, Aeons, and Eidolons. They are very powerful creatures that can be summoned via a person who is of the spirit element. Most Ages are found near a Spirit Divide (A place where the spirit world and the matterial world meet.) but some are not. I'll list some of more common Ages in Angarraid:

Gerphel, Non-Elemental Age:
Almost every one's first Age. He presents himself to an summoner when he thinks they are ready to begin summoning. While initially weak in physical attaking power, Gerphel makes up for that by being the quickest Age to summon. He is also a powerful magic caster and an expert theif.

Gorkaru, Darkness Elemental Age:
Gorkaru was a dragon driven to the spirit world by the Consul of Might some hundred thousand years ago, when dragons ruled and humans didn't exist yet. He is now an Age, just a former spirit of himself. Gorkaru is a strong physical attacker is very agial but is very slow to summon and cannot cast magic.

Baut, Earth Elemental Age:
Believe it or not, Baut was actually once a tree. Some how he was transfered to the spirit world and underwent changes. He is now a Dendroid (Living Tree). Baut is the slowest Age to summon but he is also the strongest physical attacker, though he is slow and can not attack very quickly. He is a moderately good Earth Magic caster.


That is all.......You may continue with your lives. :goodjob:
 
Unfortunately, I'm very busy at the moment.

I'm not sure when I'll be able to do it.

Summons/Spirit Magic:

First thing is first: Summons are called Ages. Ages are basically like Guardian Froces, Aeons, and Eidolons. They are very powerful creatures that can be summoned via a person who is of the spirit element. Most Ages are found near a Spirit Divide (A place where the spirit world and the matterial world meet.) but some are not. I'll list some of more common Ages in Angarraid:

Where's Ifrit, Shiva, Bahamut, etc.?:lol:
 
Six, Angarraid is not of the Final Fantasy realm, though it does pull some spells and ideas from the games. I have lots of influences on my magic system, including but not limited to, Final Fantasy, Might and Magic, AD&D, David Eddings Books, The Summer Tree, and the good old Sword of Truth books. Only about a four or fifth of the ideas aren't stolen ;). If you have any good ideas for my magic system feel free to speak up.
 
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