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    Spellbooks - Magic Types


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    Spellbooks - Magic Types Empty Spellbooks - Magic Types

    Post by swiftyuki on Fri May 05, 2017 10:41 pm

    Spellbooks are recordings of spells known by a person. The spells can vary from person to person and others can have similar spells with each other be it common magic or learned from the spell creator.

    Here is a list of kinds of magic and general/basic spells that can be cast by anyone within a specific element. We may ask into if certain spells made by other users can be used by the public or not as well. Some spells may cross domains as well. Elements may also go hand in hand in combination with each other, but elements that oppose will reject each other and cannot be used together save for very special cases.
    *IMPORTANT: If you are a technomancer, you cannot use any other school of magic and vice versa.
    **Mages of Life magic tend to be beast tamers or hold an occupation close to that of local fauna. They cannot create but only tame and heal fauna. They are only in a Beast Tamer class. Their alignment strength shows what difficulty of beasts they can tame.

    Elements that can be used together:
    Fire - Lightning - Metal
    Wind - Lightning - Sound
    Water - Blood
    Blood - Darkness - Death
    Arcane - Chaos - All
    Chaos - Necro - Darkness
    Metal - Earth - Flora

    Elements that reject each other:
    Fire - Water
    Wind - Earth
    Death - Necro
    Light - Dark
    Chaos - Luck
    Lightning - Earth/Flora
    Arcana - Techno

    -Domains and Subtypes-

    Golemancy: The creation of soulless creatures aligns within the Arcana domain, but can hold elemental bias. Depending on the golem's elemental bias, they take traits from the element. For example an ice golem's exterior has large protrusions on its arms and back or a fire golem with a body of flame and a charcoal shell. Golems with an elemental bias of Arcane are the only ones whose traits involve added sentience and knowledge.

    Arcane Circles: Ritualistic materials are used to summon creatures accompanied with chanting or runes scrawled on the ground. Creatures summoned from a god's realm may require consent of the god or may make the god take notice of the action.

    Enchant: Storing magic in the forms of spells, this type of arcane magic can be used to make ordinary items give off certain effects that may or may not help the user.

    Alchemy: A form of arcane magic aiding the formation of elixirs and potions, it is often tied to floromancy.

    Conversion: A form of arcane magic often tied to terramancy, it is used to change the proprties of metals and crystals.

    Hemomancy: The most basic form of blood magic, allows for manipulation of blood itself as if the magi were a hydromancer.

    Curse: The infamous form of chaos magic, it is used to disable a target in some way. It can range from speech impediments (basic) to physical crippling (advanced).

    Bless: The lesser known side of chaos magic, it can be used to reverse curses or enhance one's ability such as temporarily add their charisma and surpassing normal physical attributes.

    Umbramancy: This is the most basic form of shadow magic. This allows the user to manipulate shadows to create tendrils or hide within the darkness. The user can also forcibly dim the area around them by exerting umbramancy as an aura.

    Morimancy: The primary magical type of the Death Domain is the magic of decay and destruction. With this magic, although incredibly short range for those without extreme power, the user is able to rapidly erode and rot whatever comes close to or in contact with them, causing metals to tarnish and become brittle, flesh to necrotise, stone to crumble and turn to dust.

    Soul Striking: A basic if dangerous sub-type, Soul Striking is a magical type that allows the user to attack the very soul of the person they are fighting, causing damage that is nearly impossible to repair and easily killing all but the toughest of foes. This magic always requires contact however and against those of sufficient power, the magical force might not be enough to damage their soul.

    Drain: Similar to Morimancy, this sub-type instead focuses around the removal of life force from things with the more powerful the user the greater the power of things they can remove life from. This is generally not instant and usually takes time and close proximity to remove all of the life from something but the Drain can be used to augment the user's other magic by enhancing it with the stolen life force. Usually, unfortunately, this magic is seen as somewhat evil and few trust a user of it.

    Terramancy: This is the main form of earth magic, allowing the user to manipulate rock, dirt, and non-elemental crystals.

    Crystallomancy: This form of earth magic dives further into the uses of crystals, tapping into hidden elemental essences that turn them from ordinary crystals into crystals with special effects based on the traces within.

    Harenaemancy: This allows the user to manipulate sand and salts. Closer ties to this subtype allows for extended access into manipulating specialisation sands like that of metallic sands and glass.

    Pyromancy: The main use of fire magic, it allows the user to create anything as small as embers to something as large as firewalls.

    Fusiliamancy: This sub-type of fire magic allows the user to manipulate molten resources as well as superheating something to melt it.

    Floromancy: This is the main form of plant magic, allowing the user to manipulate local plant life physically such as using vines to attack or

    Taproot: The specialised form of plant magic allows the user to tap into a plant's properties to understand its effects on its own as well as see into the rooting system connections for added clairvoyance.

    Photomancy: This is the most commonly used form of light magic, allowing users to gather light to form constructs or blind a person.

    Enkavma: This form of light magic is more advanced in that it can have sub-elemental effects that inflict effects like burns. Light used in this form emulates other elements that create light such as fire or lightning.

    Teslamancy: The most basic magic of the Lightning Domain, Teslamancy focuses specifically on the control of electricity itself. This can have multiple sources, using natural electricity for example is more powerful but requires a nearby source while manifesting lightning is weaker but much more plentiful, converting mana to energy. Magical lightning has an inherent disadvantage over real lightning in that the magic required to use it forcefully slows it down, although it is still incredibly fast compared to other magicks.

    Bioelectric Amplification: A much rarer form of Teslamancy, the mage uses their own natural electrical impulses to power their magic. This is dangerous to both user and foes as they can burn themselves out through this as it eats away at the person's stamina to generate and launch the lightning but it also allows them to absorb natural lightning and electricity and enhance their own reactions and impulses with it. (Requires Lightning Roll of at least 7 to utilise)

    Ferromancy: Ferrous Mages are usually found walking into battle festooned with various bits of different metals strapped to or carried on their body. The most base magic for this Domain is simply controlling and altering metal itself. Most Mages can only manipulate two or three different types of metal, increasing its length, its density, sharpening it or moulding it to cover up wounds dealt in the metal by other things, meaning at any moment their weapons could change form or their shields could become even stronger, even their armour can turn to a weapon in but a heartbeat.

    Transmutation: The flesh is weak, you will hear a lot of both Technomancers and Ferrous Mages say however they get rid of this weakness in different ways. Ferrous Mages learn to transmute their very flesh into metal and alter it therein, turning their entire self into a dangerous weapon or an incredibly sturdy defense, absorbing attacks and elemental strikes with impunity, although other physical characteristics always suffer due to the increased density of the body.

    Binding: Necromancy is fundamentally different from Death. Necromancy stems from the domain of Undeath and rather than bringing things to the end it works by bringing them back from it instead. Binding is the act of taking a parted soul or just sentience and attaching it to a physical form to reanimate it as it can only be done with dead flesh. Depending on the strength of the binding, the sentient force and the Necromancer, the power of the undead created will vary dramatically from simple skeletons to fully fledged Revenants or Wight Lords.

    Anti-Healing: A simple magical type that is usually only dabbled in but some are capable of fully mastering its power. This type of magic weakens the body's natural ability to repair itself and heal from wounds and also interferes with magical healing, severely weakening it at the least and sometimes even perverting its power to cause healing spells to wound the target even more.

    Unlife: The most powerful of Necromancers learn how to use the magic of undeath to not only bring corpses back but to make their own body much, much more resistant to mortal wounds. Through the magic of Unlife they can reduce the necessity of many organs and even the vast majority of their blood and other such normally important things, turning more and more into the corpses they reanimate. The eventual conclusion to this is either a true undead, capable of magic and unearthly intelligence or a Lich, a skeletal being whose soul is contained within a Phylactery.

    Audiomancy: This is the most used form of sound magic, allowing its user to create or recreate virtually any sound. The audio itself can be directional, used as a form of trickery and deception.

    Exemplimancy: A much more advanced form of sound magic, and often times forbidden, this utilizes the identity of a sound with its source. The sound can come from any weapon or element it is associated with and deals damage akin to its original source on the target. The sound of a roaring flame or strike of thunder will inflict burns or electrical damages. This form of magic is bound to that of the Sound god and the avatar or champion, but there are cases of a few mages who may be capable of using such magic.

    Gravitamancy: The most common magical focus of Space is that of the force of gravity. A simple but potentially incredibly powerful type of magic. Gravitamancy focuses on the manipulation of gravity in areas, increasing it to make it harder to move, weakening it to cause people to stumble or make one's self lighter or even reversing it to send things floating upwards. Only the most powerful of Gravity Mages(Magic strength 9+) are able to use the raw force of gravity to inflict harm as bodies are surprisingly resilient against it.

    Celestimancy: Once thought to be the Magic of Heaven, this was swiftly debunked and put under Space however it retains the same name from before. Celestimancy revolves around utilisation of star and space matter to create pseudo-stars, nebulae and oort clouds even, although it is difficult to use this magic properly and although the constructs are powerful, they are usually incredibly small.

    Tethering: A sub-set of Gravitamancy combined with Celestimancy energy, Tethering is the act of connecting two points of Space itself together, creating wormholes or stabilised sub-space tunnels for rapid transport or redirection of attacks but requires prior set up to get the tethered points ready as it takes time and a lot of energy to ready the locations to be tethered together.

    Technomancy: The main form of 'magic' of the Technology domain is Technomancy, the ability to use one's power to control and manipulate machinery, enabling the user to get more details into the inner workings of the technology or to manipulate parts of it to either repair it, enhance it or even take control of it if they are given enough time.

    Innovation: Technically a sub-type of Technology Magic, Innovation can actually be found in multiple different ways, some of them natural and non-magical. Those with a magical affinity for Innovation are incredibly intelligent and are able to create advanced technology with minimal materials as well as being able to accurately work out the functions of technology that they see and eventually reverse engineer it even if it is the work of another Innovator.

    Digitamancy: A strange sub-type of Techno magic, Digitamancy revolves around creating unique digital constructs that exist in the real world and are able to perform functions by granting them special effects and abilities known as 'Programs'. These constructs, known as Phantoms, can take a variety of forms and can be incredibly useful however their grip on the world is tenuous at best and without the right programs they can be incredibly easy to destroy.

    Hydromancy: The water domain's main form of magic, it is simply the manipulation of water in its liquid state.

    Cryomancy: The most common subtype for the water domain, this allows manipulation of ice and snow.

    Acid: An uncommon subtype, the user is able to manipulate caustic substances that induce burns or eat away flesh.

    Hemomancy: Because blood is a plasmid that acts very similarly to liquid, rare cases allow for water mages to also manipulate blood.

    Aeromancy: The main form of wind magic, it allows manipulation of the air around their person and creating breezes, gales, and windstorms.

    Meteormancy: A secondary form of wind magic, and often mixed with the elements of water and lightning, this allows for a wind magi to move clouds and create storms. The intensity and range of the storm increases in correlation to affinity strength and can be tied to emotional output. Due to being multi-elemental, this form of magic requires an intermediate affinity at basic.

    Spellblading: The main form of War Magic is known as Spellblading although it does not have to be utilised with blades. This form of magic focuses around adding special effects and abilities to weapons that are currently held, such as making them sharper, giving them the ability to burn with a touch or to extend magical shackles to hold people down. Although called Spellblading most people, when using alternate weapon types, rename it to match such as Spellgunning or Spellstriking.

    Enhancement: The most common sub-type of War Magic is Enhancement, a magical type focusing around enhancing and altering the body making it more suited to combat, with effects such as making the skin tougher, increasing muscle or bone density or rapidly increasing one's own speed.

    Predation: A Magical type shared with the Hunt Domain, Predation is magic focusing around tracking down enemies, preventing one's self from being tracked, setting up ambushes and traps and keeping the user from being spotted. Generally not an offensive magic in its own nature, it is used to support other magic types or enhance normal weaponry to turn them into effective traps.

    Tactica: The rarest sub-type of War Magic is Tactica Magic which is designed for a Commander role. This magic focuses on altering perception in wide areas, focusing and analysing targets, granting boons to multiple people at once although with circumstances attached such as following orders or doing specific acts and increasing one's own processing speed to better understand situations.

      Current date/time is Mon Sep 23, 2019 1:57 am