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 Types of Magic

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Azalea
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PostSubject: Types of Magic   Sat Feb 23, 2013 12:19 am

Types of Magic




Not Magic from the Gods like a Valkyr, Scion, Druid, Necromancer gets.

EVERY Class (even the above mentioned specialties) gets one type of this Magic, Mages get 2 types.

Melee fighters (up close) can use magic if they wish to, but only spells to the extent of their body or weapons.  Ex. is a Mercenary creating a layer of fire on top of their weapon but not able to shoot fireballs.

I tried to make it so not one Magic type was supposed to be used for a specific Class, any Class can pick any element and so on, not like all Necromancers need Dark or Healers Have to be Light, etc. etc.  So have fun and mix it up.

Elementalists are different from other Classes in that other Classes would need a part of the Magic with them to use it, an already existing fire or spark, or a canister of water... or a pond next to you, etc (obviously air is always around though).  Elementalists can create it from nothing with a Passive ability that they can learn, but they are restricted to Air, Earth, Fire, and Water only.  


Fire

A Fire user can amplify already existing flames or create them from friction or a spark.  They have some temperature abilities too, raising their body temp or that of another person even without a physical fire.  They can also cause a Damage-over-Time Burn effect depending on the spell.

Water

Water users can control the water around themselves.  They can use Water in two of its forms (liquid and solid, but only Elementalists can create water from the Air around them), they can also cause a Damage-over-Time Frost Bite effect depending on the spell.

Air

Power over the Air and Wind; can create a gentle breeze or close to hurricane force winds.  Think about what Air can do, use it in conjuncture with other items to carry things through the air, making projectiles fly farther or be guided, spread poisonous herbs through a group of enemies, etc. They have a some levitation of objects but not themselves, only an Elementalist can do that.

Earth

Earth has power over the very ground you stand on.  Dirt, stone, sand, mud, crystals, anywhere you say it… it’s Earth (except metal ore, that's a specialized category).  Create shields or hurl bolts, pull the ground from under an enemy’s feet… think about all you can or would do with power over the ground.

Light

The power of Light has the obvious properties of brightness and light but they also have the ability to see other people's aura of magic; what type and how powerful.  There are also vision and sensory enhancement spells that can counter/hinder a Dark Magic user's illusions, and it is a pure energy that can cleanse poisons, curses, things like that.  You can blind by taking away light or lighten a darkened path… lots of things.

Dark

Darkness has power over many things but they are primarily illusionists, masking physical looks, magical power/properties, age and even voices.  Some other things are vision and sensory manipulation (hindering for opponents) spells, control over shadows, assisting with stealth.  There is the blinding and night vision, just try to use your imagination…  

Body

People who specialize in Body magic have gained control and understanging over their own body to such an extent it became it's own form of magic.  They can heal or hurt through manipulating how their body works or an enemy's, it's systems and structure.

Plant

After getting to level 20 in either Earth or Water magic you can switch to Plant Magic.  It starts you back at level 15.  If you are a Mage and have chosen Earth and Water, at level 20 you gain Plant also but it puts everything back to level 15.

You can use vines and branches to trap your opponents while using poisonous plants to cause harm.  You can manipulate your body to incorporate plants and become immune to some poisons or harden your skin like a tree.  All with Plant Magic are given a bag of basic seeds to use.  You can cause instant growth of these into full life to use them to your advantage.  But you can always use your surrounding plant-life instead.

Lava

After getting to level 20 in either Earth or Fire magic you can switch to Lava Magic.  It starts you back at level 15.  If you are a Mage and have chosen Earth and Fire, at level 20 you gain Lava but it puts everything back to level 15.

Use Lava to attack and burn or melt what you want.  Make small volcanoes and let the ash choke and blind your enemies.

Explosion

After getting to level 20 in either Fire or Air magic you can switch to Explostion Magic.  It starts you back at level 15.  If you are a Mage and have chosen Fire and Air, at level 20 you gain Explosion but it puts everything back to level 15.

Super compressed and heated air create explosions, use your magic to detonate them at will.  Leave them around as traps to be detonated later, create instant beams at an enemy to explode on impact.  

Weather

After getting to level 20 in either Air or Water magic you can switch to Weather Magic.  It starts you back at level 15.  If you are a Mage and have chosen Air and Water, at level 20 you gain Weather but it puts everything back to level 15.

Create fog, hurricanes, tornadoes, all weather issues within reason, check with admin before making spells.

Lightning

After getting to level 20 in Fire magic you can switch to Lightning Magic.  It starts you back at level 15.

Lightning is difficult to control and to create but very powerful.  You must have an enchanted charm of some kind to gather a negative charge that you unleash and control at will.  They can also redirect and control naturally forming lightning.

Sound

After getting to level 20 in Air magic you can switch to Sound Magic. It starts you back at level 15.

Use sound to do a multitude of things: deafen enemies, talk secretively with an ally across a large distance, enchant people with your voice or music, disorient and confuse the enemy, etc.

Blood

After getting to level 20 in Water magic you can switch to Blood Magic.  It starts you back at level 15.

People with Blood Magic can manipulate blood to spread or cleanse poisons throughout someone's system.  But what they primarily do is form blood contracts with people, undead, animals, and all form of creatures.  Most contracts are a form of partnership and not seen as slavelike... but there are other's who create slaves from them.  Those under the contract's influence will have to defend them but they can't be forced to kill for them.  Blood Magic users will usually have a book of some kind with the samples of their contractee's blood, once activated the contractee will be forcefully summoned and have to obey orders.    

Metal

After getting to level 20 in Earth magic you can switch to Metal Magic.  It starts you back at level 15.

People with Metal magic can manipulate all types of metal ore.  This doesn't work on normal earth or crystals, just ores.  But through this you can change the shape of a weapon mid battle to suit your needs, no need to store up special arrows when you can change it.  Also, they can locate ore in the world easily, and work with it as a blacksmith without need of a forge.  Armor broken?, find some ore and repair it out in the woods.  Create traps and cages, and to a certain extent, mess with an enemies armor and weapons.
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