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Mon Apr 11, 2016 2:38 pm by DC All Access

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 Magic Overview

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PostSubject: Magic Overview   Mon Apr 11, 2016 2:38 pm

MAGIC

There are three families of magic to be known to this universe at hand when it comes for it to be distinguished. It is regarded as a flux of such chaos that seem to be near infinite in possibilities and effects to benefit their casters. Though be careful what you wish for.

FAMILIES
These are often considered the beginning of understanding the source of where the magic comes from. There are three to choose below.


THAUMATURGE
These are known humans to inherit magic via their bloodline or taught magic because of their sensitivity to it. They have been called many names such as: Demi-Gods, Witches, Wizards, Warlocks; the list goes on and on throughout the era of human history. These magical creatures are capable to expanding their magic so long as they seek the knowledge and practice to increase their skill that seems to be filled with unlimited potential.


OCCULT
Throughout history there have been many practice of worshiping deities while attempting to obtain their favor and prowess. In this case, Occult magic is magic that is bestowed by the worshipped entity as either a contract or gift for their allegiance or a followed practice by the cult itself. However, they are only limited to magic bestowed by their entity and therefore cannot expand outside of what has been given. If magic is bestowed by followed practice of the cult then they cannot break routine that is needed to fuel their pool of magic.


ARTIFACT
Unlike those who possess the ability to use magic genetically, there is another means to obtain magic. Artifact magic is derived from Gods, Curses, and such from objects such as swords, books, armor, and tools. They are often crafted by unknown or known deities or imbedded by them into such objects. When the wielder obtains this artifact they are granted the power left onto the artifact, however, the users themselves do not necessarily inherent these powers to pass on to their offspring. These artifacts could be ancient or new, and are often given one generalized power to be used. When the item departs from its wielder; that wielder becomes entirely mortal again.


DERIVES
These help categorize the magic on a deeper scale, and when paired with the family of magic. Once the family and deriver have been distinguished one can see the potential in what the character is capable of.


    Enchantment : Magic that is often distinguished as being able to create effects that spread across schools of magic, though without the otherwise present source of those magic types they are often not up to the same level.
  • If paired with Thaumaturge the character starts out with 2 spells.
  • If paired with Occult the character starts out with 2 spells.
  • If paired with Artifact the character starts out with 2 spells.

    Elemental : Those who became one with a sprite become solely focus on either one element or branch off into others of that element. These elements may only consist magic of Fire, Water, Wind, and Earth. Their magic is often favored by the spirit of the element and will always triumph opposing elements of the same nature.
  • If paired with Thaumaturge the character starts out with 2 spells.
  • If paired with Occult the character starts out with 2 spell.
  • If paired with Artifact the character starts out with 2 spells.

    Soul Projection :  A type of magic that lets the user use their soul as the medium of their magic, and because of this their spells will depict either a spirit animal or certain distinguish appearance to the character that shapes their magic.
  • If paired with Thaumaturge the character starts out with 3 spells.
  • If paired with Occult the character starts out with 1 spell.
  • If paired with Artifact the character starts out with 2 spells.

    Damnation :  A rare type of magic that is only bestowed to those with such tragic events that leads these individuals to wield magic beyond the comprehension of even magicians. Magic of this nature often will cause the the individual to suffer in one way or another for the exchange of such feat and often seen as a curse for them.
  • If paired with Thaumaturge the character starts out with 2 spell.
  • If paired with Occult the character starts out with 3 spell.
  • If paired with Artifact the character starts out with 1 spell.

    Divinity : Much like the demigods, magic is bestowed or passed down by the Gods a source of their power (seen as magic) to give these individuals their strengths and traits. These are often seen as blessings for such individuals.
  • If paired with Thaumaturge the character starts out with 2 spells.
  • If paired with Occult the character starts out with 1 spells.
  • If paired with Artifact the character starts out with 3 spells.


SUB-TYPES
This only applies to spells that are created through the caster or wielder of an artifact.

  • Incantation : Use of words needed to be said at a certain language or speech pattern; spells must be said before they take effect and cannot do so without the full incantation. The longer the incantation the more powerful the spell is. No short cuts!

  • Embodiment : Use of channeling the magic through the physiology of your character; in other words magic coats you or it changes your appearance or you physically have to motion parts of your body in a pattern for the magic to work.
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