Difference between revisions of "Magic"

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==Water==
 
==Water==
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Basic
 +
*Water Attunement: Grants access to Water Magic and its specializations.
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*Bubble Barrage: Multiple bubbles that move in a linear direction.
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*Water Whip: Stuns in front.
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*Aqua Beam: A beam that stuns and drags.
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*Aquatic Aegis: Aura. Passively heals, +15 power / 10 agility.
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*Cleanse: Removes all detrimental status effects.
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*Mist Form: Become invulnerable temporarily, unable to cast during.
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 +
Intermediate
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*Typhoon: A trio of homing typhoons that leave a trail of healing AoE.
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*Tidal Wave: A large wave attack, stuns and drags.
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*Sea Dragon: A water beam that leaves a trail of healing AoE.
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 +
Master
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*Flood: A large, healing AoE that damages the enemy.
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 +
Exalted:
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*Water Prison: A massive, damaging AoE that lingers for a while.
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 +
Mythic
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*Tsunami: A super-sized variant of Tidal Wave.
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===Ice===
 
===Ice===
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Basic
 +
*Field of Ice: An AoE that deals the frost status effect.
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*Ice Flurry: A flamethrower-style spell that inflicts frost while damaging.
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*Ice Spikes: Homing, medium damage.
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*Winter's Talons: Spawns multiple objects that deal medium damage and frost if the enemy walks nearby them.
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*Blizzard: An excess of damaging projectiles spawn around the caster, following them.
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*Frost Breath: Deals brief but heavy damage directly infront.
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*Absolute Zero: Aura. +20 Power. Special: Inflicts Frostbite.
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Master
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*Wintermute: A buff that increases ice damage, applies Blizzard on mist form.
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Mythic
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*Winter Crown: All damage inflicts the frost status effect for 15s.
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===Blood===
 
===Blood===
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Basic
 +
*Crimson Shards: Linear projectile, inflicts 3s of Bleed on-hit.
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*Bonds of Blood: Passive. Heal for half of the damage the Bleed status effect deals.
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*Blood Miamsa: Multiple damaging projectiles that follow the caster, slowing enemies when damaging.
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*Blood Whip: A whip that has a 50% chance to inflict 3s of Bleed.
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*Blood Pall: +10 Power / +15 Vitality. +10% AP while the target bleeds.
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Intermediate
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*Hemmorhage: 5s of Bleed and Slow, homing. Medium damage.
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Mythic
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*Eyes of The Blood Moon: ???
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===Riptide===
 
===Riptide===
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Basic
 +
*Umbre Javelin: A javelin that stuns and drags.
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*Despairing Tendrils: A 3x3 'whip', heals for half the damage.
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Intermediate
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*Ring of Malice: Multiple homing projectiles.
  
 
==Fire==
 
==Fire==
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Basic
 +
*Fireball: Linear projectile, 50% chance to inflict Burn.
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*FIre Stream: A flamethrower that's sustained in front.
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*Blazing Wave: A wave that leaves a trail of damaging fire tiles.
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*Flame Shroud: Aura. +25 Power, trail of fire on dash.
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*Overheat: Homing, damaging slow.
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Intermediate
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*Flameslide: A high damage dash that leaves a trail of fire.
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*Scorch: A large AoE.
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*Sear: A charged blast that homes in, stunning and dragging.
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*Great Fire Wave: Wider version of Blazing Wave.
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Exalted
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*Supreme Fire Wave: Massive version of Great Fire Wave.
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*Super Nova: Aura. 3x3 fire AoE follows caster, +10% Power.
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===Explosion===
 
===Explosion===
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Basic
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*Bang: Homing AoE, high initial damage followed by light lingering damage.
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*Inferno: An instant AoE that confuses enemies.
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*Pyroclasm: An instant AoE that stuns enemies.
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Intermediate
 +
*Blast Rush: A wide wave that deals high initial damage followed by the Burn status effect. Knocks the target back 6 tiles.
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===Magma===
 
===Magma===
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Basic
 +
*Magma Slide: A wave that applies the 'mud' status effect, leaves an AoE of lava.
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*Lava Pool: AoE that spawns around the caster.
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*Volcanic Barrier: Immunity to damage, unable to cast. Lava AoE appears around you,
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*Magma Aura: +8% DR, +15 Power. Trail of lava on dash.
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Master
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*Volcanic Eruption: Spawns multiple lava AoE at random while the volcano deals passive damage.
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===Plasma===
 
===Plasma===
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Basic
 +
*Plasma Overcharge: Fire and Lightning power increased by 15% for 10s.
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*Tesla: A high damage beam that damages once.
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*Plasma Strike: Medium damage homing that lowers the enemy's DR briefly.
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*Plasma Aura: Aura. +10% AP, +20 crit. Plasma trail while moving.
  
 
==Air==
 
==Air==

Revision as of 20:15, 15 November 2019

"Magic is the song our soul sings to the world. It expresses itself in dazzling flame, howling gusts and the groans of the land." - Aeryn Fleur, Head Priestess of The Faith

The natural phenomena that occurs when mana is shaped and refined, wielded by the Magi of the world. These magi study and practice their magics to cause various effects by casting spells, either for practical reasons - such as the development of technologies through artificing - or for combative purposes. 


Four Pillars of Magic

There are hundreds of types of magics throughout the world, but they can be categorized into the following four. Within these primary forms of magic eixsts many sub-types, some of which are still being discovered to this day.

Elemental

The four elements that make up the physical universe, such as the oceans, sky, forests, and volcanoes. The building blocks of the world: Fire, Earth, Water, and Air. These are often the most approachable for an apprentice magi due to their primordial aspect.

Ethereal

Magic in an unrefined form, such as the raw, blue energy of mana, or the golden rays of cosmic magic. Unlike elemental magic, rather than taking this innate mana and shaping it, ethereal magi will reinforce it and conjure it as is; this is an especially malleable type of magic in that sense.

All magi are capable of using ethereal magic to some extent, even if it's as simple as causing ripples in the water by generating mana at the fingertip.

Metaphysical

The unseen mechanisms of the world, such as gravity, the timestream, or even a person's senses. 

Arcane

Light and dark. Destruction and life. Positive energy and negative energy.

Workings of Magic

Casting Magic

Magic Power

Whether or not someone is capable of harnessing mana, they passively generate magical power as it is required to live. Certain magitech can even take a read on how much of this energy flows through a person, though it's purely a measure of their raw magical potency rather than their overall combat skill. There are five tiers that individuals might be placed under depending on this reading.

  • Basic: Minimum of 10 Magic Power.
  • Intermediate: Minimum of 50 Magic Power.
  • Master: Minimum of 100 Magic Power. Higher than 70% of Magi.
  • Exalted: Minimum of 300 Magic Power. Higher than 95% of Magi.
  • Mythic: Minimum of 1000 Magic Power. Among the millions that live in Esshar, there's rarely more than a hundred at a time within this tier.

Quantifying the above would be something like the following, though it naturally varies from person to person as specializations differ. This is meant to act as a rough guide and base line for a character's speed (including reflex) and how much power a focused, average attack delivered by them might pack. Generally speaking if they generate that much force they're also durable enough to defend against similar impact from another person.

  • Basic: Avg. sprint of 20MPH, a standard attack generates enough force to crack stone.
  • Intermediate: Avg. sprint of 30MPH, a standard attack generates enough force to destroy a wall.
  • Master: Avg. sprint of 60MPH, a standard attack generates enough force to destroy a small house.
  • Exalted: Avg. sprint of 100MPH, a standard attack generates enough force to destroy a large house.
  • Mythic: Avg. sprint of 150MPH, a standard attack generates enough force to destroy a small mountain.

A magi's power scaling can be between two tiers, naturally, rather than one or the other. The attack force is also their standard, focused strike, rather than their absolute limit. It is their baseline.

Outlawed Magic

These techniques, while not considered forbidden necessarily due to their school of magic, but rather the danger they pose to society and the user themselves, are illegal depending on the circumstance under the nation's law. The category is also a factor in assessing the overall threat of a person's magic; someone with a level 5 technique might not be aligned with the dark forces of the world, but have the power and capabilities to single-handedly massacre thousands should they choose to do so.

  • Category 1: The user can practice the techniques freely but must register it with their local authorities. Certain abilities that might allow someone to discreetly cause harm or *assassinate a target, such as a powerful blood magic attack or enhanced poison.
  • Category 2: They must be granted express permission to use the ability. The dark arts would fall under this as a general rule of thumb.
  • Category 3: The potential for destruction is at a level where distant monitoring is necessary unless the individual is trusted. If someone has the capability to destroy a town with their magic, for example, whether it's a poisonous plague or through pure, raw force.
  • Category 4: This technique could endanger society as a whole if misused, causing massive amounts of damage.

Magic (OOC)

This is a list of available magic trees and their abilities.

Primary

Public

Characters start with these abilities, no RPP cost.

  • Strike: A 4 tile range homing dash on a low cooldown.
  • Tackle: A linear dash that knocks back on-hit.
  • Mana Ripple: A piercing wave of mana that deals medium damage.
  • Essence Shroud: Aura, +10% AP.
  • Jump: Non-combat ability that lets you 'jump' to the tile you click on.

Medical

The role 'medic' grants the following two abilities.

  • First Aid: Reduces the remaining time of a temporary injury by 50%
  • Surgery: Allows the treatment of a permanent injury so long as a med kit is available.

Drakanite

  • Dragonic Slash: Close-ranged physical attack.
  • Scales: +10% DR for 10s.

Intermediate

  • Dragon Half-Shift: +10% AP, +10% DR.

Beastkin

  • Feral Swipes: Close-ranged physical attack.
  • Wild Nature: 2s speed boost, followed by 8s of +10% Power.

Earth

Basic

  • Earth Attunement: Attunes with the element of earth, granting the character access to Earth abilities and its specializations.
  • Earth Bomb: Linear projectile, chance to knockback.
  • Mudslide: A wave that leaves a trail of slowing, sticky mud.
  • Spikes: A circular AoE.
  • Spike Trap: Set up to three traps on the battefield, each dealing medium damage and a brief stun if stepped over.
  • Rock Wall: A homing spell that knocks the target to you.
  • Stone Skin: Aura, +12% DR.

Intermediate

  • Earthquake: Large ranged AoE.
  • Mudslide: Wider Mudslide.
  • Rockslide: An AoE that is cast directly infront, dealing the Mud status effect on-hit.

Master

  • Tremor: A larger version of Rockslide, also knockbacks.

Metal

Basic

  • Metal Lance: A piercing projectile that applies a 5s slow.
  • Binding Chains: A beam that roots both the target and the caster on-hit.
  • Crushing Iron: Four beams that fire in every direction, lingering for a while. The caster can move immediately after using the spell rather than being cast-locked.

Intermediate

  • Iron Grip: A homing spell that roots the target on-hit for 3s.

Bone

Basic

  • Reform: Deals 500 self-damage, then heals three times for 5 power.
  • Bone Blades: +10% Power for 40s, physical attacks have a 10% chance to deal 3s of Bleed.
  • Skeletal Lance: A linear projectile that stuns the target. If Bone Blades is active, fires in every direction.

Master

  • Ivory Graveyard: Variant of Tremor.

Crystal

Basic

  • Shardshot: A homing that has a 50% chance to spawn a crystal.
  • Shimmering Javelin: A linear projectile that deals a stun, unique power up if a crystal is active.
  • Crystal Wall: A damaging AoE.
  • Shardform: While stunned, DR is increased by 25%. +10 vitality, +20 power.

Intermediate

  • Crystal Wave: A large AoE that appears directly in front.

Exalted

  • Ruby, Sapphire, and Emerald: Aura. Lifesteal, +AP. Chance to send out an additional low damage Shardshot projectile on cast.

Nature

Basic

  • Spores: Multiple homing projectiles that inflict a light slow and linger.
  • Vine Whip: Stuns directly in front.
  • Ingrain: Applies a large heal, cast locks for 1.5s.
  • Yggdrasil: While near the tree, the caster passively heals.
  • Forest Form: Aura. +20 vit, 10% Earth and Bio power.

Intermediate

  • Nature's Command: Summons three vines.
  • Deadly Bloom: A flower that has a short-ranged AoE and gives off a spore projectile occasionally. Can spawn up to three at a time.

Exalted

  • Cruel Thesis: Vines are immortal. Special: A shroud of blue petals that deal rapid damage.
  • Spring's Bloom: Vines are immortal. Special: Green flowers bloom around the conjurer.

Water

Basic

  • Water Attunement: Grants access to Water Magic and its specializations.
  • Bubble Barrage: Multiple bubbles that move in a linear direction.
  • Water Whip: Stuns in front.
  • Aqua Beam: A beam that stuns and drags.
  • Aquatic Aegis: Aura. Passively heals, +15 power / 10 agility.
  • Cleanse: Removes all detrimental status effects.
  • Mist Form: Become invulnerable temporarily, unable to cast during.

Intermediate

  • Typhoon: A trio of homing typhoons that leave a trail of healing AoE.
  • Tidal Wave: A large wave attack, stuns and drags.
  • Sea Dragon: A water beam that leaves a trail of healing AoE.

Master

  • Flood: A large, healing AoE that damages the enemy.

Exalted:

  • Water Prison: A massive, damaging AoE that lingers for a while.

Mythic

  • Tsunami: A super-sized variant of Tidal Wave.

Ice

Basic

  • Field of Ice: An AoE that deals the frost status effect.
  • Ice Flurry: A flamethrower-style spell that inflicts frost while damaging.
  • Ice Spikes: Homing, medium damage.
  • Winter's Talons: Spawns multiple objects that deal medium damage and frost if the enemy walks nearby them.
  • Blizzard: An excess of damaging projectiles spawn around the caster, following them.
  • Frost Breath: Deals brief but heavy damage directly infront.
  • Absolute Zero: Aura. +20 Power. Special: Inflicts Frostbite.

Master

  • Wintermute: A buff that increases ice damage, applies Blizzard on mist form.

Mythic

  • Winter Crown: All damage inflicts the frost status effect for 15s.

Blood

Basic

  • Crimson Shards: Linear projectile, inflicts 3s of Bleed on-hit.
  • Bonds of Blood: Passive. Heal for half of the damage the Bleed status effect deals.
  • Blood Miamsa: Multiple damaging projectiles that follow the caster, slowing enemies when damaging.
  • Blood Whip: A whip that has a 50% chance to inflict 3s of Bleed.
  • Blood Pall: +10 Power / +15 Vitality. +10% AP while the target bleeds.

Intermediate

  • Hemmorhage: 5s of Bleed and Slow, homing. Medium damage.

Mythic

  • Eyes of The Blood Moon: ???

Riptide

Basic

  • Umbre Javelin: A javelin that stuns and drags.
  • Despairing Tendrils: A 3x3 'whip', heals for half the damage.

Intermediate

  • Ring of Malice: Multiple homing projectiles.

Fire

Basic

  • Fireball: Linear projectile, 50% chance to inflict Burn.
  • FIre Stream: A flamethrower that's sustained in front.
  • Blazing Wave: A wave that leaves a trail of damaging fire tiles.
  • Flame Shroud: Aura. +25 Power, trail of fire on dash.
  • Overheat: Homing, damaging slow.

Intermediate

  • Flameslide: A high damage dash that leaves a trail of fire.
  • Scorch: A large AoE.
  • Sear: A charged blast that homes in, stunning and dragging.
  • Great Fire Wave: Wider version of Blazing Wave.

Exalted

  • Supreme Fire Wave: Massive version of Great Fire Wave.
  • Super Nova: Aura. 3x3 fire AoE follows caster, +10% Power.

Explosion

Basic

  • Bang: Homing AoE, high initial damage followed by light lingering damage.
  • Inferno: An instant AoE that confuses enemies.
  • Pyroclasm: An instant AoE that stuns enemies.

Intermediate

  • Blast Rush: A wide wave that deals high initial damage followed by the Burn status effect. Knocks the target back 6 tiles.

Magma

Basic

  • Magma Slide: A wave that applies the 'mud' status effect, leaves an AoE of lava.
  • Lava Pool: AoE that spawns around the caster.
  • Volcanic Barrier: Immunity to damage, unable to cast. Lava AoE appears around you,
  • Magma Aura: +8% DR, +15 Power. Trail of lava on dash.

Master

  • Volcanic Eruption: Spawns multiple lava AoE at random while the volcano deals passive damage.

Plasma

Basic

  • Plasma Overcharge: Fire and Lightning power increased by 15% for 10s.
  • Tesla: A high damage beam that damages once.
  • Plasma Strike: Medium damage homing that lowers the enemy's DR briefly.
  • Plasma Aura: Aura. +10% AP, +20 crit. Plasma trail while moving.

Air

Lightning

Sound

Holy

Occult

Cosmic

Energy

Gravity

Time

Armed

Unarmed