Magic
"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.
Contents
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 spawn in with these abilities.
- 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.
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.