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MAGIC ORIGIN

MAGIC ORIGIN

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Solving mysteries, learn magic, master spells, put down evil mages, and going to school... no big deal.

459 readers have visited MAGIC ORIGIN since M|Alice created it.

Introduction

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It is the 19th Century and the story takes place in Vix a region in amother dimension separate from the human world and most of the storytelling will be taking place within Vixen Castle, the school of magic. This dimension takes up the space of Isle of Wight a massive island south of Southampton, England. The only way of passage to Vix is through Bloody Mary, the Gatekeeper.


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Welcome to Vixen Castle, the school of magic and home to magical creatures. As a mage your body has been bubbling with magic just waiting to be released, so around your eighteen birthday (Mages awaken between sixteen and twenty) that magic potential became active. This time in a mage's life is known as the Awakening and it is the unleashing of all magical potential. Leading up to this awakening, memory fragments of past mages in your bloodline start tormenting your mind until awakening. This awakening can be rather destructive and can end up wiping out a city block. Upon this awakening you are accepted into Vixen. The manner in which you get accepted is not important whether your parents enroll you, you are contacted by the counsel, or a stranger that happens to be a mage witnesses this awakening and bring you to Vixen. Every able mage is being trained at Vixen hastily, for what reason is unknown but the rise of dark arts and evil events may be a clue to things to come. You are now at this school training in the art of magic, good and bad, the reason for your training is your own but the school seem to have an objective of their own. Solve mysteries, learn magic, master spells, put down evil mages, and going to school... no big deal.


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Magic is the unseen, unexplainable force that is prevalent in all of existence in both the world of the living and the dead. If the soul is what makes the man then magic is what connects the man to the world and its inhabits. Everyone has some amount of magical force, what makes a person a magic wielder is the amount of magical force they possess. Some people have enough magical force to pull off minor stunts of magic but due to their lack of magical capabilities they are not classified as mages. Out of the one billion people that inhabit the world only one percent have potential to be mages and magic is a secrecy so no one knows of the one percent. About 10,000 mages roam the world; it is estimated 5,000 garrisoned at Vix Castle, 3,500 Vix inhabitants, and 1,500 roaming the human world.

No one knows for sure where magic has physically originated from but there tales, the most supported being the tale of Ancients. The tale of Ancients tell of a time when creatures of great magical properties such as dragons, demons, gryphons, etc. Even though Ancients are the most powerful species that roamed the earth, humans overpowered them with numbers and technology. The hunts were slow at first but over time it sped up exponentially, magic being credited to this accomplishment. The reason being is that magic within its vessel, a living organism, it is condensed and at its greatest potential but when the vessel dies it is expelled into the earth and air. Most of it travels throughout the world slowly being absorbed by living organism or Artifacts (weapons, equipment, items made out of Ancients' remains). Organisms such as humans and animals find it harder to absorb magic, it is believed that this is due to the conscious mind and willpower which is why the first spell mages are taught at Vixen is Magic Link. Most magic particles are absorbed by nature itself, from the ground to the vegetation. It is believed around 50% of magic particles is absorbed by nature, 40% retained by the vessels' remains to join the other 50% as time passes (only vessels once living; magic from Artifacts disperse into nature instead of being retained), and 10% absorbed by humans and animals.

During this era Ancients contained 99% of all magic in the world and they were so few in number compared to the human population so a single Ancient had a unimaginable amount of magic force. When humans were able to kill ancients, even though a rare case, immense amount of magic is emptied into the world. Even though only 10% of magic is absorbed by the humans 10% is a tremendous leap in power, the ones closest to the kill absorbing the majority of it. Even though the Ancients were stronger by a long shot, more and more magical humans arose and soon they hunted the Ancients to extinction. Thus bringing about a new age, an age of mages and powerful bloodlines. The families with the strongest of mages held the power and kept it that way from powerful bloodlines. Fast forward to now, magic is still around but due to the massive growth of the human population magic is less abundant and most condensed in families with a long bloodline of mages.


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Magic is broken into fifteen categories, each with their own strengths and weaknesses. Spells are broken into four categories depending on the difficulty to learn and use: Basic, Advanced, Complex, and Master. There are three types of spell casting: Instant, channeled, and passive. Instant spells are cast instantly, channeling spells must take time to channel it then cast it (One post of channeling and leaving you vulnerable to attack), and passive spells that remain on when activated only allocates a certain amount of Magic Force otherwise cost MF every time reactivated. There are three types of passiveness; passive spells that stays active, passive spells that can be deactivated, and passive spells that deactivates when not used in a long time (Three posts).

The first spell and most basic spell that is taught at Vixen is Magic Link. A spell that links mages together allowing magic force to be transferred. This deals with the problem of the 40% of magic that reside in the bones of a dead vessel. When a living vessel dies 50% of its magic recycles back into earth, 40% reside in the remains only to slowly drain away into the earth over time, and 10% is absorbed by nearby humans and animals. Magic Link was created to allow a mage to take the 40% of magic for their own benefit. This is how mages have kept most of the magic within their society. Killing a mage and draining their magic is the fastest way to gain magic force and was the way of old but is now a serious offense and will be a death sentence or a life on the run. Even draining magic from evil mages is against the law. This is due to the "Open Magic Act" which states that magic should freely return to the earth unhindered to help all living things grow stronger and not be threatened to extinction like their ancestors, the Ancients. This is also a way to deal with the problem that mages have become the minority in the human world due to the high mortality rate of being a mage. Magic that flows back into nature is then absorbed by humans and animals that live off the land, which in turn create more mages.

Magic Link can also be used on mages depleted of magic allowing a mage to drain 10% of their magic force to add onto their own. This is usually done in duels, tournaments, or a simple alleyway beating. This is the alternative to the mass killing of mages for power. Magic depletion occurs when too much magic is used or hit with too much magic. Magic force determines the amount of magic types you can learn, how many spells you can cast, and magic tolerance. Basic spells cost one MF (Magic force) to use and learn, advanced spells cost two MF to use and learn, and so on. Learning a spell does not use up MF it just dedicates that MF to the casting of that spell. For example:

Mage: 10 MF
Spells: Fire (1 MF), water (1 MF), Light (4 MF), Barrier (4 MF)

"All 10 MF has been allocated to a spell, this mage cannot learn anymore spells."

This mage can cast:
* Light Spells up to two times (8 MF used)
* Barrier Spells up to two times (8 MF used)
* Fire Spells up to ten times (10 MF used/Depleted)
* Water Spells up to ten times (10 MF used/Depleted)

Magic tolerance is the amount of magic spells you can tank. There is no measurement for this, it is just like a fight you cannot judge how many punches you can take before being knocked out. Just like we get tired when we use too much energy, mages become exhausted when tanking too much spells (Both damage dealing and non-damaging spells, as long as they are target based spells). I leave it up to you to determine what spells and how much of that spell your character can tolerate. Keep in mind stronger spells take a larger toll on the body and MF determines your tolerance do a mage with 10 MF cannot handle anything near the amount of spells a mage with 100 MF can.

When a mage losses their MF to Magic Link they do not unlearn their spells. They simply have less MF to work with and cannot learn anymore spells until they are out of the negative. This forces magic particles to handle two spells, even though they care capable of this feat it is not ideal since it overworks them. The problem arises when a mage had less than half the MF required for their spells, this known as Mana Leak. This is when a mage has less than half the needed MF to cast spells. Their magic particles are forced to handle three or more spells, so when the mage casts a spell magic is leaked and cases severely instability. Every spell they know leaks out, being casted uncontrollably causing harm to the caster and everyone nearby. Until the mage is completely depleted of MF. This is a serious issue because it cannot be stopped one it starts and the mage cannot be allowed to regenerate MF since the mana leak will occur again. The mage's magic must be sealed until the issue is fixed and depending on the mage's reputation the mage counsel may or may not help the mage. This forces the magic to seek outside help from family, friends, professors, etc. If they are not able to get help during their suspension period they are expelled from Vix and have their magic and memories of Vix revoked. What makes mana leak so scary is that MF is not easily measured, MF measurements are always a broad estimate and mages only know their potential through trial and error. So most cases of mana leaks the mages did not even know until it was too late.




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Magic that manipulate the basic elements that make up the earth. Manipulating the elements may be the easiest magic to learn but their endless capabilities and spell use makes it also the hardest to master. There are three components to elemental magic: Manipulation, creation, and absorption. Each component needing to be trained separately with their own strengths and weaknesses. Elemental manipulation is the use of magic to make the element do your bidding or change its properties to suit your needs, elemental creation is the use of magic to create the element out of nothingness, and elemental absorption is the absorption of the element to rejuvenate ones' self. Absorption is further broken down to the use of the absorbed element: Energy replenishment (Advanced), magic/MF replenishment (Complex), and physical regeneration (Master).

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There are five spells for each element, example: Air Manipulation, Air Creation, Air Absorption (Energy), Air Absorption (Magic), and Air Absorption (Physical).

Air (Basic/Master): The use of magic to make the winds do your bidding. Air magic ranges from flight to deoxygenation to increasing air pressure to the point that bones shatter. Air is the most versatile element. (Instant)

Earth (Basic/Master): The use of magic to make the earth do your bidding. Earth refers to the land, not nature. Earth Magic ranges from using blocks of earth as projectiles to earthquakes. Earth is the most durable element. (Instant)

Fire (Basic/Master): The use of magic to make fire do your bidding. Fire magic ranges from shooting fireballs to turning your body into a supernova. Fire is the most destructive element. (Instant)

Water (Basic/Master): The use of magic to make water do your bidding. Water magic ranges from making fog to freezing a target within a block of ice. Water is the most protective element. (Instant)





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Advanced Elemental Magic has the same rules as Elemental Magic, the only difference being is that everything is at master level. Mages must master the basic elements before learning the advanced elements (The exception being mages with a bloodline of advanced elemental mages).

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Light (Master): The use of magic to make light do your bidding. Light magic ranges from brightening up a room to making a false sun to light up the world. Light is the most harmless element. (Instant)

Darkness (Master): The use of magic to make darkness do your bidding. Dark magic ranges from creating true darkness to bringing shadows to Life.  Darkness is the most elusive element. (Instant)

Electric (Master): The use of magic to make electricity do your bidding. Electric magic ranges from paralyzing to calling down lightning. Electricity is the most unstable element. (Instant)

Metal (Master): The use of magic to make metals do your bidding. Metal magic ranges from magnetization to the manipulation of the iron within the human body. Metal is the most strongest element. (Instant)

Toxic (Master): The use of magic to make toxins do your bidding. Toxic magic ranges from poison touch to acid use. Toxin is the most dangerous element. (Instant)





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Magic that enhances and changes the body, pushing it beyond its limit. Body Magic are spells that affect the caster, excluding regeneration. Mastering body magic is not which mage can cast the stronger spell but which mage can go further beyond their limit. Body Magic is all about going above and beyond what the body can handle and that is where it shines. The problem with body magic is that it takes a toll on the human body resulting in a shortening of a mages' lifespan.

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Regeneration (Basic): Healing physical wounds that can be further mastered to heal illnesses both physical and mental. This spell can go above and beyond just healing, a skilled mage can even temporarily give MF. (Instant)

Physical Enhancement (Advanced): The use of magic that enhance ones' physical capabilities which entails: Strength, speed, toughness, resistance, etc. (Passive)

Sense Enhancement (Advanced): The use of magic that enhance ones' senses which entails: Sight, touch, hearing, taste, and smell. (Passive)

Bone (Complex): This is a spell that is used to manipulate ones' bones. This can be used for medical purposes, defense, or offense. Medically mages with this spell can fix broken bones or move them at the last minute to avoid attacks. Defensively they can make their bones as hard as steel making them near indestructible. Offensively they can grow their bones to create weapons or body armor.  (Instant)

Matter Eater (Complex): Matter eater is a very complex skill because it entails the consumption of anything and everything. Once the item is consumed the mage can manifest it into a weapon or body modification. (Passive)

Blood (Master): The use of magic to turn blood into a weapon, rendering any bleeding target a blood mage's weapon. This makes blood mages formidable because their weapon is potentially endless and can slip through any defense. A skilled blood mage can even use the blood within a nearby target to cause severe damage.  (Instant)





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Using the mind as a weapon is one of the oldest techniques but also one of the deadliest. This field of magic can cause severe harm to both caster and the target, which is why mind magic is considered a double edge sword. Mind magic is a combination of the mind and magic, keeping them in balance is key. Too much magic will cause it to backfire causing a form of mana leak, too much mind will cause the spell to backfire causing the spell to be casted on self or temporary insanity. In the end this is all in their head causing anyone targeted by mind magic to appear insane. Mind magic is the most difficult learn because you must multitask by using mind and magic, as well as bypass the target's mental and magical defenses.

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Telekinesis (Advanced): Moving objects with the mind, when mastered even living things can be moved with the mind. If the target is living it needs to have a weaker willpower than the caster or a lower MF. (Passive)

Mind Read (Advanced): Reading the mind of the target. Mastery of this allows the caster to see past memories. (Passive)

Telepathy (Advanced): Communication with the target(s) through mental means alone. Mastery of this allows the caster to implant doubt with false memories (This is a form of memory manipulation). (Passive)

Possession (Complex): The possession of a target with a weaker willpower or MF. Possession means the leaving of the caster's body to take control of its target so the caster is left idle. Mastery of this allows the caster to possess inanimate objects or the dead.  (Instant)

Psionics (Complex): Using the mind to cause harm to the target in the form of physical harm causing mental fatigue. The physical harm is not real but triggers the brain into believe they sustained damage resulting in the target believing they took damage. Too much of this false pain can and will cause the brain to shutdown as a way to protect itself. Mastery of this allows caster to inflict real harm and double mental fatigue to the target with just their mind. (Instant)

Sensory Overload (Complex): This is another form Psionics but instead of causing physical pain it causes pain through the senses. The mage breaks through the mental defenses of the target and tinkers with their senses causing them to either fail or be overwhelmed. A mage could cause one target to lose their sight or have them hear eardrum piercing scream.  (Instant)

Mind control (Master): Unlike possession, mind control allows the caster to retain control of their body but is restricted to living humans. (Instant)





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Bestial Magic, the magic of the beast. Just like mind magic, bestial magic shortens the life of the mage but instead of using it for harm it shares that life force with the beast(s). Making a blood pact the man and beast becomes one. This is the longest field of magic because the spells in this field can last a lifetime. The beasts that the mage makes a pact with lives as long as the mage until the pact is ended or either party dies. To end a pact, speaking the predetermined words within a ritual circle is the only thing needed. If the mage dies the beast dies as well but if the beast dies the mage loses a portion of their lifespan depending on the beast type. All forms of taming including Familiar Magic requires a ritual.

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Animal empathy (Basic): The understanding and communication with beasts. Even though it is a basic spell it is a spell that gets increasingly more difficult as the complexity of the creature increases. (Passive)

Beast Link (Advanced): The linking of the man and beast, this allows the mage to enter the beast's body and control it as if it was their own but it renders the mage's body idle. Mastering this spell will allow the mage to learn a second spell, Second Life. Second Life grants the mage a second life if they were to die but that means claiming the body of the beast they are linked to. This spell can only be used once and once they are beast they cannot revert aside for one exception... (Instant)

Sensory Scrying (Advanced): The use of beast senses to boost the mage's senses equal to the amount of beasts they consume. This is a spell that requires the mage to consume the life force of a beast through a ritual in which the organ responsible of the sense is consumed.  In exchange for taking the beast's sense the mage loses their lifespan in proportion of the beasts'. (Passive)

Invertebrate Taming (Basic): The taming of invertebrates (Insects, crabs, snails, etc.). (Passive)

Amphibian Taming (Basic): The taming of amphibians (Frogs, salamanders, caecilians, etc.). (Passive)

Aquatic Taming (Advanced): The taming of aquatic animals (Fish, turtles, seals, etc.). (Passive)

Avian Taming (Advanced): The taming of birds. (Passive)

Reptilian Taming (Complex): The taming of reptiles. (Passive)

Mammal Taming (Complex): The taming of mammals. (Passive)

Mystic Taming (Master): the taming of mystic creatures; animals deformed by excess magic within them causing them to be able to use magic and have magical properties (Unicorns, lycans, sprites, Lesser-Ancients, etc.).  (Passive)

Partial Shift (Advanced): The spell to change ones' body to take on the characteristic of a creature that the mage is educated in. This requires the mage to have almost every knowledge on the creature they are able to shift to and have tamed the creature at least once.  This spell allows the mage the shift only a portion of their body to the  creature so that they are half human, half creature. (Passive)

True Shift (Master): This spell takes up the same rules as partial shift except that the mage has the ability to shift completely into the creature. Remaining within this form too long is dangerous because the mage will eventually believe they the creature. The amount of time a mage can remain into creature form shortens with the increasing complexity of the creature. (Passive)

Familiars (Master): The step up from blood pact is a magic pact. Magic pacts binds the mage to the creature through magic instead of blood and magic. There are two differences to blood and magic pacts. The first being that blood pacts link the mage with the creature through blood so that the mage loses a portion of their lifespan when the creature dies, while familiars do not affect the mage physically but instead lowers the mage's MF until the familiar recovers (One day for each creature taming difficulty, so a mammal takes three days to recover). So, a mammal familiar (Complex) will use 4 MF to cast but if it dies the 4 MF will be unusable until the recovery time is reached. The second difference is that tamed beasts are physical and must be in the presence of the mage to assist them in battle or at least be called upon and wait for their arrival, while familiars are stored within items or the body. When called upon the familiar will manifest before the mage and cannot die or at least cannot die permanently. (Passive)





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Nature Magic is one of the most powerful field of magic because nature is everywhere which means the mage has it at their disposal wherever they go. The second reason nature magic is so powerful is that the first place magic goes is into the earth and all this magic potential is at the mage's disposal.A truly experienced nature mage is able to wipe out cities with the magic they channel from the land.

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Plant (Advanced): The use of magic to manipulate the vegetation around the mage which can range from vines to entire trees. (Instant)

Weather (Master): Nature's most powerful weapon, the weather. Weather can make cities flourish or vanish, all this power can be at the disposal of a single mage. This is one of the most powerful spells in existence since it can literally wipe out a city, due to this it takes the longest to master. this spell includes; floods, thunderstorms, hurricanes, etc. (Channeled)





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With the use of magic, energy can be manipulated to a mage's will. This form of magic uses a tremendous amount of energy and uses up the caster's energy over time. Just like mental magic the mage must use two forces, magic and energy but unlike mind magic the caster does not have to balance the two. Just like mind magic this type of magic is extremely powerful since it harms the target with multiple forms of damage. This is extremely dangerous because a mage that has depleted or come close to depleting their MF is extremely exhausted but may be able to physically fend off an attacker or escape, but is that mage had used up their MF by casting energy spells will be left with no reserves leaving them unable to stay conscious let alone run.

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Force Field (Advanced): Condensed energy that is formed to create a sort of wall, making a barrier that blocks physical attacks and magic that needs to physically reach its target (Outgoing and incoming). Mastering this spell allows the construction of barriers that block out mental attacks and other forms of nonphysical attacks. This is a protection spell that use up MF based on the spells hitting the barrier. Physical attacks drain the caster 1 MF for each blow and spells drain half the MF used to cast that spell so a enemy hitting your force field with a spell that cost 4 MF to cast will drain you of 2 MF to withstand the assault. (Passive)

Concussion (Complex): Condensed energy that is collected and manipulated to form a weapon that hits the target with such great force that it causes moderate to immense damage. (Instant)

Vibration (Master): Condensed energy that is concentrated at a nearby location or at the mage's location, the particles are excited to immense measure but is contained within a small area steadily growing in power. Once released the ball of invisible energy, only vibration near the source can be seen, is released causing a shockwave and depending on the channeling duration it can cause a blast that wipes out a city block. (Channeled)





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This is the field of magic that deal with the sixth sense, mental sensory. This field is the most unexplainable and very little knowledge on ESP is known.

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Mediumship (Basic): Communication with the dead is the most basic form of ESP magic. (Channeled)

Magic Sense (Advanced): The sensing of magic used to determine the magical properties of an item or spell. Mastery of this spell allows the mage to determine magic detail of a mage which entails: Estimated MF, spells they know, and artifacts on their person. (Passive)

Empathy (Advanced):  The manipulation of emotions whether it is used to place the target in a negative or positive mood. (Channeled)

Clairvoyance (Complex): This is sight beyond ones' eyes allowing vision to a faraway place as if the caster was there. (Channeled)

Precognition/Retrocognition (Master): The vision of past events or events to come that would greatly influence the mage but if focused on a specific target or person  they can have visions pertaining to them. (Channeled)

Aura (Master): Aura magic varies deeply since the properties and uses can range from element resistance to fear emitting magic. (Passive)





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Illusion Magic, the art of deception just like mind magic but this form of magic is not detrimental to the caster's mental state just the targets'.

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Illusion (Advanced): The creation of illusions that puts a toll on the target's mind as they are having to discern illusion from reality. This spell can be used to hide the mage's true location or simply drive the target insane. (Channel)

Concealment (Complex): A step above illusion, concealment allows the target to completely vanish from sight but there are still means to locate the invisible target. Mastering this spell allows True Concealment, meaning the target vanishes from all the senses allowing only to be spotted by magical means.  (Channel)

True Illusion (Master): Mastering illusion magic has allowed the caster to create true illusions which deal physical damage and can be physically hit. Mastering this spell allows the caster to swap position with a illusion of their self. (Channel)





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Anti-Magic the magic against magic, this is the one field of magic that targets the opponent's magic rather than the mage. Anti-Magic uses the opponent's magic against them forcing them to use other means.

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Anti-Magic (Master): Anti-Magic is complete negation of magic in  small radius around the mage, the radius slowly grows with experience. (Passive)

Consumption (Master): Consumption of food, consumption of matter, now there is magic consumption. Magic consumption is the draining of any and all magic types that come into contact with the mage as long as the mage is aware of the attack. The consumed magic is converted to MF to replenish the mage or boost their physical capabilities. (Passive) (Bloodline Spell)

Magic Manipulation (Master): Mages that learned magic manipulation has learned to bend magic to their will. Instead of negating or consuming magic, magic manipulation takes control of any magic near them even if it is cast by another mage. (Instant)





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Lost Magic is magic that has been lost to time, the working of these spells are lost to the world. Only a handful of mages have learned these spells and that is due to their ancestors passing it down or being taught by someone that learned the spell, that is rare in of itself and only the most trusted and skilled mages are taught such spells.

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Fortune (Basic): The altering of ones' fate, a spell that is basic but can only be passed down from ancestors. (Passive) (Bloodline Spell)

Teleportation (Complex/Master): Teleporting is a complex spell and allows the mage to teleport a target to any location they have previous been to and can imagine within their head. The amount of people that can be teleported increases with experience and mastery of this spell allows the mage to instantly teleport within a short distance. (Channeled/Instant)

Gravity (Master): The manipulation of gravity allowing a mage to increase the gravity of a small area, with experience the area can be increased. With mastery a mage can make a object have a gravitational pull or ultimately generate a miniature black hole. (Channeled) (Bloodline Spell)

Copy (Master): Any magic cast near the mage can be copied and used up to three times (Retain the spell for three posts) at half strength without the cost of MF. (Instant) (Bloodline Spell)





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Magic in this field is forbidden and is against Vixen Law, normally mages that practice forbidden magic do so in the human world outside Vixen jurisdiction. The magic counsel keeps an eye on these mages but if it gets out of hand the counsel will step in, there are a few exceptions to this and one of them being if the mage devout their entire life to Vixen.

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Death (Master): Death magic are spells that drains life whether partially or completely. (Instant)

Life (Master): Life magic are spells that bring life to inanimate objects, a creation spell. This is forbidden because a mage can create an army out of almost nothing. (Instant)

Memory (Master): The manipulation of the target's memories which entails: Implanting  memories, removing memories, and seeing their memories. (Channeled) (Bloodline Spell)

Time (Master): The manipulation of time within a small zone which entails: Time freeze and time rewind. Time rewind is the hardest to master, time freeze and rewind cost 4 MF every ten seconds. (Instant) (Bloodline Spell)

Mind Break (Master): This is a relatively new spell making it extremely hard to learn, this spell literally shatters the mind causing the target to go insane. This spell is permanent and can only be dispelled with intense memory or time magic. (Instant) (Bloodline Spell)





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The dark side of magic, the most controversial fields of magic. Dark Arts has three schools: Witchcraft, necromancy, and blood magic. Most tolerate witchcraft because its components are needed for rituals to enact stronger magic. Necromancy on the other hand deals with the dead and mages tend to believe the dead should not be bother unless they are an ancestor of yours and bringing life to the dead is most definitely a controversial topic. Blood magic is the most frowned upon magic type, not because it is evil but because it is the most hardest magic to keep under control. Summoning, alchemy, banishing, and curses are hands down the hardest spells to perfect and even the grandest of mages cannot successfully pull them off every time. Due to the more oft than naught failures that occur, mages are very wary of blood magic and will either stop the rituals or stay far away from them. It does not help that blood magic is on the verge of being forbidden, if not for the powerful summoners.




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A dark form of magic that is not a powerful field of magic but a field that keeps all the other fields of magic together.

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Wards (Basic): Field of magic that deals with the creation of magical barriers and other forms of protection. Ward magic is also used in other forms of magic such as summoning and taming. Wards can also be used to enchant items. (Channeled)

Mantras (Basic): Vocal chants and gestures during meditation to cast a wide range of spells. (Channeled)

Sealing/Binding (Advanced): A magic spell that is used to seal or bind a variety of properties whether it is the sealing of magic use, the binding of movement, the sealing of voice, etc.

Link (Complex): A spell that links two targets and its uses can range from linking two life forces to soul binding a weapon to a person. (Channeled)

Spirit (Master): A spell that allows the communication with, attract, control spirits to do the mage's bidding. This is the one way a mage that has used Second Life can return to a human body by swapping the two souls forcing the human to take the body of a beast while the mage with Second Life takes on the new human body. (Channeled)





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Necromancy, the magic of the dead, the most unsavory field of magic. Magic revolved around life and death. Mages harness magic from life through earth and nature, while magic harnessed from death is obtained from the remains of the dead or ones' ancestors. The 40% of magic that reside within the remains of a dead organism take years upon years to diminish so that 40% of magic can be harnessed through the means of necromancy. It is a very powerful method of gaining power or creating a formidable force but its only drawback is that it is only a temporary means of power. The dead are meant to dwindle away, so the magic residing in them dwindles and when they are brought back to life it diminishes at a quicker rate. As for magic from ones' ancestors are permanent and the most powerful but it is only passed down by the blood of family.

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Death Sense (Advanced): The ability to sense impending death, blood-thirst, bloodshed, or evil within a person or area. (Passive)

Immortality (Master): The draining the lifespan of the most compatible organism (Humans) to further expand ones' own life. This takes immense training and lots of trail and error. (Channeled)

Resurrection (Master): The reviving of a recently dead target, the target cannot be dead for over a day. This spell drains the life out of everything within a specified area determined by the difficulty of the resurrection, this can range from a few feet to a couple miles. To minimize the casualties most mages will surround the ritual circle with caged animals thus hoping to minimize the range of the life drain. (Channeled)

Reanimation (Master): Raising up the dead to do the caster's bidding. The spell cost 4 MF and 1 MF for every dead brought to life. This spell needs dead bodies at their disposal but a skilled necromancer can summon the dead no matter their location or state. (Channeled)





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Blood magic, the one field of magic that needs a an ingredient. Each and every spell in this field requires blood, any blood really but the best offering gives the best chance. In the end it is all about chance, blood mages can improve their chance with better offerings but that is the best they can do.

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Curse (Master): Cursing a target can have a variety of effects based on the caster's wish. The uttering of a curse and the casting of that curse does not translate well. A mage may curse their target to death but the curse may end up giving them a fatal illness that slowly kills them over the years. Saying precisely what you want will better the chance of the curse work exactly to plan but even then there is still a chance of the curse varying a bit. Any type of curse can be cast, the sky is the limit. What the curse does is all up to chance but at least if the offering is suffice the curse will be somewhat related to what the caster wished for. (Channeled)

Alchemy (Master): The art of equivalent exchange. This is a very risky spell because no one truly knows the cost of an item or person. This spell is famous for backfiring but the high reward is tempting enough to get mages to temper into the craft. A desperate alchemists is the most dangerous thing in the world. Mastering alchemy is impossible but one can be skilled enough to at least be able to use it in combat. But in the end every alchemist is undone by their own hands. (Instant)

Summoning (Master): The summoning of creatures is a very powerful spell. Normal summoning allows the caster to summon created from anywhere in the world to their location. Advanced summoning allows the caster to summon any creature whether dead or alive and bring it to their location at pristine health. Only the best of the best can execute a summoning spell. (Channeled)

Banishing (Master): The opposite of summoning, banishing is the only way to rid the world of a summoned creature, otherwise it must be killed. Banishing also allows the banishing of creates that have been summoned by other mages. (Channeled)





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Boodline is the most important thing to a mage. Ones' bloodline determines their place in the world of mages and their capabilities. There are two types of bloodlines: Ancestral and ancient. Ancestral Bloodline is the bloodline of their ancestors, when a mage have offspring their children take half their parent's magical capabilities. A single parent mage with one hundred years of magical experience will have a child with fifty years of magical experience at birth, if both parents are mages with both one hundred years of experience then their child will have one hundred years of magic experience at birth. This magic experience determines the child's ease at learning the field of magic their parents have learned. For every generation of mages in their family tree (Only parents, grand parents, great grand parents, etc.) the child will gain a boost in default MF and have potential to learn a rare spell. Ancient Bloodline is a mage's bloodline back to the era in which Ancients roamed the world. This bloodline goes back to the men and women that took down an Ancient and gained their power and the ones that absorbed most of the magic have taken on some of the physical form of the Ancient. This change in form is called Magic Overload which alters a vessel's form when excess magic dwells within a living vessel, this creates magical creatures (Unicorns, gargoyles, lycans, etc.) and Namuh (Humans with wolf ears, cat tails, wings, horns, dragon scales, etc.). Namuh are rare, less than one percent or one hundred walk the earth and are forced to live in Vix due to their physical appearance only venturing into the human world in secrecy or for a mission. This is very important because due to their inability to blend in with the human race like other mages, Namuh have been hunted down to near extinction from witch trials, crusades, or simply murdered due to their inhumane appearance. This is why most Namuh live within Vix and have such a low population.

This Ancient Bloodline also give birth to Bloodline Magic, magic that can only be passed down the family tree. It is not guaranteed that a offspring will gain the spell, instead the spell will remain in a dormant state (Like recessive traits) going down the bloodline until the spell becomes activate. Bloody Mary is a perfect example of bloodline magic. The gatekeeper of Vix is one of the few that can create and move between dimensions. Bloody Mary's form of dimension hopping is through a reflective surface but if the surface is physical it will shatter to a million pieces unable to be reused. This is one of many Bloodline Magic and none can be trained or learned. The use of any and all bloodline magic cost 4 MF.




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[left][img](Image of your character)[/img][/left]

⌈[color=#BF0000][b]N A M E[/b][/color]βŒ‹
(Name)

[font=cambria]⌈[color=#BF0000][b]N I C K N A M E[/b][/color]βŒ‹
(Nickname)

⌈[color=#BF0000][b]A G E[/b][/color]βŒ‹
(Age, 16 - 20)

⌈[color=#BF0000][b]G E N D E R[/b][/color]βŒ‹
(Gender)

⌈[color=#BF0000][b]P H Y S I C A L  D E S C R I P T I O N[/b][/color]βŒ‹
(Information that is not included in the image such as: Height, weight, tattoos, scars, unique features, etc.)


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[left][img](Image of your character's family or more images of your character)[/img][/left]

⌈[color=#BF0000][b]F A M I L Y[/b][/color]βŒ‹
(List the family member most important to your character)


⌈[color=#BF0000][b]B L O O D L I N E[/b][/color]βŒ‹
Father: (Years of magic experience or N/A) : (Fields of magic they practiced in)
Mother: (Years of magic experience or N/A) : (Fields of magic they practiced in)
Bloodline Magic: (Spells that has been passed down your family tree and has become activate in you)
Ancient Bloodline: (Ancient traits that have been passed down to you, if none put N/A. You can PM me details on the list of Ancients or if you want to add Ancients to the list.)

⌈[color=#BF0000][b]G E N E R A T I O N[/b][/color]βŒ‹
(Your mage generation. A mage with parent(s) mages and no grand parent mage will be a Second Generation mage. If the mage has no parent mages but grand parent(s) mages then they are a First Generation mage since the generation of mages have to be unbroken.)

⌈[color=#BF0000][b]M O T I V A T I O N[/b][/color]βŒ‹
(You are at Vixen, willingly or not, and you must have some sort of goal, dream, mission, or something that motivates you go through all this stress at Vixen)

⌈[color=#BF0000][b]H I S T O R Y[/b][/color]βŒ‹
(Significant events that occurred leading up to the Awakening and what transpired at the Awakening)


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[left][img](Image of how your character looks when casting spells, can be an image or gif of anyone)[/img][/left]

⌈[color=#BF0000][b]M F[/b][/color]βŒ‹
(By default your character has "4 MF" but for every generation of mages in your family tree add "2 MF")


⌈[color=#BF0000][b]F I E L D  O F  M A G I C[/b][/color]βŒ‹
(List the fields of magic that your default spells are in, this will grow in time)


⌈[color=#BF0000][b]S P E L L S[/b][/color]βŒ‹
(List your default spell, do not go past 4 MF and Bloodline Spells do not count)

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1) No reservations, since this will be a 1x1 or at most a 1x1x1. I will simply choose the best "Mage Sheet" and I am looking for a partner that is willing to play a female.

2) I am inexperienced in the generate consensus of magic and Harry Potter lore (Even though it did inspire this story) so be lenient with me I am willing to learn. Basically what this means is that if I missed any information/spells/lore/creatures that you think would be crucial in this story then let me know. Minor magic that fall under a spell category does not need to be added, for instance fireball falls under the category "Fire Magic."

3) I for this to be a wonderful story that can last as long as possible so I want a partner(s) that are committed, dedicated, and constructive. Being creative and taking on NPCs would be a bonus.

4) Killing off characters is no biggie, you can help yourself to a new character (This also goes for any abandons, I will happily reopen the spot to be filled).
5) As you can see I can big on character development so I would like it if you updated your character sheet every once in a while, I will be using it as a reference. I will be keeping on hand or front page information on every character so I will be lenient.

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Re: MAGIC ORIGIN

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to Origin! I know the title says "Magic Origin" but "Origin" was taken so I had to settle for the next best thing, well that is besides the point. Welcome, to Origin my own wacky school of magic story that was inspired by Harry Potter but to tell you the truth I barely remember anything from Harry Potter and I kinda did not like it. I know, BLASPHEMY!

The thing is that I don't know if it was because I was too old when I finally decided to get into Harry Potter or that I just simply did not like it. Regardless I liked the concept just not the movie, maybe I should try the books. Basically what I'm trying to get at is that if you want to add any content I will accept the ideas with open arms, as long as you don't mind teaching me. Well that is all I had to say, tata for now!

MAGIC ORIGIN

This is the auto-generated OOC topic for the roleplay "MAGIC ORIGIN"

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