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Magic Handbook

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Vol
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Magic Handbook

» by Vol » 11th Jun 2014, 9:19 pm

#NewbieHelp
MAGIC HANDBOOK
A guide to magic and roleplaying magic in Tur
---
An extension of the recommended read, Theory of Magic

How to Use
   
The Tidetouched
   
Magical Resistance

Alteration
   
Elementalism
   
Evocation
   
Psionics
   
Restoration
   
Nethermancy
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Re: Magic Handbook

» by Vol » 19th Nov 2017, 8:45 pm

How to use the Magic Handbook


Here are a few things to consider when reading this handbook:

  • Magic on Tur is free form. There is no spellbook, the examples set here are only that, they serve as an anchor. Your characters spells can deviate from the listed spells - for example, a huge fireball that can be cast one time could be exchanged for two smaller ones, or a buff to a character that lasts for five minutes could be split into two spells of shorter duration, etc.
  • The Frequency of Use sections under each of the Subschools attempt to show the best potential spells as well as some others that characterize the type of magic. Feel free to make up new spells, but please keep in mind that they won't necessarily get accepted.
  • The Frequency of Use sections are for Master mages. Numbers for mages of lesser skill can be derived from these, for example if a master mage can use a spell six times before triggering exhaustion, then a novice might have trouble squeezing out a single cast of the same spell, if they are capable at all. If a master mage can only cast something once, then those below their skill level would probably find it impossible to make it work or they would exhaust themselves right away.
  • Speaking of which, the term "before triggering exhaustion" means that mages can cast a certain spell X times before the state of exhaustion settles in (see below to understand how Exhaustion works). They are practically on the brink and the cast after the X-th will certainly trigger exhaustion.
  • Spells that have a duration usually have a cooldown period as well before they can be used again. For example if the Frequency of Use section tells you that a spell has a duration of five minutes and can be cast six times, then it means that there has to be a cooldown period between each casts. This period is equal to the duration of the spell (in this example this cooldown is five minutes waiting time before the mage can cast the same spell again for another five minutes long duration)
  • We don't wish to police every little detail of the threads that you write. This handbook is a guideline to help you with your Tidetouched character, to make them fit into this world better.
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Re: Magic Handbook

» by Vol » 19th Nov 2017, 9:57 pm

THE TIDETOUCHED
Helpful information on creating and playing Tidetouched characters

In this section:
• Origins of the Tidetouched
• Creating a Tidetouched Character
• Skill Levels & Mentoring Time
• Fatigue and Exhaustion
• Extras/Recap

Origins of the Tidetouched
The "Tidetouched" status can be inherited to a character by one of two ways - (1) they could have either been afflicted by the "Taint" during the opening of the Dragon Gate (meaning they were alive in Year 2626 KD) - or - (2) they can genetically inherit it from their parents (meaning they are the offspring of someone who was alive during the opening of the Dragon Gate). However, the character cannot choose what "school" they can cast magic in and it is random, meaning two restoration mages might have a child who casts elemental magic - though of course, out-of-character, you as a player can choose. Inheriting the "Tidetouched" status is not 100% - some mages do not have mage offspring.

In the overall population of the world (including "background characters" or NPCs), the mage population is very small. Depending on where an average person might live, they may only come across a mage several times in their life. Please keep in mind that if you are making a mage character that there are social restrictions and expectations that you will be required to roleplay in order to work with the theme and story of our site and plot.

Creating A Tidetouched Character
We suggest new members do not make Tidetouched characters, but if you insist, we would like you to keep these things in mind while you create a Tidetouched character. Please remember that the more information you give us and the more specific you are with what you have in mind, the easier it will be for the staff to moderate and approve the magic your character can use.

What Do We Expect To See In Your Tidetouched Character Application?

Important note: answering these questions in your application is MANDATORY.

  • What's the skill level? This is best described by the amount of time the character spent on learning magic, more about which can be seen further down this post.
  • Did the character have a mentor? Again, see below.
  • What are the Subschools they are good at? What are the Subschools that they don't know a thing about?
  • What drawbacks/side-effects do they experience from casting? Information about fatigue and exhaustion can be found further down this post.
  • What are their best spells? You can check out the posts specific to each school below this one.
  • Do you have any unique spell(s) in mind? Better flesh it out in the application, so we can see that it fits our setting. We try to cover as much ground as possible in this Handbook so you could be aware of what can and cannot work, but unfortunately we can't think of everything.

If you have plans to change your character's magic abilities after the application has been approved, be sure to let a staff member know.

Skill Levels & Mentoring Time
  • your character can only be good with magic if they practice or were taught
  • magic skills will become rusty if they are not practiced
  • having a mentor/teacher makes learning to control magic significantly easier (can decrease learning time by up to 50%)
  • characters that have a novice control of their magic need 5+ years of practice by themselves
  • characters that have a decent control of their magic need 10+ years of practice by themselves
  • characters that have an expert control of their magic need 20+ years of practice by themselves
  • characters that have mastered their control of magic need 30+ years of practice by themselves
  • the best mages only master one or two subschools, if they master any at all.

Fatigue and Exhaustion
Tur's mages don't have mana or any similar resource to keep track of - instead, they simply get 'tired' after casting too many spells. This tiredness isn't the same as a physical or mental exhaustion. A magically exhausted mage wouldn't necessarily have issues standing or running, for example, but it has been observed that magical exhaustion can affect a mage's mental state, making them feel sluggish on top of a range of other potential side-effects.

There is another reason why magical fatigue can't be compared to other types of tiredness: progression into this state, which is referred to as fatigue, can be felt, but its build-up does not affect performance. Spell casting does not get more difficult the more fatigued a mage becomes. It isn't like a runner starting to run slower as he reaches the end of his strength. Instead, the process is like a glass starting to fill with water. The mage can feel it as this glass is starting to get full, but won't have major problems until the water overflows - in other words, the point of complete exhaustion.

Novice mages reach exhaustion more quickly than the experienced ones, and often have difficulties measuring the point where that happens. Therefore, it is important for novices to figure out their limit as soon as possible. A mage who hasn't reached the exhausted state yet can "empty the glass", expel fatigue, and reset the process with a good night's rest. Fatigue can be underestimated and potentially lethal if it runs over into exhaustion. Especially if dealing with high-level spells, mages will avoid it at all costs.

Being magically exhausted is worse than simply being tired. Once this absolute state is reached, even the most experienced mage will suffer the following:
  • Any attempted spells will simply fail completely.
  • Forcing it can result in further repercussions, depending on the level of spell being attempted:
    • A minor spell: difficulty breathing, vertigo, unable to move
    • A moderate spell: unconsciousness
    • A more difficult spell: extended coma
    • The top spell of the magic school: death
  • These detrimental effects are always physical in nature and they last for 2-3 hours, except for coma which lasts for 2-3 weeks... provided the caster survived.
  • They won't be able to cast until they recover from this state through substantial rest. The time it takes depends on the mastery of the mage.
    • Novice - 5 days
    • Decent - 3 days
    • Expert - 1 day
    • Master - Half a day
    Every mage suffers from a severe negative side-effect while they are exhausted. These side-effects persist in full strength, regardless of mastery, until the mage recovers, though they start to become less intense as they near recovery. Players are required to pick one for themselves (or more if someone feels like being cruel to the character), our suggestion is to pick something related to the magic they cast (though this is not mandatory and anything can be picked freely for any magic school). Just a few ideas for side effects:
    • Migraine - Serious headaches, a typical ailment for any school, especially for Psions
    • Muscle spasms/Stiff Joints - For Alteration mages who use a lot of Augmentation magic to boost their physical attributes
    • Hallucinations - For Alteration mages who use a lot of Illusion magic
    • Hypothermia/Hyperthermia - For Elementalists using a lot of Fire/Ice magic or Evocationists who use a lot of heat manipulation magic
    • Nausea - For Nethermancers dabbling in Pestikinesis
    • Unconsciousness/Coma - For any kind of mage, if you are looking for something severe
    • Feel free to make up more, but keep in mind that it needs to be a real detriment.

The Dangers of Entering an Exhausted State
When you look at the Schools and the Frequency of Use part of the description, you may notice that it says that certain spells can be cast x times before triggering exhaustion. What does this mean?

Once mages cast that spell x times, they won't be exhausted yet, but they are on the brink. They don't suffer from the highest severity of side-effects either, but one more attempt at a spell would push them over that brink. The repercussions of simply nearing the state of exhaustion can be lethal, depending on how demanding that spell is:
  • A minor spell: no additional detrimental effect
  • A moderate spell: likely no additional detrimental effect (up to the player to decide)
  • A more difficult spell: difficulty of breathing, unable to move
  • The top spell of the magic school: death
Unlike the negative side-effects of complete exhaustion, the ones suffered from this near-exhausted state will last for provided the caster survived. It is crucial for a mage to be aware of how much they can handle.

Fatigue
Now that we've seen what casting while exhausted can do, what exhaustion feels like, and the dangers of nearing that brink, what does the average low-intensity spellcaster experience? Some side-effects are guaranteed at every level of casting by all but the most experienced of mages. The severity of these occurrences is less than what the mage would suffer in an exhausted state and they usually only last for minutes. You must provide details of these drawbacks in your applications, and are strongly advised to roleplay them in your threads.

Recap
  • Tidetouched things can only be affected by one school of magic - mixing schools is not allowed
  • your character does not have to have the same school as their parents, it is genetically random
  • "Tidetouched" status is hereditary and it can skip generations, some mage offspring are not Tidetouched
  • your character has to have a Tidetouched ancestor - or - was alive during the opening of the Dragon Gate
  • magic is very difficult to control, since they are not dead, it is a significant accomplishment they made it this far
  • oftentimes the Tide manifests around the adolescent years, though in some cases it might happen around the age of 7-8 at earliest
  • not all Tidetouched know they are Tidetouched - sometimes their magic is very dormant
  • some Tidetouched die never knowing they were Tidetouched
  • magic is regarded with apprehension, suspicion, and fear in most places of the world
  • being magemarked means your character was taken to or went to Eidolon to receive it
  • characters that are able to avoid getting the magemark must be evasive, clever, or nomadic
  • no one race is "more powerful" than the other regarding specific schools of magic, some are just more practiced - the exception is liches, who have centuries and heightened consciousness to practice their dark arts
  • all magic spells must be activated or casted - they cannot be constant effects!
  • overuse of magic can kill a person - be sure to roleplay fatigue and do not ignore drawbacks to using magic
  • magic is complicated - gestures or words or rituals are required, you cannot just "will" magic to work
  • magic is a conscious effort - your character might not have enough practice to execute it properly and will fail at casting a spell, but a successful spell never happens involuntarily (with the only possible exception being the occasion when the character's magic first manifests)
  • bursts of powerful, uncontrollable magic are acceptable in your character history if you can justify it
  • using magic will trigger a magemark if your character has one - it will remain dimly glowing for a month after use
  • harvesting does not exist on this rendition of Tur. the act of leeching / stealing magical power from a mage cannot be done, by any kind of magic or magical enchanted item.
... and don't be afraid to ask the staff questions about magic if you are unsure!
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Re: Magic Handbook

» by Vol » 19th Nov 2017, 10:00 pm

Magical Resistance
The means of defense against the Tide

Most of the populace of Tur has no means to resist a spell. Only the members of some races and those who can cast magic themselves have magical resistance.

What does it mean to resist magic? A spell cast against the target simply doesn't work, at all. Here are the things you need to know about it:

  • Not every type of magic can be resisted, as some affect the environment, rather than the target. A raging inferno created by an Elementalist will burn any unlucky victim in it's area of effect, ignoring magic resistance, while a spell directly cast at the target, such as mind magic, could be resisted.
  • Unfortunately resistance doesn't differentiate between detrimental and beneficial spells. Even healing spells can be resisted.
  • There is no 'partial' resist. A spell either works as intended or it doesn't work at all.
  • Ur magic cannot be resisted in any way or form.

List of magical resistances:

  • The Tidetouched: 3%
  • Goblins: 2%
  • Other Uk'ura: 1%
  • People who practice Ur magic: 5%
  • Dragons (and the Dragonscale): 80%
  • Members of Toden with an Emblem versus Nethermancy/Restoration/Psionics: 90%
  • Members of Toden with an Emblem versus other schools: 70%

How should you incorporate this to your roleplay? Since the chance to resist a spell is quite minimal, it's optional to use it in a thread. This means that in a thread all players must agree to the use of these percentages.
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Re: Magic Handbook

» by Vol » 4th Dec 2017, 3:05 pm

Alteration
The school of tricks and transformations

Manipulating what is already there to take another shape or quality is what alterationists do best. Mages that study alteration can change the shapes of people, things, or themselves through temporary shapechanging or polymorphing. The ability to unlock and disfigure also comes in an alterationist's list of spells, or slowing their targets or climbing walls by gifting themselves with spiderwalking. Though alteration is limited to manipulating what is already there, it is powerful when used correctly. If magemarked, use of alteration magic will cause their brand to glow green. The word for a user of this school is alterationist.


ILLUSION
Definition: Magic that distorts or alters how something is perceived.
Examples:
  • Invisibility of the caster, other beings or objects
  • Visual, aural, tactile, olfactory and gustatory illusions, such as hearing music or smelling scents that aren't there.
  • A master illusionist could create an imaginary scene that fools all of the senses for a short period of time, providing they retain concentration.
  • These abilities can be utilized for torture.
Limitations and Notes:
  • All spells must be actively cast, and temporary. Durations range from a few seconds to the half-hour range, depending on the mastery of the caster.
  • These illusions affect the world around us, thus realizing that they are illusions can't break them.
  • Illusion is not capable of causing actual bodily harm, but could have mental effects ranging from tinnitus to delirium to PTSD.
  • Illusions can be used to 'shapeshift' a person, but there would be no real transformation occurring like it would for Transfiguration.
Frequency of Use:
  • A whole scene with several illusionary objects and 'creatures' can be maintained for ten minutes at most, triggering exhaustion.
  • Invisibility of the caster can be kept up for ten minutes and can be used five times before triggering exhaustion.
  • Less complex illusions, like the illusion of a different face, can be kept up for half an hour before triggering exhaustion.
TRANSFIGURATION
Definition: Magic that alters the outward form or appearance of an object or person.
Examples:
  • Shapeshifting, whether affecting the entire body or partial, can be done on the caster or another person.
  • Can be used in conjunction with illusion magic to alter the voice or scent of the person or object.
Limitations and Notes:
  • This magic is temporary.
  • Attempts to sustain flight in a flying form will fail; water-breathing is limited.
  • Shapeshifting can be used to make one bigger or smaller, however it can't transform someone into a form taller than 8 feet or a size smaller than a mouse.
Frequency of Use:
  • Can hold forms for up to six hours, but will require substantial rest.
  • Smaller transfigurations (hair colour, nose shape, etc.) can last for up to a day.
TRANSMUTATION
Definition: Magic that alters the entire nature (molecular nature) of an object or material.
Examples:
  • Copper can be turned into gold, or water into wine.
  • Iron can be made stronger and less prone to rust.
Limitations and Notes:
  • Spells can have a permanent effect, but are typically draining and difficult to cast due to the intricacy involved.
  • Living beings cannot be affected by transmutation.
Frequency of Use:
  • Turning copper into gold permanently can be done three times at most before exhaustion and can only affect up to one pound of material at a time.
  • Temporary transmutations can be done six times before exhaustion and they typically last for half an hour at most.
AUGMENTATION
Definition:Magic that alters or intensifies the physical state of another being.
Examples:
  • Subjects can be made lighter and more dexterous.
  • "Spiderwalking".
  • Increased strength, flexibility, agility, speed, etc.
Limitations and Notes:
  • Must be actively cast, and temporary. If the caster loses concentration, the effect will wear off.
  • Augmentation magic can be used at a max distance of 30 meters.
  • Buffs must be non-extreme. Through these spells, a master of this subschool can double an attribute of the target.
Frequency of Use:
  • Spiderwalking can be used roughly five times before exhaustion and one cast can't last longer than ten minutes.
  • A "buff" can be used roughly five times before exhaustion and one cast can't last longer than a minute.
HEXING
Definition: Magic that temporarily reduces or hinders the physical state of another being.
Examples:
  • Leg-locking or general rigidity of limbs.
  • Draining a subject's energy levels (though not their life force).
  • Creating temporary blindness, deafness, etc.
Limitations and Notes:
  • Must be actively cast, and temporary. If the caster loses concentration, the effect will wear off.
  • Never leaves lasting effects on the subject, unlike curses.
  • Hex magic can be used at a max distance of 30 meters.
Frequency of Use:
  • A "debuff" can be used roughly five times before exhaustion and one cast can't last longer than a minute.
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Re: Magic Handbook

» by Vol » 4th Dec 2017, 3:18 pm

Elementalism
Magic returning to the foundations of nature

Elementalism is regarded as a deeply primal and natural magic. Elementalists learn to harness the power of water, wind, earth, fire and electricity to various degrees. Spells evoke these elements to various ends, from bending them to their will, or forcing them to take form in bolts or streams - however, the larger the force, the more draining the spell. Of the Tidetouched, elementalism is the most common school. If magemarked, use of elemental magic will cause their brand to glow red. The word for a user of elementalism is elementalist.


AEROKINESIS
Definition: Manipulation of wind and air.
Examples:
  • Can create small breezes or air streams.
  • Can also create more extreme effects with higher mastery, from gales to miniature tornadoes.
  • Can suck the oxygen out of a space, and manipulate all gases.
Limitation and Notes:
  • Durations varying from a few seconds to several minutes depending on the power of the spell and the mastery of the caster.
  • Area-of-effect spells have a max radius of 15 meters.
  • Cannot be used for flying or levitation. It can halt and slow falling for a second at best, but that might be the difference between life and death.
Frequency of Use:
  • Creating a tornado with the max radius could only be cast once and kept up for five minutes by a master mage before triggering exhaustion.
  • Creating a wind strong enough to push someone off their foot can be cast six times before triggering exhaustion.
PYROKINESIS
Definition: Manipulation of fire and heat.
Examples:
  • Can light small, controlled fires or encourage the spread of blazing infernos.
  • Can channel fire into a ball, stream or bolt.
  • Can raise the heat of an object, or extract and move it.
Limitation and Notes:
  • Fire created by magic works in the same way as any other fire, and will not ignite in the absence of oxygen or other gases... It is also possible to lose control of it, and could damage the caster.
  • Fire created through magic will remain, an object lit on fire will be on fire if the conditions are right.
  • Area-of-effect spells have a max radius of 15 meters.
Frequency of Use:
  • Creating a ball of fire with the max blast radius could only be cast once and usually takes at least ten seconds to conjure by a master mage before triggering exhaustion.
  • Creating a bolt of fire of half meter long can be cast eight times before exhaustion.
  • Creating a fire as big as a candlelight can be done a dozen times before triggering exhaustion.
GEOKINESIS
Definition: Manipulation of earth and minerals.
Examples:
  • Can shift and shape earth, using this ability to, for example, build or craft.
  • Can raise "spikes" of earth from the ground.
  • Can create fissures.
Limitation and Notes:
  • Spikes or other objects created from earth or other minerals can only be as strong as the material of which they were created from. A spike created from the soil beneath one's feet wouldn't be enough to penetrate an armored target for example.
  • Changes made to the environment shall remain unless the mage makes efforts to undo the damage.
  • A fissure created by magic can only be 5 meters wide and 10 meters long. Other area-of-effect spells have a max radius of 15 meters.
Frequency of Use:
  • Creating a fissure or an earthquake with the max radius can only be cast once before triggering exhaustion.
  • Creating a meter long spike can be cast five times before triggering exhaustion, regardless of material.
HYDROKINESIS
Definition: Manipulation of water and ice.
Examples:
  • Can create water currents, from gentle eddies to miniature tsunamis.
  • Can turn water into ice, and ice into water, and manipulate both.
  • Can channel water into damaging balls or streams or throw a spike made out of ice.
Limitation and Notes:
  • Only existing water can be manipulated - cannot create water out of nothing.
  • Water turned to ice will remain that way until it is reversed by a spell or the ice melts through natural means. Ice turned to water will remain that way until it is reversed or the water freezes through natural means.
  • No matter how painful a stream of water or a bolt of ice is, the phsyics of the elements can't change.
  • Can freeze things that are smaller than a fist solid.
  • Cannot be used to manipulate blood or any body fluids inside of a being.
  • Cannot freeze people solid or turn them into ice. The worst a living target may suffer is frostbite.
  • Area-of-effect spells have a max radius of 15 meters.
Frequency of Use:
  • Creating a tsunami with the max radius can only be cast once before triggering exhaustion.
  • Creating a meter long icy spike to send against the target can be cast eight times before triggering exhaustion.
ELECTROKINESIS
Definition: Manipulation of electricity, thunder and lightning.
Examples:
  • Can deal a small shock to another being, or a greater one.
  • Can create thunder and lightning on a small, focused scale.
  • Can imbue an object with a live current for a limited time.
  • Can channel and concentrate electricity into a ball, stream or bolt.
Limitation and Notes:
  • The limitations on Tur's technological advancements still apply to magic - electrokinesis cannot be used to create tech not currently possible in Tur.
  • Electric effects created through magic react the same way as real life. Standing in water can be hazardous for the caster, while the effects on a partially submerged target can be amplified.
  • Area-of-effect spells have a max radius of 15 meters.
  • Cannot be used as a defibrillator
Frequency of Use:
  • A localized thunder or lightning or a ball of lightning with the max radius can only be cast once before triggering exhaustion.
  • Using a shock capable of incapacitating a target can only be used four times.
  • Creating a meter long bolt of lightning can be cast eight times.
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Re: Magic Handbook

» by Vol » 4th Dec 2017, 3:24 pm

Evocation
Harnessing of all the hidden powers and energies of the world

Unlike alteration, evocation is the school of conjuring and summoning what does not already exist through the manipulation of energy. Evocation wills energy to take a form - sometimes corporeal, sometimes not. Walls and shields of pure, protective power are such examples. More experienced evokers are capable of forcing energy to mimic the physical shape of creatures, known as conjuring, and the masters of the school can even attempt the summoning of beings from other planes. If magemarked, use of evocation magic will cause their brand to glow yellow. The correct terms for a user of evocation magic are both evocationist and evoker.


ERGOKINESIS
Definition: Creation and manipulation of energy.
Examples:
  • Can send waves of kinetic energy to damage targets.
  • Can utilize thermal energy to alter the heat of an object.
  • Can influence the air or water resistance acting on an object.
  • Can influence the gravity of an area or object to a minor extent.
Limitation and Notes:
  • Area-of-effect spells have a max radius of 15 meters.
  • The color of the energy manipulated depends on the caster.
  • An energy ball can only have a radius of 5 meters.
  • Cannot be used to attain zero gravity, nor bypass the restriction on flying/levitation. The extent must be minor.
  • Cannot be used to gain "waterwalking".
  • Heating an object takes time and cannot be used to directly raise the body temperatures of a living being.
  • Waves of kinetic energy used to damage targets can either be sustained or they do their work after impact right away.
Frequency of Use:
  • Maintaining a heat beam to burn through a target can only be maintained for ten seconds and can only be cast two times before triggering exhaustion.
  • Modifying the gravity of an area of max radius can be kept up for ten minutes and can be cast five times before triggering exhaustion.
  • Firing an energy ball of the max size can only be done once before triggering exhaustion.
CONJURATION
Definition: Manipulation of energy to take physical form.
Examples:
  • Kinetic energy can be used to form weapons of energy.
  • Can raise a force field to protect.
  • Light and sound energy can be manipulated to take other forms - for example, mirages or spectral music - which have no physical impact on the corporeal world.
  • Can be used to create 'aides' out of energy with any form.
Limitation and Notes:
  • Area-of-effect spells have a max radius of 15 meters.
  • The colors of conjured items and entities depend on the caster.
  • Force fields are impervious to most forms of attacks, magical or mundane, with the exception of Void magic.
  • Only five objects/aides can be conjured at the same time.
  • Conjured objects/aides can only be as big as an elephant.
  • Aides are not sentient and must be controlled by the caster.
  • In theory, creating a temporary light saber is possible. In practice, it is forbidden. Sorry, but you can't go Star Wars on us. (;
Frequency of Use:
  • An energy weapon can be kept up for ten minutes and can be cast six times before triggering exhaustion.
  • A force field of the max radius can only be maintained for a minute and can only be cast once before triggering exhaustion.
  • Becoming invisible through the manipulation of light can be kept up for five minutes and can be cast five times before triggering exhaustion.
  • A mirage with the max radius can be kept up for five minutes and can be cast three times before triggering exhaustion.
  • Creating the maximum number of aides can be kept up for five minutes and can be cast two times before triggering exhaustion. Creating a single aide can be kept up for half an hour and can be cast for three times.
SUMMONING
Definition: Manipulation of the energies between Planes; summoning, controlling, and communing with daemons.
Examples:
  • Can manipulate the energies that separate the planes of existence, potentially rendering their borders permeable.
  • Can potentially summon extraplanar beings - i.e. daemons - from their plane into Tur.
  • Can commune with daemons through the rifts created.
  • Can set up protection against certain strains of daemons.
  • Can control certain strains of daemons.
Limitation and Notes:
  • Even if an evoker does manage to summon a daemon, additional efforts are required to actually control it or to have protection against it in the form of wards.
  • Having a protective ward active against a daemon is important when trying to gain control over it to avoid an ugly death.
  • Some strains can't be controlled and protection against them might be useless as well. In such a case, the caster (and consequently his/her environment) is completely at the mercy of the daemon.
  • Some beings can only be summoned with the proper knowledge of such an individual and a "relic". Otherwise all summons are essentially random.
  • Relics are an item or body part attributed to a daemon.
  • Summons are temporary, when the caster's focus or energy is depleted, the daemon returns to its plane and the way between will be sealed once more.
  • Gaining control over a daemon has its limits. The daemon must obey commands such as going into a battle even if the odds are against it, but it cannot be commanded to jump off into a chasm or to cause direct harm to itself.
  • For more information, refer to the lore for Daemons and the Theory of Summoning
Frequency of Use:
  • Summoning a higher daemon requires substantial preparation, for a day at least, the ritual itself would be an hour long and the summoner can only hold this rift up for an hour before losing control over it and triggering exhaustion as well. Grievous injuries are likely in such a case.
  • Lesser daemons can be summoned twice through an hour long ritual and can be kept in Tur for two hours before triggering exhaustion.
  • A protective ward can be used against a daemon, but it would halve the duration of the summon and can only be used as many times as the type of summon can be used.
  • Controlling a daemon halves the duration of the duration of the summon once again. For example, a summon that would last for two hours would have its duration halved to one hour to have a protective ward and then halved again to half an hour to be able to control the daemon as well.
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Re: Magic Handbook

» by Vol » 4th Dec 2017, 3:29 pm

Psionics
Magic of the mind

Even with all of the intensive study that has gone into understanding psionics, its secrets remain a mystery to even the most experienced of psions. Considered the most difficult school of magic, it is uncertain where psionics draws its power or where its potential ends - it is extremely draining and there are few psions that can utilize their powers regularly. It is a mental magic - psions can manipulate the immediate area around them with their mind through mental force, moving objects by thinking or telepathically communicating with other minds nearby. More experienced psions can project or force thoughts or memories on others (please keep in mind that all psionic interactions require consent - do what you can to avoid godmoding over other player characters when you utilize psionic powers). If magemarked, use of psionic magic will cause their brand to glow blue. A user of psionic magic can be referred to as either a psion or, less commonly, psionic.


TELEPATHY
Definition: Communication of speech and images through thoughts.
Examples:
  • Can "speak" to individuals or groups without being heard aloud - useful in stealth.
  • Could show an individual or group a visual demonstration of what cannot be explained.
  • Can be used for torture, forcing terrible images, sounds or truths directly into the victim's mind.
Limitation and Notes:
  • Master telepaths can communicate to 10 people at once - the less skilled the mage, the less people.
  • Cannot be used to hear/see the thoughts of others, or control them - see Mind Magic.
  • Can be used on animals and creatures, but cannot be used to control them, and may cause distress.
  • Can be intercepted or blocked by other Psions, unless the telepath is stronger than their opponent.
  • Telepathy can be performed at a max distance of 30 meters.
Frequency of Use:
  • Communicating with 10 people can be kept up for a minute and this can be used three times before triggering exhaustion.
  • Communicating with a person can last for up to ten minutes and can be cast five times before triggering exhaustion.
TELEKINESIS
Definition: Manipulation of physical objects through control of the mind.
Examples:
  • Can move anything from small pebbles to large boulders, depending on the caster's skill.
  • Can rend apart objects - the weaker the material, the easier, for example paper is easier than cloth.
Limitation and Notes:
  • Using telekinesis on living beings (especially people) is extremely difficult for all but masters of the sub-school.
  • Telekinesis can be used at a max range of 30 meters.
  • The maximum weight that Telekinesis can lift is 100 kg (about 220 pounds)
  • Materials stronger than leather cannot be torn apart.
Frequency of Use:
  • Using telekinesis on a living being can only be cast once before triggering exhaustion and the distance they can be thrown is twenty meters at most.
  • Keeping a large boulder of 100 kg in the air can only be done for half a minute before triggering exhaustion.
  • Lifting and throwing a fist-sized ball can be cast eight times before triggering exhaustion.
CLAIRVOYANCE
Definition: The ability to "see" into the future.
Examples:
  • Extent largely depends on mastery, while novices may only "see" a brief impression of a possible outcome, or several uncertain outcomes, masters can see more clearly.
  • Use of clairvoyance can also give an impression of where the caster must physically go, or what they must do, rather than a clear visual image of the future.
Limitation and Notes:
  • Clarity of vision depends not only on the mastery, but the 'distance' into the future.
  • Clairvoyance may happen involuntarily in sleep, in the form of hazy, discomforting dreams - this is how many clairvoyants discover their powers.
  • Clairvoyance can only extend 3 minutes into the immediate future at maximum.
  • A more distant future - 1 month at maximum - can be available with a 1 minute timeframe.
Frequency of Use:
  • A spell seeing a month into the future requires at least an hour long ritual and can only be cast once before triggering exhaustion.
  • A spell showing a few seconds from the immediate future can be cast eight times before triggering exhaustion.
MIND MAGIC
Definition: Manipulation of others' thoughts or consciousness.
Examples:
  • Can "read", "hear" or "see" the thoughts of an individual or group.
  • Can influence the thoughts or unconscious dreams of an individual.
  • Can influence the actions of an individual, controlling them precisely if they are skilled enough and meet no resistance.
  • A complex, expensive ritual can be conducted to form a psionic link with another person over a distance, for a period of time.
Limitation and Notes:
  • A limit of 3 individuals can be affected by mind magic, only achievable by masters of the sub-school.
  • Taking control of a person's actions cannot last longer than 10 minutes.
  • Mind magic can be performed at a max range of 30 meters.
  • Psionic links can be very costly to the caster and the subject, both physically and mentally. They must also be temporary - a week at most before recasting is required.
  • Mind magic can only be resisted by people who possess magic resistance. Strong personality and will does NOT help the victim.
  • Always ask OOC consent before using mind magic on a PC.
Frequency of Use:
  • Controlling a person for up to 10 minutes can only be cast three times before triggering exhaustion.
  • Creating a psionic link can only be cast once before triggering exhaustion and must be prepared with a one hour long ritual.
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Re: Magic Handbook

» by Vol » 4th Dec 2017, 3:36 pm

Restoration
The "holy" and the healing

If anything, restoration magic is the most "tolerated" and "forgiven" throughout the world. As it focuses on utilizing positive energy to mend wounds, cure sicknesses, and promote good health, restoration mages are not so heavily harassed as others might be. The school of restoration does not possess the ability to resurrect the fallen or completely erase injuries - though a healer does not need to consistently channel their abilities to entirely heal someone, most spells require a good measure of time to take effect and do its work. Healers can be found in monasteries and temples throughout the world. Though restoration magic could logically be considered a positive thing, there are many people that are fearful exposure to it could result in spreading the mage's affliction and some even prefer to die from their untreated injuries than take the chance. If magemarked, use of restoration magic will cause their brand to glow white. The word for a user of restoration magic is restorationist, or sometimes, restorer. They are sometimes incorrectly referred to as menders, originating from the Greater House Alsaion who use their Ur brands to achieve similar effects to the gifts of a restorationist.


HEALING
Definition: Restoration and rejuvenation of fatigue and physical wounds.
Examples:
  • Can restore energy to a physically fatigued person.
  • Can restore mental wellbeing to a certain extent.
  • Can speed the regeneration of cells, healing wounds, bone breaks, etc.
Limitation and Notes:
  • Cannot resurrect.
  • Cannot restore lost limbs or body parts.
  • Cannot be instantaneous.
  • Wounds cured with magic will still leave scars, but they may not be as profound as those mended by traditional means.
  • Cannot restore mental disorders.
Frequency of Use:
  • Fully restoring the energy of a physically fatigued person typically takes ten minutes and can be cast three times before triggering exhaustion.
  • Fully restoring the mental capacity of a mentally fatigued person typically takes ten minutes and can be cast two times before triggering exhaustion.
  • Fully mending a broken bone might take a day after a healing spell was cast and this can be done three times before triggering exhaustion.
  • Can save a victim of a fatal blow that would leave them dead in less than a minute, but keeping them alive takes focus and constant struggle for half an hour. This can be cast once before triggering exhaustion.
PURGING
Definition: "Counter-magic" to cleanse diseases and dispel other magic.
Examples:
  • Can be concentrated on a disease or illness to destroy it over time.
  • Can be used to remove poison from an individual or object.
  • Can be used to remove curses and hexes, and to dispel any magic.
Limitation and Notes:
  • Knowledge of the disease or poison that is being worked with makes casting easier.
  • Cannot dispel the results of some magic. Example: a land slide or a raging inferno created by an elemental mage cannot be undone by dispelling, because those are not sustained through an active cast.
  • Purging a disease or poison happens instantly, but the damage done would need to be healed by other means.
  • Sustained magical effects, such as the hex or a temporary curse, need to be met with a sustained effort to dispel. In other words, it's an active battle between the Restoration mage and the other mage.
  • Permanent Curses that require a ritual to create need to be nulled through a ritual of equal effort by the Restoration mage.
Frequency of Use:
  • Purging a lethal disease or poison can be done three times before triggering exhaustion.
  • Dispelling a sustained effect by overpowering a mage of similar skill can be done three times.
  • Dispelling a permanent Curse through a ritual can be cast once before triggering exhaustion.
ENHANCEMENT
Definition: "Buff" magic which improve or intensify the physical state of another being.
Examples:
  • Can grant buffs to energy levels for an individual or a group, improving performance in work or battle.
  • Can offer a buff to magic resistance, making someone less affected by other spells cast on them.
  • Can offer mental buffs, making the target more calm, focused, or content.
Limitation and Notes:
  • The subschool is similar to Alteration's Augmentation, but different in a few aspects: targets are not changed physically, instead their positive energies and bodily health are affected.
  • Can be cast on up to 5 individuals at once for masters of the sub-school.
  • Enhancement magic can be used at a max distance of 30 meters.
  • Must be actively cast, and temporary. If the caster loses concentration, the effect will wear off.
  • "Buffs" must be non-extreme, a target's energy levels can be doubled.
  • Magic resistance can provide a 25% additional chance to negate a spell and this can only be sustained for ten minutes at once. During this time if a spell is cast at the target, the buff will wear off regardless of its success.
Frequency of Use:
  • A buff that doubles the energy levels of an individual can be sustained for half an hour and can be cast five times before triggering exhaustion. For the maximum number of targets, it can be sustained for ten minutes and can be cast twice before triggering exhaustion.
  • Magic resistance buffs with the max duration can be cast five times before triggering exhaustion.
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Re: Magic Handbook

» by Vol » 4th Dec 2017, 3:44 pm

Nethermancy
The "dark" magic in the hidden corners of the world

Nethermancy is a large, diverse, and commonly misunderstood school that encompasses various types of void, necromancy, and blood magic. It is considered to be "evil" and is illegal throughout most of Tur. Blood rituals, reanimating and controlling undead (not to be confused with the resurrection or raising of the dead which is impossible), and afflicting curses and sickness are examples of this magic. Most spells require blood or flesh sacrifices to properly execute. If magemarked, use of nethermantic magic will cause their brand to glow purple - however, most nethermancers never receive the magemark as they are typically slain on discovery. Many names are hauled at them and whispered behind their backs, but officially, the term for a user of nethermancy is nethermancer.


BLOOD MAGIC
Definition: Manipulation of blood and life force.
Examples:
  • Can physically "puppeteer" an individual or group to do the bidding of the caster.
  • Can use own life force via blood to substitute the "cost" of a spell. This has obvious risks and limitations.
  • Simple kinesis of blood.
  • Can soothe a bruise or slow the blood flow, but never to the point where it completely stops a bleeding wound. It cannot be used to heal.
  • Can drain the life force of an individual or small group.
  • Can combine with curses to create a one-sided blood pact between two beings. The "terms" are dictated by the mage.
Limitations and Notes:
  • Can be used on people or animals, to a max limit of 5 beings for masters of the sub-school.
  • Control through blood magic is more limited, with a max of 3 beings to a limited extent, or 1 to a more focused extent.
  • Cannot transfer life force from one individual to another - only destroy it.
  • A blood pact can be temporary or permanent, either way they require a ritual. Temporary pacts require the sacrifice of at least an animal of the size of cattle and last for a week. Permanent pacts require a sacrifice of three sentient humanoid beings and the effects can be numerous, the typical and most powerful use is causing severe internal pain whenever the victim disobeys a command.
  • A mage can only have one blood pact active, regardless of that being temporary or permanent.
  • In theory, a mage can transfuse blood, but due to a lack of a sterilized environment and other medical issues (different blood types), these attempts end up with the death of the person or animal receiving the transfusion.
Frequency of use:
  • Puppeteering three individuals can only last for up to five minutes, while puppeteering one individual can last up to fifteen minutes and can be cast three times with the full duration before triggering exhaustion.
  • Creating a permanent blood pact goes beyond the usual exhaustion. The mage will be rendered unable to cast magic for four days, next to the usual side effects of reaching an exhausted state.
  • Can fully drain someone's life force under five minutes, this can be cast three times before triggering exhaustion.
SHADOW MAGIC
Definition: Manipulation of "shadows" and "dark matter".
Examples:
  • Can gather the "dark matter" of this Plane to take forms - i.e. shadow minions.
  • Can "void" the light in an area, causing darkness.
  • Can meld into shadows, practically becoming invisible, as long as shadows are present in the area and the caster sticks to them.
Limitations and Notes:
  • Area-of-effect spells have a max radius of 15 meters.
  • A shadow minion can attack and cause harm to a target and potentially kill, but it cannot be used to touch or grab anyone or anything. It cannot be touched either and the only way to combat it is to purge it with Restoration magic or to counter it with Evocation magic.
  • A shadow minion can only be as big as a horse and only 3 of them can be created at the same time.
  • Shadow minions are not sentient and everything they do must be directed by the mage.
Frequency of use:
  • Keeping up three shadow minions can only last for five minutes. One shadow minion can be maintained for fifteen minutes and this can be cast four times before triggering exhaustion.
  • Covering a room of the maximum radius in shadows can last for five minutes and can be done four times before triggering exhaustion.
  • Melding into shadows can be kept up for ten minutes and can be done five times before triggering exhaustion.
VOID MAGIC
Definition: Creation of tiny singularities and the destruction of matter.
Examples:
  • By creating a singularity, a caster can cause the deconstruction of nearby matter.
  • By concentrating this magic, the mage can deconstruct objects or matter on contact.
Limitations and Notes:
  • Black holes will only grow to a max 5 ft in volume for a master mage.
  • Can only be created at a max distance of 10 meters.
  • Even the smallest of singularities can only be maintained for a minute at most.
  • The caster can disintegrate entire objects or even people by touching them. This takes time though, five minutes to fully go through with it and for obvious reasons serious resistance should be expected from the victim.
  • Void "bolts" can be created, but they aren't fast, regardless of size. They can only move with 9 mph speed. They do destruct matter on their way.
  • Void magic is extremely dangerous to the caster as well. It doesn't differentiate between objects and living beings.
Frequency of use:
  • Disintegrating a person takes five minutes and can only be cast once before triggering exhaustion.
  • Black holes of the max size can only be cast two times before triggering exhaustion.
  • Void "bolts" or "balls" of the max size can only be cast three times before triggering exhaustion.
NECROMANCY
Definition: The infusion of corpses with magic so as to reanimate and control them.
Examples:
  • Can raise and control undead creatures of almost any manner, this is what is called "reanimation curse".
  • Can take control of existing fell creatures.
Limitations and Notes:
  • Can only raise and control ten humanoid sized creatures at the same time.
  • Can only raise and control a creature of the size of an elephant and only three of these at the same time.
  • While the Fell created through Necromancy are mindless, they are aggressive and can pose a serious threat even to the mage who loses control over them.
  • The reanimation curse can be temporary or permanent, the latter requires a ritual.
  • Even a permanent reanimation curse can't last forever as the body of the undead deteriorates and eventually rots away over time.
Frequency of use:
  • If temporary, a humanoid sized undead creature can be raised and kept animated for half an hour or so. The maximum number of ten of these can be maintained for ten minutes or so. Keeping up the max number for this duration can be cast once before triggering exhaustion.
  • Creating a permanent undead, regardless of size, requires an hour long ritual and can only be cast once before triggering exhaustion.
CURSES
Definition: Magic which detriments the fortune or physical state of another being, object or circumstance.
Examples:
  • Curses are very versatile, they have a wide array of effects, ranging from the victim having frequent sneezes to withering away and dying.
  • Can curse an individual to cause them misfortune over time.
  • Curses can be complex in nature, like the detrimental effect only triggering under the right circumstances (being near a specified place or person for example).
  • Can curse an object that triggers the detrimental effect through touch.
  • Curses can combine with all the other subschools of Nethermancy, except for Void Magic.
  • Included in this school are the Reanimation and Transcendence Curses - turning a being into one of the Fell or Haa'fell.
  • Can prepare a doll with a part of the body of the victim to cause harm (can be a lock of hair, piece of skin or a finger, etc).
Limitations and Notes:
  • Curses can be temporary or permanent. The latter always requires a ritual.
  • Permanent curses don't wear off and can only be get rid of with Restoration magic. To remove a potent curse, a ritual of the same volume must be conducted by the Restoration mage.
  • Permanent curses always require a sacrifice of a sentient being at least during the ritual.
  • While a curse can kill, it cannot be instant (no "Finger of Death" spell possible).
  • The Transcendence Curse is the ultimate mark of the master Nethermancer - casting it requires intensive training, prior preparation, focus, and skill, and is fatal if performed wrongly.
  • The Transcendence Curse can be used on either the caster or a different target as well.
  • The Transcendence Curse can only be used within one day of the target's death, otherwise their soul leaves the mortal realm.
  • A curse is not just a simple detrimental effect that targets the body. The reason why these ailments can be permanent is that they latch onto the soul itself. The victims usually feel an unpleasant chill when they are afflicted, many describe it as a sensation of tiny hooks being attached to their very soul... and that's very close to what is really happening to them. However the curse's existence depends on the body too, if the target dies, the curse simply ceases to be instead of carrying over.
  • Dolls can only be used to cause pain without any permanent damage to the victim and their effects typically fade away after two weeks.
Frequency of use:
  • The Transcendence Curse requires a sacrifice of three sentient beings and an intense, day long ritual to cast. A successful ritual leaves the mage (and the target as well if the mage wasn't the one who became a Haa'fell) depleted for a week or so. A failure leads to death.
  • Temporary curses that detriment the physical attributes of a victim (speed, strength, energy, speech, sight, hearing, etc) can last up to five minutes and can be cast six times before triggering exhaustion.
  • Curses that lead to the slow death of the victim must be permanent, require an hour long ritual and the sacrifice of a sentient being at least. They can only be cast once before triggering exhaustion.
  • Using a doll takes two parts, first the creation through an hour long ritual, this can only be cast once before triggering exhaustion. Causing harm with the help of the doll requires separate casts every time and this can be done four times before triggering exhaustion. The doll can last up to two weeks.
PESTIKINESIS
Definition: The manipulation of disease, illness, and poisons.
Examples:
  • Can spread or transfer poison or disease from one vessel to another.
  • Can create disease or poison from nothing and inflict it upon a victim.
  • Can induce fever in a victim without an illness being present.
  • Could cause a plague to spread through a small community.
  • Could inflict a disease such as lycanthropy upon a victim.
Limitations and Notes:
  • Spells can be temporary or permanent. The latter requires a ritual.
  • Nethermantic diseases and poison can be countered and dispelled by Restoration magic.
  • Transferring a poison or disease from a person will not heal him/her right away, complete recovery might still need time and the damage done up to that point will not be undone by the transfer. There must be a target to transfer it to.
  • After a temporary spell ends, the victim might be clean, but the same thing happens as if the poison or disease were transferred, the victim needs time to recover from the damage done.
  • Permanent diseases progress just like their naturally occurring counterparts do. As such, they are slow regardless of how potent they are and the victim might stand a chance to receive treatment to survive.
  • The virility of a plague falters the further it "travels" from the location of the breakout, thus it is impossible to induce a countrywide disease.
Frequency of use:
  • Temporary poisons that kill the target can only be cast two times before triggering exhaustion.
  • Inducing a lethal fever typically kills the target in a week. It can only be cast once before triggering exhaustion.
  • Creating a permanent plague that kills its victims over a week or so must be done through a ritual requiring a sacrifice of a sentient humanoid being at least. It can only be cast once before triggering exhaustion.
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