Magic
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;[[Junker Magic|Junker]] : Junkers deal strictly with technology making it do things that it just plain shouldn't be able to do. While initially limited (i.e. - the creation of simple items) Junkers can build immense moving structures, called Mechs, with great power. Junker casting methods vary between the casters, but they all must deal with Tech spirits. (See [[Bruce]] and [[Junkerworld]]). | ;[[Junker Magic|Junker]] : Junkers deal strictly with technology making it do things that it just plain shouldn't be able to do. While initially limited (i.e. - the creation of simple items) Junkers can build immense moving structures, called Mechs, with great power. Junker casting methods vary between the casters, but they all must deal with Tech spirits. (See [[Bruce]] and [[Junkerworld]]). | ||
- | ;[[Katabaticy]] | + | ;[[Katabaticy]] :Katabatists deal specifically with the land and a natural Phenomenon known as "The Winds". It is one of the oldest types of magic that is directly tied with the land. Instead of the magic being in the caster, the magic is all around him. With the right training, a Katabatist can see, manipulate, and use the winds to produce effects. Being almost unlimited in what can be done with it, it is however limited by the amount of wind in a certain area (That good? -Mystic) |
- | + | ||
- | Katabatists deal specifically with the land and a natural Phenomenon known as "The Winds". It is one of the oldest types of magic that is directly tied with the land. Instead of the magic being in the caster, the magic is all around him. With the right training, a Katabatist can see, manipulate, and use the winds to produce effects. Being almost unlimited in what can be done with it, it is however limited by the amount of wind in a certain area (That good? -Mystic) | + | |
;[[Technomancy]] :Technomancers are actually natively powerful in some form of magic, such as Gaiamancy or Clerical, who also have an affinity for technology, making them capable of infusing mechanical and electrical creations with some form of magic. | ;[[Technomancy]] :Technomancers are actually natively powerful in some form of magic, such as Gaiamancy or Clerical, who also have an affinity for technology, making them capable of infusing mechanical and electrical creations with some form of magic. |
Revision as of 23:42, 29 August 2006
The world after The Great Fall allowed magic to return to the world. Here is some of the magics that developed as a result.
Types of Magic
- Bastian
- In order to gain magic from Bast something must be sacrifice, though it is NOT considered destructive by its users. Bast magic uses the converted energy of one into another; just like in nature, every species on the earth requires to eat or kill another in order to grow itself (even herbivores must eat plants). This represents natures strength and survival, converting one energy to another.
- Clerical
- Clerical magic is usually bestowed upon a person by another being. The most common types of clerical mages are priests, who receive their magic from their deities. Other types of clerical mages are similar to a wizard and apprentice; a highly powerful magic user grants a small portion of their magic to another and, like a seed, that small bit of magic grows until the recipient is able to sustain their magic level on their own.
- Gaiamancy
- Sometimes seen as clerical (but different), Gaiamantic magic focuses on life and living things. Commonly used for healing and reparative spells, gaiamantic mages can effectively wield all the powers of the Earth with enough training. Most never achieve a high enough level of power to do more than occasionally summon rain and be a wicked effective healer, however. Gaiamantic magic is the other of the two types of magic a person can have a born affinity for. The power for Gaiamancy is mostly drawn from Gaia.
- Junker
- Junkers deal strictly with technology making it do things that it just plain shouldn't be able to do. While initially limited (i.e. - the creation of simple items) Junkers can build immense moving structures, called Mechs, with great power. Junker casting methods vary between the casters, but they all must deal with Tech spirits. (See Bruce and Junkerworld).
- Katabaticy
- Katabatists deal specifically with the land and a natural Phenomenon known as "The Winds". It is one of the oldest types of magic that is directly tied with the land. Instead of the magic being in the caster, the magic is all around him. With the right training, a Katabatist can see, manipulate, and use the winds to produce effects. Being almost unlimited in what can be done with it, it is however limited by the amount of wind in a certain area (That good? -Mystic)
- Technomancy
- Technomancers are actually natively powerful in some form of magic, such as Gaiamancy or Clerical, who also have an affinity for technology, making them capable of infusing mechanical and electrical creations with some form of magic.
- Yogamancy
- The most commonly known magic, due to it's longevity (predating The Great Fall) and it's sponsorship by one of the world's current superpowers (Gal-Zabor). The unfortunate side effect being that many non-magic users associate magic with death-arts, creating great fear and prejudice. Yogamantic magic is one of the two types of magic a person can have a born affinity for. The power for Yogamancy is mostly drawn from Sanje.