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Cybercoin's Journal
Well.....tadaa! My very first Journal and i have absolutly nothing interesting to write in it....^_^'
Book of Magic
This is for the Endless Journey's RP.
*DO NOT USE THIS WITHOUT MY CONSENT!*

Magic

When Mana is converted into an element or used in a spell it is called Magic. Something all sentient living creatures are capable of. Not all are proficient with it however. It varies from race to race and from person to person.It appears that emotions and elements are closely connected.. There are still many unknown factors regarding this matter but these are the know elements to man.Note that some have a subgroup while others do not. This does not mean that one is initially stronger than another. Each Element still has it's counterpart. Fire versus Water, Darkness versus Light.
This is the current order.

Water>Fire>Earth>Wind>Lightning>

These are the Elemental Magics. There are still much more magics out there.

Basic Elemental Tier
This is the lowest Tier of magic which consists of 5 Elements.

Fire
A magic that is fueled by anger and passion. Fire is a magic that is easily mastered since everybody can get angry and use that as fuel for the element. Fire magic can light a candle or at it's most extreme, create a small volcano. Weak to Water/Ice

Water-Subgroup Ice.
A magic that is fueled by a calm and peaceful mind. Water is surprisingly difficult to master due to the fact that people get impatient while trying to master it when they fail. A calm mind is always required for Water. What is not required is a body of water in order to use it. Water Magic ranges from filling a simple cup with water to the creation of a tidal wave.
The subgroup of Water is Ice. Ice represents reflection. The ability to look into yourself and judge yourself. Someone who can use Ice could freeze small objects, summon forth a avalanche or encase an area in Ice. Weak to Lightning

Lightning
A magic that is fueled by impatience and a precise mind. Lightning, depending on the user,can be another easy basic Element. Since Lightning is mostly used from a distance it required the user to have a uncanny precision. Lightning can be used to simply create a spark or shock someone to summoning Lightning Storms that strike entire fields. Weak to Earth

Earth
A magic that is fueled by determination and a strong mind. Those who use Earth often have a trained body as well. This is not a side effect but more like a subconscious way for the user to be more in tune with it. It is difficult to learn. A user of Earth Magic could out rocks from the ground or create an earthquake strong enough to crumble a small castle. Weak to Wind

Wind
A magic that is fueled by a carefree and calm mind. A mind that cannot be bound by the troubles of the world around it. Wind is free and cannot be bound just like the user. It goes wherever it wants to go. A user of Wind Magic could create a small breeze of if the person was strong enough, a Hurricane. Weak to Fire

Advanced Tier
In order to use this level of magic the user needs to be able to use at least 2 of the 5 basic Elemental Magics.

Telekinesis
For this Magic you require a clear and unbending mind. This magic also known for being a Anti-Magic. The barriers created from Telekinesis can block other magic. Note that this is not an all mighty Magic, the barrier will break when bombarded for a longer period of time. Telekinesis can be used for protection,moving/throwing objects and as a invisible wave of force to knock over several opponents. At it's strongest it could lift small houses or destroy castle walls.

Illusion
An interesting magic that focuses on cunningness and a deceptive mind. This is a projection magic. It allows one to project moving images in general or directly into the mind of someone. The more proficient the user is with Illusion the better his Illusions become. At first only a projection is possible. Later the user can create sound along with its projection. Finally the user can trick the mind into thinking the projection actually touches a person. It is impossible to actually wound someone with this. However the pain can feel very real. A true master of Illusion can project an entire army. There are a few ways to break out of an Illusion.

Master Tier
The current highest level of magic that one can achieve. The user needs to have many years of experience with magic and mastery over 4 of 5 basic Elements and at least 1 magic of the Advanced Tier. The user can only use one of the two Master magics depending on his/her crest.

Light-Subgroup Holy
This powerful magic stands above all other magics along with its counterpart Darkness.It is the embodiment of the Divine/Holy. This sacred magic allows the user to mend wounds, create a veil that grants absolute protection to other magics. The only magic that can destroy it, is it's counterpart. It's purifying light can pierce through evil and destroy the dark. As gentle as the Light magic would seem it can be just as devastating as it's counterpart. A flash of Light could completely blind a man. In it's greatest form it can vaporize anything. The greater the master is with this power the greater the effect will be. Wielding Light does not mean that the person wielding it is a saint. It means that they hold others over themselves.
Not really a subgroup but when Light magic is used solely for destroying evil they call it Holy.

Darkness-subgroup Shadow.
This powerful magic stands on the opposite spectrum as it's counterpart Light. It is the embodiment of Evil and the darkness within our hearts. If Light is used for others then Darkness is used for oneself. This black magic allows the user to shield themselves from other magics by wrapping themselves in a cloak of darkness. Dark Tendrils can whip and cut through the toughest armor. The Darkness can engulf a person and leave them behind as a broken man. It's most powerful form consists of the creation of a black hole that sucks in an infinite amount of material. Wielding Darkness however does not mean that the person is evil. They have simply admitted of having darkness within their hearts and use that as a source for their magic.
The Shadow subgroup uses the shadow for traveling, storage and placing traps. Hands of Shadow have the power to hold down a person or multiple. The larger the Shadow the stronger it is.

God Tier
There are many who debate about this so called ultimate rank of magic but in all history, no such thing is documented. Therefor it cannot be real. There are however certain theories about it. But theories are all they are and most likely ever will be.

Non-Elemental Magic

These do not fall under a Element.

Healing.
One of the first Magics a student is taught is Healing. This is essential for when a student is allowed to get into the field for training. This magic is also a great example of differences in 'The Path'. If the user follows the 'Path of Light' then his target is healed by converting the user's Mana into Life. But with the 'Path of Dark' the user drains Life from the surroundings like a patch of grass and infuses that into the target. The effect of both Healings is the same, the method is just different.

Nature
Like the name implies it unleashed the force of Nature. The power to manipulate the plants and trees. By using Nature magic you become one with Nature itself and this allows you to transform into the creatures of Nature. The length of transformation and the strength of the creature increased as you master this Magic. As previously stated the forces of Nature are yours to command. A beginner can make a plant vine move like a whip and a master could summon and control an entire forest. Dark Nature tends to be more twisted and lethal than Light.

Empower
A supportive magic. This magic allows you to enhance the speed or strength of yourself or allies. This ranges from their senses to physical attributes such as the toughness of their bodies.

Minor Magics

Just like the name implies these magics are for small but sometimes important tasks. These are not suited for combat. Healing also falls under this category. Some use (Non-)Elements but

Scan
When employed this magic searches and find it's target. There are many variations of this magic, depending on the scale and speed. The fastest ones are Pulse, Stream and Flow. These use an (Non-)Element to utilize it's effect.
Pulse is used with Nature. Direct contact with the earth or a plant is needed. This sends out a large green ripple across the surface at high speed that instantly sends back a signal to the user if the target is found. Stream and Flow both work the same way but can only be used on their respectable Elements which are Water and Air.

Tracking
This creates a number of small magical orbs that emit light. The user then inscribes the name of the target into it by voice. The orbs then scatter to find the target. When the target is found, one orb heads back to the user, providing them with a real time information on the targets location.

Forbidden Magics

Magic that has been sealed away for obvious reasons. Not only can this magic only be used by those who follow the true 'Path of Dark' but it is also very dangerous to both user and victim.

Blood
A cursed kind of Magic. This magic uses blood for, not only curses but various kinds of blood related magic. For instance when the mage received a injury and is bleeding out, he could drain the blood of another to replace his own. Not only that, he would also have been able to manipulate blood like a Water Mage could use Water Magic. Rumor has it that they can twist the form of the victim into a abomination and in combination of Necromancy control it's brute strength.

Necromancy
This magic has been know to be forbidden since as far as man could remember. If one would talk about the ultimate Dark Magic this would be it. The ability to raise the dead and have them do your bidding. A master of this magic could animate the dead so perfectly that, if one did not know better, they were still alive.


Summons

When the mage has fully mastered an element, through a special method, they can summon an Elemental. The Elemental consists purely of elemental mana. This creature can take on many forms. Theory says that it takes the shape of the summoners subconscious but this has not yet been confirmed. This magical creature has a mind of it's own but obeys it's summoner. Since it has it's own Mana supply it can use his own Elemental Magic. His supply however is not infinite. The size of the Elemental determines it's supply. The bigger they are the stronger. Most of the time that is the case. But sometimes the Elemental takes a condensed form. This means that you cannot judge a small Elementals strength by it's size. When it uses Magic the Elemental shrinks in size. After it has depleted its own supply of Mana it vanishes.

Inverse University of Magic* NOT DONE *

This school of magic has been around for centuries. They have raised the majority of all mages that are currently known to this world. There is no set age for a person to being to enlist for the school. However the average age is around 15 years old They decide if a person is ready and stable for their teachings. They are then taught for a four years. However this does not mean that everybody succeeds within that time frame. Some need much longer while other people do not need four years. It varies from person to person. The school operates on a credit-based system. Each year the student needs to acquire a certain amount of credits in order to advance to the next year which can be acquired following the courses of that year.. In their second year they are send out into the world to get credits. This is just one course however and they need to get credits on their other courses as well.
Before being able to get credits for their field training the student needs to be able to use Healing. Every student is forced to take the Ritual "The Path" when they are enrolled. When all goes well the student graduates at the end of their fourth year. But before that happens they need field credits. So they are allowed to step into the vast world in order to gain more experience and their field credits. When the graduated student feels that they have gained enough experience in the world they can go back to take another exam in which their powers are examined to see if they are fit enough to rise in Rank.


Path of Light/Dark Magic.

Due the the opposing nature of Magic a person is unable to use a Perfect Element since the human heart is not capable of having a perfect balance between Light and Darkness. The heart always leans towards one. 'The Path' is not a magic but a Ritual that a person undergoes. It consists of making a Vow which would express itself in the form of a Crest of a Wing of Light or Dark. This directly affects his magic. If one would chose Light then that person draws their power from the Light side of the element. This results in the Element having a lighter color and vice versa.

Tainted

There have been reported cases where a person has gained a Tainted Crest. That Crest has been affected by Mana from their opposing side. It is believed that this happens in dire situations. When a mage on the 'Path of Light' faces death or a similar situation, it is possible that he summons Dark Mana in addition to his own Light Mana. This allows the magic to come closer to Perfection due to the mixture of Light and Dark. Because of this the Magic becomes so much stronger but it leaves the user in pain since his body is not used to the opposing Mana. When this process is repeated, no matter how many months or years is between it, the Crest becomes Tainted. When that happens every spell the mage casts is close Perfection and thus the mage is much stronger then he should be. The downside of this is that it would rapidly destroy his body. There is no way of reversing this process.

Perfection

This is a state for a magic that has a mixture of both sides of Mana. This means that it is so much stronger then it normally should be when it only has one side of Mana. Supposedly this can only be done by one with a Tainted Crest.

Alchemy

Using herbs and other ingredients that hold certain properties, Alchemists are able to create potions. The potions that they make can either be magical or normal. Magical potions can replenish a person's Mana for example. Antidotes and potions that speed up healing are not magical.

Blacksmithing

A master blacksmith of this era can stand alongside kings. Not just because of the perfect weapons and armor that he creates but because of the magical imbued items. They use Mana Crystals to infuse a weapon with an Element. These crystals are rare to come by in the world and can only be found in regions with tremendous amounts of Mana. They consist of concentrated Elemental Mana. However, they can be created artificially with the help of several mages. These so called False Mana Crystals can never reach the quality of a real one but that does not mean that it's power should be underestimated when infused with a weapon.





 
 
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