Post by Zeno on Jun 5, 2012 0:23:50 GMT -5
The Magic:
Magic is channeled through use of an ancient language. Each word in the language carries weight and power. For simplicity ancient mages created a Magic Duality using what they declared to be the "Words of Power". Combining Elements with Form. In its simplest form this allows for quick and almost effortless casting of even strong spells. Going into more complex forms can allow the most powerful Wizards to create cataclysmic destruction or even boundless creation. The Elements are divided into many types including:
Earth
Air
Fire
Water
Ice
Light
Shadow
Holy
Unholy
Arcane
Lightning
Form is not so limited into such rigid natures. Form can be almost anything from a simple blade to spear to a mighty pillar and beyond. However, a few have taken to the forefront as being the "Preferred" form for spells, those include:
Bolt
Ball
Blade
Magic is cast through the combination of the "Words of Power". To cast a spell all the Wizard needs to do is utter but a single Word of Power. The addition of more words will increase the power of the spell, but also its cost. Should the casting of Magic become too draining on the caster's magic reserves then the Magic will begin to consume health. The Magic will not stop draining at the Caster's health until they are dead or stop casting.
Tiers:
The "Words of Power" come in five different Tiers of power. Any magician wishing to proceed to Tier 3 or above must receive permission from the admins, who will review whether or not your character has had enough training to proceed to that level.
The Words of Power are:
Earth
1. Sand - Harena
2. Dirt - Lute
3. Stone - Calx
4. Granite - Lapidis
5. Diamond - Amadas
Air
1. Breeze - Ventulus
2. Gust - Iactanti
3. Wind - Zephyrus
4. Gale - Procellae
5. Storm - Tempestas
Fire
1. Heat - Calor
2. Burn - Aduro
3. Flame - Flamma
4. Blaze - Ardere
5. Inferno - Inferus
Water
1. Mist - Caligo
2. Rain - Pluvia
3. Drench - Perfundere
4. Flood - Diluvium
5. Torrent - Unda
Ice
1. Chill - Rigentibus
2. Cold - Frigus
3. Frost - Gelu
4. Freeze - Duratas
5. Snow - Nix
Radiance
1. Light - Lux
2. Day - Lumen
3. Solar - Solaris
4. Shine - Luceat
5. Divinity - Divinitatis
Shadow
1. Shade - Umbra
2. Curse - Maledicam
3. Disease - Morbo
4. Plague - Niteris
5. Rot - Putrescet
Holy
1. Mend - Resarcio
2. Heal - Sana
3. Cure - Curare
4. Bless - Benedicite
5. Life - Vita
Unholy
1. Rend - Scindo
2. Tear - Vello
3. Drain - Adficio
4. Decay - Tabe
5. Death - Mortem
Arcane
1. Sidera
2. Luna
3. Sol
4. Facem
5. Vox
Lightning
1. Charge - Crimen
2. Shock - Incursu
3. Static - Castrum
4. Pulse - Vena
5. Thunder - Tonitrui
Wizards may use any of these Elements except Holy and Unholy.
Sorcerers may use any 3 elements with the same restrictions as Wizards.
Warlocks may use Unholy, Shadow, and one other element save Holy and Light.
Paladins and Clerics may only use Holy and Light. If you have a Fallen Angel Paladin, however, you may only use Unholy and Shadow.
Druids may use anything but Light, Holy, Shadow, and Unholy.
Swordmages may pick any two save Light, Holy, Shadow, and Unholy.
As time wears on more Words of Power, both of Form and Element may be discovered by scholars and explorers.
Magic is channeled through use of an ancient language. Each word in the language carries weight and power. For simplicity ancient mages created a Magic Duality using what they declared to be the "Words of Power". Combining Elements with Form. In its simplest form this allows for quick and almost effortless casting of even strong spells. Going into more complex forms can allow the most powerful Wizards to create cataclysmic destruction or even boundless creation. The Elements are divided into many types including:
Earth
Air
Fire
Water
Ice
Light
Shadow
Holy
Unholy
Arcane
Lightning
Form is not so limited into such rigid natures. Form can be almost anything from a simple blade to spear to a mighty pillar and beyond. However, a few have taken to the forefront as being the "Preferred" form for spells, those include:
Bolt
Ball
Blade
Magic is cast through the combination of the "Words of Power". To cast a spell all the Wizard needs to do is utter but a single Word of Power. The addition of more words will increase the power of the spell, but also its cost. Should the casting of Magic become too draining on the caster's magic reserves then the Magic will begin to consume health. The Magic will not stop draining at the Caster's health until they are dead or stop casting.
Tiers:
The "Words of Power" come in five different Tiers of power. Any magician wishing to proceed to Tier 3 or above must receive permission from the admins, who will review whether or not your character has had enough training to proceed to that level.
The Words of Power are:
Earth
1. Sand - Harena
2. Dirt - Lute
3. Stone - Calx
4. Granite - Lapidis
5. Diamond - Amadas
Air
1. Breeze - Ventulus
2. Gust - Iactanti
3. Wind - Zephyrus
4. Gale - Procellae
5. Storm - Tempestas
Fire
1. Heat - Calor
2. Burn - Aduro
3. Flame - Flamma
4. Blaze - Ardere
5. Inferno - Inferus
Water
1. Mist - Caligo
2. Rain - Pluvia
3. Drench - Perfundere
4. Flood - Diluvium
5. Torrent - Unda
Ice
1. Chill - Rigentibus
2. Cold - Frigus
3. Frost - Gelu
4. Freeze - Duratas
5. Snow - Nix
Radiance
1. Light - Lux
2. Day - Lumen
3. Solar - Solaris
4. Shine - Luceat
5. Divinity - Divinitatis
Shadow
1. Shade - Umbra
2. Curse - Maledicam
3. Disease - Morbo
4. Plague - Niteris
5. Rot - Putrescet
Holy
1. Mend - Resarcio
2. Heal - Sana
3. Cure - Curare
4. Bless - Benedicite
5. Life - Vita
Unholy
1. Rend - Scindo
2. Tear - Vello
3. Drain - Adficio
4. Decay - Tabe
5. Death - Mortem
Arcane
1. Sidera
2. Luna
3. Sol
4. Facem
5. Vox
Lightning
1. Charge - Crimen
2. Shock - Incursu
3. Static - Castrum
4. Pulse - Vena
5. Thunder - Tonitrui
Wizards may use any of these Elements except Holy and Unholy.
Sorcerers may use any 3 elements with the same restrictions as Wizards.
Warlocks may use Unholy, Shadow, and one other element save Holy and Light.
Paladins and Clerics may only use Holy and Light. If you have a Fallen Angel Paladin, however, you may only use Unholy and Shadow.
Druids may use anything but Light, Holy, Shadow, and Unholy.
Swordmages may pick any two save Light, Holy, Shadow, and Unholy.
As time wears on more Words of Power, both of Form and Element may be discovered by scholars and explorers.