Post by Dark Eclipse on Nov 8, 2006 22:29:14 GMT -5
In this world, magic is entirely elemental (I.e. no Harry Potter hex/jynx/curse stuff). That is, controlling elements around you. The magic elements, (which are NOT the science periodic table kind of element) are fire, water, earth, and wind. Most mages specialize in only one of these. The magic user uses some of his energy to supply the magic, the rest depends on the skill. Larger spells take more energy. For instance, shooting a fireball or conjuring a rock to throw would take little energy. Making a tornado or causing a flood would take so much energy that even the best magic user would likely go unconsious from it.
(NOTE: Magic users are not invincible and their spells are not homing. Using too much magic cannot kill the magic user, merely knock him unconsious.)
(NOTE 2: A master knight and a master mage would be about equal. Say it's a fire mage. The fire mage could shoot several fireballs at the knight, and hit the knight. However, that would not instantly incenerate the knight, merely burn him or cause him alot of pain. The knight could possibly block it with his shield. Likewise, if the knight attacked, a wind mage could fly out of the way to avoid the attack... etc. Having magic does not make you invincible, though it has its advantages.)
The other kind of Magic is Nature Magic, which is a special kind of magic that the Moloch Monks specialize in. Pyran also uses Nature Magic. Using Nature Magic, one can enter a kind of trance-state (The monks call it "True Peace") and using magic can "become one" with the nature around him, feeling the plants, rocks, animals, etc. From sensing a bear hundreds of miles away to causing vines to spring up to trap an enemy, a Nature Mage's only limits is Nature's limits- that is, assuming he doesn't run out of energy. Using Nature Magic also takes energy from the user, just like Elemental Magic.
There is also Necromancy, a special and rare kind of dark magic used by Necromancers. This dark magic is gained when one practically forfeits his soul to the void, giving him the power to say, resurrect the dead to serve your bidding, summon zombies, ghouls, skeletons, ghosts, bats, fire beams of darkness, call up a thick unnavigable fog, etc.
(NOTE: Magic users are not invincible and their spells are not homing. Using too much magic cannot kill the magic user, merely knock him unconsious.)
(NOTE 2: A master knight and a master mage would be about equal. Say it's a fire mage. The fire mage could shoot several fireballs at the knight, and hit the knight. However, that would not instantly incenerate the knight, merely burn him or cause him alot of pain. The knight could possibly block it with his shield. Likewise, if the knight attacked, a wind mage could fly out of the way to avoid the attack... etc. Having magic does not make you invincible, though it has its advantages.)
The other kind of Magic is Nature Magic, which is a special kind of magic that the Moloch Monks specialize in. Pyran also uses Nature Magic. Using Nature Magic, one can enter a kind of trance-state (The monks call it "True Peace") and using magic can "become one" with the nature around him, feeling the plants, rocks, animals, etc. From sensing a bear hundreds of miles away to causing vines to spring up to trap an enemy, a Nature Mage's only limits is Nature's limits- that is, assuming he doesn't run out of energy. Using Nature Magic also takes energy from the user, just like Elemental Magic.
There is also Necromancy, a special and rare kind of dark magic used by Necromancers. This dark magic is gained when one practically forfeits his soul to the void, giving him the power to say, resurrect the dead to serve your bidding, summon zombies, ghouls, skeletons, ghosts, bats, fire beams of darkness, call up a thick unnavigable fog, etc.