Difference between revisions of "Magic"
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{{#set:Information=Theme}}Magic is a force that exists in all worlds, even if not everyone is aware of it, or can utilize it. Magic is mostly a neutral force that can be wielded in a variety of ways. While this force is usually embodied in different forms depending on the world, magic is still the force that makes it all run. When one uses magic, they use a method to tap into this force of energy. | {{#set:Information=Theme}}Magic is a force that exists in all worlds, even if not everyone is aware of it, or can utilize it. Magic is mostly a neutral force that can be wielded in a variety of ways. While this force is usually embodied in different forms depending on the world, magic is still the force that makes it all run. When one uses magic, they use a method to tap into this force of energy. | ||
− | There are many types of magic users, | + | There are many types of magic users: Mages, Wizards, Shaman, Martial Artists, Fighters, Healers, etc. In general, common magic comes in many forms, but is usually aligned with the traditional elements: Earth, Air, Fire, Water, Ice, Light, Dark, Holy, etc. Most of the spells and abilities that you see in Final Fantasy will fall under the category of 'magic' rather than 'sorcery'. In general, if a spell/attack uses any sort of general elemental power, it likely falls under 'common magic'. A few tread the line, such as transformation spells like 'Pig', 'Mini', and 'Frog', but for the sake of ease, these are grouped into this category as well. |
+ | |||
+ | = Sorcery = | ||
+ | |||
+ | Sorcery, in general, represents the power to bend reality, usually in non-elemental ways. This can be as simple as animating an object, or as complicated as being able to cast spells that fundamentally change things in otherwise impossible ways. As this is a broad category, we've broken it down into three general categories: 'Common', 'Journeyman' and 'Master'. | ||
+ | |||
+ | == Common Sorcery == | ||
+ | |||
+ | Many worlds have aspects of magic within them, and it isn't uncommon for people have supernatural abilities to some extent. Common Sorcery covers many non-elemental magical abilities, as well as the ability to read/cast low-level spells from pre-written tomes or scrolls. The difference between many forms of Common Sorcery and their higher-level counterparts is that these abilities are quite limited in scope. A person may only be able to cast spells from a certain book, or may only be able to use an ability in certain circumstances. | ||
+ | |||
+ | There is no special application required, and no specific restrictions on Common Sorcery abilities, and they will largely be handled on a case-by-case basis during application. The more powerful the ability, the more restrictions are likely to come with it. Most characters who have these abilities would not be considered a 'Sorcerer'. Any of these powers are approved at the time of character creation, and expanding/increasing powers would require a +request to Staff and likely a tinyplot. | ||
+ | |||
+ | Examples: Using Magical Runes, Scrying, Minor Book/Scroll-based Magic, Minor Enchanting, Sensing Magic/Elements, Shape-Shifting (yourself), etc. | ||
+ | |||
+ | == Journeyman Sorcery == | ||
+ | |||
+ | Many who call themselves 'Sorcerers' will fall under this category. These individuals can cast powerful spells and enchantments, but are usually still bound by certain limitations. They often have certain reserves on their magical strength, which allows their powers to only be pushed to a certain extent. Some have made deals with darker entities for power, but most will find themselves bound to only certain abilities rather than having access to all that Sorcery has to offer. | ||
+ | |||
+ | OC/FC Journeyman Sorcerers require a {{#switchtablink:Extended Application|Extended Application|Application}}, which includes a well written background and outline of any powers that the character may have. Powers will be approved upon creation, and additional powers must go through staff via +request. | ||
+ | |||
+ | Examples: Powerful Book/Tome Spells, Awakening Undead, Create Golems/Enchanted Armors, Major Enchantments, Transformation Spells, etc. | ||
+ | |||
+ | == Master Sorcery == | ||
+ | |||
+ | The true power of a Master Sorcerer can only be harnessed by a rare few people ([[Malificent]] and [[Merlin]] for example). These individuals have no such restrictions on the scope of their abilities. They can often create new spells entirely on their own, enchant things with amazing powers, twist the reality of worlds, and reshape things to their whims. It is not a power without responsibility, though, as it can easily turn against the wielder. Thus, most Sorcerers of this level are quite careful with their magic, using it when it's most needed. | ||
+ | |||
+ | Usually, when a world acquires a Master Sorcerer aligned to darkness, they also find that there is a sorcerer of light as their counterpart. This was the natural balance, at least until the worlds began to fall. Now, the balance of power seems to have tipped towards the darkness. | ||
+ | |||
+ | Master Sorcerers are FC-ONLY (no original characters) and require an {{#switchtablink:Extended Application|Extended Application|Application}}. Generally, staff will want to see a well written application, from a character who has shown themselves an active part of the game prior to applying for such a key role. Players applying for these roles are expected to communicate well with staff in order to keep control on the power-level of the character. | ||
= Magic Methods = | = Magic Methods = | ||
− | |||
− | + | There are many methods attaining magic as well. In some worlds, natural magic only came to some of those born with this gift, such as the Black Mages from {{#switchtablink:Final_Fantasy_9|FF9|Integrated}}, or the Sorceress from {{#switchtablink:Final_Fantasy_8|FF8|Integrated}}. But often in those worlds, humans would find a way to reach into this dominion - such as Quasi-Magic, Materia, or even going so far as to Crystallize Espers. In this setting, the source of origin (series/game) defines whether or not someone is innately capable of magic or not. | |
− | + | ||
− | + | Characters who may come from non-magical worlds may be able to develop magical abilities after the fall of their world through tinyplot or training. After a time, the difference between innate magical ability and abilities that are trained becomes negligible. However, characters will generally not be able to 'train' into the role of a 'Sorcerer'. | |
[[Category:Information Files]] | [[Category:Information Files]] | ||
[[Category:Theme]] | [[Category:Theme]] |
Latest revision as of 11:28, 6 December 2013
Magic is a force that exists in all worlds, even if not everyone is aware of it, or can utilize it. Magic is mostly a neutral force that can be wielded in a variety of ways. While this force is usually embodied in different forms depending on the world, magic is still the force that makes it all run. When one uses magic, they use a method to tap into this force of energy.
There are many types of magic users: Mages, Wizards, Shaman, Martial Artists, Fighters, Healers, etc. In general, common magic comes in many forms, but is usually aligned with the traditional elements: Earth, Air, Fire, Water, Ice, Light, Dark, Holy, etc. Most of the spells and abilities that you see in Final Fantasy will fall under the category of 'magic' rather than 'sorcery'. In general, if a spell/attack uses any sort of general elemental power, it likely falls under 'common magic'. A few tread the line, such as transformation spells like 'Pig', 'Mini', and 'Frog', but for the sake of ease, these are grouped into this category as well.
Sorcery
Sorcery, in general, represents the power to bend reality, usually in non-elemental ways. This can be as simple as animating an object, or as complicated as being able to cast spells that fundamentally change things in otherwise impossible ways. As this is a broad category, we've broken it down into three general categories: 'Common', 'Journeyman' and 'Master'.
Common Sorcery
Many worlds have aspects of magic within them, and it isn't uncommon for people have supernatural abilities to some extent. Common Sorcery covers many non-elemental magical abilities, as well as the ability to read/cast low-level spells from pre-written tomes or scrolls. The difference between many forms of Common Sorcery and their higher-level counterparts is that these abilities are quite limited in scope. A person may only be able to cast spells from a certain book, or may only be able to use an ability in certain circumstances.
There is no special application required, and no specific restrictions on Common Sorcery abilities, and they will largely be handled on a case-by-case basis during application. The more powerful the ability, the more restrictions are likely to come with it. Most characters who have these abilities would not be considered a 'Sorcerer'. Any of these powers are approved at the time of character creation, and expanding/increasing powers would require a +request to Staff and likely a tinyplot.
Examples: Using Magical Runes, Scrying, Minor Book/Scroll-based Magic, Minor Enchanting, Sensing Magic/Elements, Shape-Shifting (yourself), etc.
Journeyman Sorcery
Many who call themselves 'Sorcerers' will fall under this category. These individuals can cast powerful spells and enchantments, but are usually still bound by certain limitations. They often have certain reserves on their magical strength, which allows their powers to only be pushed to a certain extent. Some have made deals with darker entities for power, but most will find themselves bound to only certain abilities rather than having access to all that Sorcery has to offer.
OC/FC Journeyman Sorcerers require a Extended Application, which includes a well written background and outline of any powers that the character may have. Powers will be approved upon creation, and additional powers must go through staff via +request.
Examples: Powerful Book/Tome Spells, Awakening Undead, Create Golems/Enchanted Armors, Major Enchantments, Transformation Spells, etc.
Master Sorcery
The true power of a Master Sorcerer can only be harnessed by a rare few people (Malificent and Merlin for example). These individuals have no such restrictions on the scope of their abilities. They can often create new spells entirely on their own, enchant things with amazing powers, twist the reality of worlds, and reshape things to their whims. It is not a power without responsibility, though, as it can easily turn against the wielder. Thus, most Sorcerers of this level are quite careful with their magic, using it when it's most needed.
Usually, when a world acquires a Master Sorcerer aligned to darkness, they also find that there is a sorcerer of light as their counterpart. This was the natural balance, at least until the worlds began to fall. Now, the balance of power seems to have tipped towards the darkness.
Master Sorcerers are FC-ONLY (no original characters) and require an Extended Application. Generally, staff will want to see a well written application, from a character who has shown themselves an active part of the game prior to applying for such a key role. Players applying for these roles are expected to communicate well with staff in order to keep control on the power-level of the character.
Magic Methods
There are many methods attaining magic as well. In some worlds, natural magic only came to some of those born with this gift, such as the Black Mages from FF9, or the Sorceress from FF8. But often in those worlds, humans would find a way to reach into this dominion - such as Quasi-Magic, Materia, or even going so far as to Crystallize Espers. In this setting, the source of origin (series/game) defines whether or not someone is innately capable of magic or not.
Characters who may come from non-magical worlds may be able to develop magical abilities after the fall of their world through tinyplot or training. After a time, the difference between innate magical ability and abilities that are trained becomes negligible. However, characters will generally not be able to 'train' into the role of a 'Sorcerer'.