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Post by Toz76 on Jun 24, 2017 23:53:44 GMT -5
Since Frank has created a thread discussing Colorfolk magic, I decided to make this thread.
TYPES OF MAGIC:
There are several general "schools" of magic, which can be further divided into subcategories. The main schools of magic are Applied Magic, Natural Magic, Tech Magic, Life Magic, and Tetarto-Toicho Magic.
APPLIED MAGIC:
Applied Magic is the most commonly studied branch of magic. In its purest form, it involves the user being able to manipulate one element, object, or force extremely well. This subcategory includes the likes of Elemental Magic, Honey Magic, Soap Magic, and Pond Magic.
Practitioners of this school of magic will generally draw and filter power from their own body and the surrounding air (see Natural Magic), and specialize in one branch of magic. For example, a Honey Mage can only cast spells involving honey. Some mage study two branches, but more than that puts too much strain on the mage.
NATURAL MAGIC: Without this, magic could not exist. Natural Magic is the source all other magic is derived from. Magic exists in ambient form throughout the galaxy, and inside all life-forms. This magic can almost never be directly used, however. It must be filtered in some way to become other branches of magic. Magiologists have determined that magic waves are similar to light waves, and different types of magic have different wavelengths. This is why Prism Magic harmed Elbaf. The magic of the Prism was filtered to a vastly different wavelength than the magic of the Elbaf natives. Slowly modulating the wavelength has made it safe for prism magic to be used on Elbaf.
TECH MAGIC: Unlike applied and life magic, tech magic works by filtering natural magic through a non-living medium, such as an amulet or crystal. The artifact will be imbued with powers, which it passes onto the users. The Prism is a large-scale example of this. Natural Magic is filtered by the Prism and broadcast to the Colorfolk and Artifacts, giving them power. If the Prism were out of range of the colorfolk, they would lose their tech magic abilities.
LIFE MAGIC: Applied Magic draws power from the air and the user. Tech Magic draws from a non-living source. But Life Mages are interested in drawing magic from other life-forms. Most of the so-called "Dark Arts", particularly necromancy and soul magic, fall into this category. However, despite its bad rep, most Druids and Healers fall into this category.
TETARTO-TOICHO MAGIC: Taken for the Greek for "fourth wall", this branch refers to all magics that don't quite fit with other categories. However, it is amazingly complex. For example, Eastern Magic is considered a branch of Tetarto-Toicho, but recent studies have shown that it is really just Natural, Applied, Life, and/or Tech magic with a slight "hum", as Magiologists refer to it. Other kinds of Tetarto-Toicho outright defy the rules of spacetime, such as the Gift Of Prophecy, fate manipulation, and alchemy. Fourth Wall Awareness and Writer Powers also fit this category, hence the name.
COMBO MAGIC: The combining of multiple branches of magic. The most common form of this would be a magic artifact (tech) with a power like healing (Tetarto-Toicho) or soul-stealing (life). However, other forms exist, such as Orb Magic, which involves a variety of powers with no technological buffer.
TL;DR: *Magic is everywhere *Magic has different "wavelengths" *Applied magic uses magic to control a specific element *Life Magic draws power from other people *Tech magic draws magic from artifacts *Tetarto-Toicho covers all unexplained magic *Magic schools can be combined
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Post by frankthetriviaman on Jun 25, 2017 0:33:08 GMT -5
TYPES OF SPELLS:
Humans capable of harnessing magic manifest it as spells. Spells come in a variety of forms. But in general there are eight main categories:
ELEMENTAL
Elemental spells are arguably the most recognizable spell type. There are two sub-categories.
CLASSICAL
-Fire -Earth -Wind -Water -Honey (though most texts on the topic exclude this type; no one is quite sure why. The most accepted explanation is that the "originators" of magic did not consider this a real type of magic and ignored it)
DERIVED
-Dark -Light -Ice -Electric
ENERGY
Spells which have no discernible element, but are still used for the purpose of attack or defense, fall under this category. A blast of magical energy is the basic form of offensive Energy magic, and a barrier for protection is the most basic form of defensive magic
TRANSFORMATION
Spells that allow the user to take the form of another being or object. Though it is magic, the law of conservation of energy and law of conservation of matter still applies. Since neither can be created or destroyed, spell casters usually transform into an object or being of equal size or mass. If the transformation involves turning into a being with more mass, matter must be created from energy (E= MC^2). Hence, creating new matter results in the side effect of a temperature drop in the immediate area relative to the amount of new mass created. Inversely, transformation into an object or being with less mass results in an increase in temperature to the immediate area, relative to the amount of matter destroyed.
Some spell casters, who have embraced the knowledge of science, use this to their advantage in combat
HEALING
Magic can be used to heal, but only to a certain extent. Magic can repair bodily damage, such as gashes, broken bones, lacerations, etc., but magic cannot cure disease. This distinction is very fine, but very important. Though the most experienced healing mages can reattach limbs or even restore someone with severe third degree burns to normal, they cannot cure disease. This is why healers were unable to stop the many plagues and epidemics throughout history, such as the Bubonic Plague and Spanish Flu.
In theory, a spell caster with advanced knowledge of medicine and anatomy could cure diseases such as cancer by focusing on attacking cancerous cells alone, cure disease by focusing on the elimination of viruses, bacteria, parasites, etc. within a host, or cure paralysis by focusing on repairing damaged nerves, but to date, these skills have proven impossible to master and remain but a dream. Healers may be powerful, but they are not miracle workers.
CURSES AND HEXES
Most magic is "active" in its usage. "Passive" magic takes the form of curses and hexes. In general, a curse placed upon someone is a spell that can be equated to a ticking time bomb; it is a spell that is meant to take effect when certain conditions are met, or meant to harm the individual over time until death.
The most famous example of a curse is the curse of the werewolf; triggered by the full moon, the curse transforms a human into a savage beast. Anyone who does not survive a fight with a werewolf, yet is bitten or deeply scratched, is afflicted with the curse themselves.
MANIPULATION
Magic that involves the subtle manipulation of others. Mind control and possession are the most common types. Necromancy is considered to fall under this category, though due to its nature, among most magic communities it is taboo.
HYBRID
Magic that combines two types of spells. Golem magic is a combination of manipulation and elemental.
UNCLASSIFIED
Spells that defy classification; the Colormen's rocket pants spell is the most notable.
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Post by frankthetriviaman on Jul 19, 2017 15:47:37 GMT -5
Why are Prism Magic and Evil Incompatible?
(Or, frank finally explains the reasoning)
It is a conundrum that has confused many for the longest time- Prism Power and Evil not being compatible among the Prisms possessed by the Colormen, and yet some prisms being neutral- so which is the truth?
Research into the Prism's magic has yielded a most intriguing discovery- not only are magic wavelengths similar to light, but they also behave like light to an extent.
in the case of Prism derived magic and good-influenced magic, their wavelengths have been found to have "constructive interference" with each other; their wavelengths are in sync and complimentary, so they strengthen each other.
Evil-influenced Magic however, does not compliment Prism magic. It's waves are out of sync with Prism magic and this creates "destructive interference" where the waves cancel each other out- effectively ceasing to exist.
in other words, trying to use Prism magic with evil will produce no results.
and yet, some individuals say they have managed to use Prism power with evil.
given their destructive wavelengths, how this is possible remains unknown.
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Post by Toz76 on Jul 19, 2017 18:24:42 GMT -5
Ah, but I know the answer!
It has to do with the prism. Prism power is a form of "tech magic". Prisms were built by the Presuisoltians, and were originally designed to be neutral. But when the Cubii sent the Colorfolk Prism to Earth, as we all know, it was knocked off course by an asteroid carrying a very powerful good charm, which also scrambled the "wiring" of the Colorfolk Prism, making it irreversibly good. However, the Prism is still capable of neutral to evil actions in small capacities. This is partially due to the Prism going through a minor reset when it was broken and reassembled. While still mostly good, the reassembly set it back to "factory settings" as much as it could. So it can now do some evil, mostly through the anchor curse, which is a different thing entirely, tied to the morality check.
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Post by frankthetriviaman on Aug 7, 2017 10:56:30 GMT -5
Prism magic caveat:
Not all species were negatively affected by Prism magic. Numerous accounts show that many species, including but not limited to, the peaceful Giants, the menfolk, the fishfolk, the elves, the dwarfs and fairies, had no ill effects from Prism magic; in fact, some individuals, such as Izmir the peaceful giant chief, had regular interactions with the Colormen prior to sailing to Elbaf and never fell sick or had pain around them
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Post by frankthetriviaman on Nov 9, 2017 19:24:12 GMT -5
DIMENSIONAL MAGIC-
The ability to travel between dimensions. This magic is almost exclusive to what some would consider "higher beings" (for lack of a better term) such as Teacher and Mister Marvelous.
The ability is almost non-existent among humans because the amount of time it takes to learn and master this magic, is far longer than the average human can live for
Man In Bright Turquoise is an exception; because he spent 25,000 years outside the normal flow of time, he was able to master this kind of magic. By his own admission, it took him "four centuries or so" to master it.
While bronze Mage appears to have so degree of this kind of magic, this is debateable, because it appears he can only use this kind of magic with help from the Cubii. His own independentlevel of skill with this magic remains unknown.
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Post by frankthetriviaman on Jun 24, 2018 18:28:38 GMT -5
NECROMANCY
The ability to control dead bodies. Often mistaken for "raising the dead" it should be noted that necromancers do not actually bring the dead back to life (see Fifth Law of Magic); but rather they control dead bodies in the same way a puppeteer controls a marionette.
When a necromancer raises the dead, they are actually making mindless, dead bodies do their bidding. The individual bodies cannot think on their own, relying on the puppet-master from a tactical standpoint. More exceptionally skilled necromancers however, are capable of creating what can colloquially be referred to as artificial intelligence. Using magic to program basic functions into a body, the body in question can move more fluidly and is capable of reacting more efficiently of its own accord compared to a "regular" necromancy spell, which again, amounts to the dead bodies being controlled like puppets.
Necromancy is considered a taboo magic among many who practice magic; in earlier centuries it was considered blasphemy and sinful, while by today's standards the act of raising the dead is heavily frowned upon, seen as akin to desecrating graves and preventing the deceased from resting in peace. Among the surviving magic factions of today, all factions considered morally good have banned the practice among membership, and even some evil factions have banned it, saying that there are some lows even they won't go to.
In the history of Magykka/Ordos (name chosen?), after the Colormen came to be, and were entrusted by the king to protect Sodor, after the VEC incident, which included an encounter with Priori, the Colormen advised the king on the purely evil nature of necromancy, and the King independently decided to ban the practice from the island.
This lead to a brief war with the two factions on the island whose practice centered around necromancy. The so called "War of the dead" between the Colormen and the Contritum Exolvuntur ("Broken Cycle") and the Order of the Gatebreakers (Referring to "breaking open the gates of hell and letting the dead pour into the world of the living" by their philosophy), ended with the annihilation of both factions and the destruction of all their written knowledge, effectively erased the two orders from history.
Fortunately, Necromancy proved to be an unpopular discipline of magic; as such following the destruction of those two organizations the four other Magic orders centered around the art fell within the following decades.
One order, based in East Asia, somewhere in what is now Northern China, was destroyed somewhere between 1219 and 1222 during the Mongol conquest of Eurasia, after it's leader made the mistake of rebelling against Genghis Khan after the Mongols conquered their lands.
The two orders based in Europe, one in France and on in the Holy Roman Empire, also were destroyed. The French order was destroyed at some point in the 1210s. Records of this particular conflict are scarce; all that is known is that the leader of this French order of necromancers made an enemy of King Philip II, and were destroyed in retaliation for "an act most unforgivable." Their texts were also burned by the local French magic factions, who, like the Colormen, advised Philip II that this knowledge was "better of lost"
The Holy Roman faction was destroyed in 1167. Their leader made an enemy of Frederick I (Frederick Barbarossa), who reportedly swore to "make the heavens rain justice upon you" for their atrocious act of raising the dead.
Ultimately the two sides did not battle. Two weeks after Frederick I made that declaration, a meteor impacted the castle of the faction, killing all members and destroying their library. The event was so incredible, many described it as "divine justice" against them. After the meteor incident though, all parties involved moved on, and the Holy Roman faction disappeared from history.
The last faction, one in North Africa, has very little information on it available. All that is known is that The faction never exceeded 60 members... and that it was destroyed by a Malaria outbreak in the 1230s. Nearby magic factions, seeing the danger of their work, destroyed all their texts.
.......
Today, the only living Necromacer is Priori, of the Vile Evil Confederacy. Although the top membership accepts her as one of their own, there are rumors that among lower membership, some are not very comfortable around her, given that the idea of grave desecration is not very appealing. This, if true, has not been confirmed.
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Post by Toz76 on Jul 1, 2018 22:39:29 GMT -5
I've always used Necromancy in 3WSR as a much broader term for any magic that negatively affects life and is viewed as "unnatural", but I like this better, especially for the opportunity to develop Priori.
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Post by frankthetriviaman on Jul 1, 2018 22:53:03 GMT -5
Glad you like it
I may make a post to the game for the sake of making this canon officially; but I have not yet decided. Nothing too fancy; just Priori musing on the fact that, as the last necromancer, she realizes that she has nothing left to learn given the destruction of the only libraries where she could learn from... perhaps feeling a little lost, but I don't know yet
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