Difference between revisions of "Talk:Enchantment"
(New page: ==Faerie Magic== Faerie magic focuses on the schools of Enchantment and Illusion. Enchantments are long term spells that either provide a persistent effect or gradually bring about some c...) |
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Illusions are short or long term spells that trick the senses of others (or even the caster). Examples vary from the decorations in the Hogwart's dining hall to a Faerie appearing as a human woman to seduce a man. Illusions need not be limited to sight or sound, and powerful illusions (such as in the latter example) can fool all five senses at once. | Illusions are short or long term spells that trick the senses of others (or even the caster). Examples vary from the decorations in the Hogwart's dining hall to a Faerie appearing as a human woman to seduce a man. Illusions need not be limited to sight or sound, and powerful illusions (such as in the latter example) can fool all five senses at once. | ||
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+ | ====Relational System==== | ||
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+ | The Faerie system of magic should rely heavily upon inherent birthright powers. These powers can be transferred or shared with others by magical pacts. Their magic itself it two edged offering benefits as well as curses. Enemies are not completely harmed by magical attacks. Consequently the greatest Fay magic wielders are those with the most relationships. Enemies may be as good as friends if you have enough of them. | ||
==Zarth Magic== | ==Zarth Magic== | ||
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Evocations instantaneously release magical energy in a raw form. This is frequently seen in spells like Fireballs or Blizzards, which aren't actual fires or storms, but a release of magical energy that is made to look like fire. In the most utilitarian sense, it is used as destruction magic, which simply tears material to bits. This is easily used for excavation or as a weapon. | Evocations instantaneously release magical energy in a raw form. This is frequently seen in spells like Fireballs or Blizzards, which aren't actual fires or storms, but a release of magical energy that is made to look like fire. In the most utilitarian sense, it is used as destruction magic, which simply tears material to bits. This is easily used for excavation or as a weapon. | ||
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+ | ====Zarthan Will==== | ||
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+ | All zarth magic exacts a cost. Self sacrifice is the most common payment for magic use. Endurance, strength, even lifespan can be components to a spell. Zarth may also employ the sacrifice of others, sometimes unwillingly to fuel their magic. | ||
==Immortal Magic== | ==Immortal Magic== | ||
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Divination magic enables the user to sense over great distances, four dimensionally. Seeing the future, scrying, or clairvoyance are all divination effects. | Divination magic enables the user to sense over great distances, four dimensionally. Seeing the future, scrying, or clairvoyance are all divination effects. | ||
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+ | ==Earth Magic== | ||
+ | {{status|0}} | ||
+ | Necromancy could be relegated to earth only. Zack's necromatic powers were (currently) transfered to him by the [[Queen of the undead]], who lived on Earth. Also, Hugh fights zombies, vampires, etc on Earth. Perhaps necromancy is the expression of the fall from grace which occured on Earth, and thus does not appear in TwinWorld. | ||
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+ | :Necromancy is usually typified with extreme evil. I don't see Necromancy having a good place in TwinWorld (not among the Fay or Zarth, anyhow), but perhaps Zack got his power from an Earthly source. | ||
+ | :On the other hand, Zack is a necromancer, and not evil. [[User:Toad]] | ||
+ | :I think one of the points about Zack is that, even though he does not get his powers through the usual evil pursuit of power over death, excercising necromancy is an inherently corrupting experience. Eventually, Zack and Hugh battle, and Zack is killed. We're trying to figure out how that will work, as it has some possibility for deep symbolism (death and ressurection, freedom from corruption, etc). The point being, Zack's use of necromancy gradually turns him to evil. [[User:Ziggy|Ziggy]] 18:42, 23 February 2009 (UTC) | ||
==The Leftovers== | ==The Leftovers== | ||
Some systems have two other schools: Abjuration and Necromancy. Abjuration is protective magic, which might provide a magical shield that deflects arrows, or render the subject more resistent to magic effects. I recommend scrapping this school and building it into Enchantment and Evocation, for the Fay and Zarth. Fay would weave protective enchantments to make their skin thicker, or render them less porous to magical attack. Zarth would use instantaneous "parry" or "deflect" evocations to reactively counter their opponents. | Some systems have two other schools: Abjuration and Necromancy. Abjuration is protective magic, which might provide a magical shield that deflects arrows, or render the subject more resistent to magic effects. I recommend scrapping this school and building it into Enchantment and Evocation, for the Fay and Zarth. Fay would weave protective enchantments to make their skin thicker, or render them less porous to magical attack. Zarth would use instantaneous "parry" or "deflect" evocations to reactively counter their opponents. | ||
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Latest revision as of 21:46, 24 February 2009
Contents
Faerie Magic
Faerie magic focuses on the schools of Enchantment and Illusion.
Enchantments are long term spells that either provide a persistent effect or gradually bring about some change. "Curses" and "Blessings" are easy examples of Enchantments. Another example is animation: a broom that flies around town, cleaning up on its own, is a subject of an Enchantment spell. Nurturing and healing spells would probably fall under Enchantment, in TwinWorld.
Illusions are short or long term spells that trick the senses of others (or even the caster). Examples vary from the decorations in the Hogwart's dining hall to a Faerie appearing as a human woman to seduce a man. Illusions need not be limited to sight or sound, and powerful illusions (such as in the latter example) can fool all five senses at once.
Relational System
The Faerie system of magic should rely heavily upon inherent birthright powers. These powers can be transferred or shared with others by magical pacts. Their magic itself it two edged offering benefits as well as curses. Enemies are not completely harmed by magical attacks. Consequently the greatest Fay magic wielders are those with the most relationships. Enemies may be as good as friends if you have enough of them.
Zarth Magic
Zarth magic focuses on the schools of Transmutation and Evocation.
Transmutation alters the physical form of a subject. This could be re-shaping a windshaft into a useful tunnel, magically transforming a rock into a lizard, or changing one's own form into that of something else. They are generally instantaneous and permanent.
Evocations instantaneously release magical energy in a raw form. This is frequently seen in spells like Fireballs or Blizzards, which aren't actual fires or storms, but a release of magical energy that is made to look like fire. In the most utilitarian sense, it is used as destruction magic, which simply tears material to bits. This is easily used for excavation or as a weapon.
Zarthan Will
All zarth magic exacts a cost. Self sacrifice is the most common payment for magic use. Endurance, strength, even lifespan can be components to a spell. Zarth may also employ the sacrifice of others, sometimes unwillingly to fuel their magic.
Immortal Magic
Conjuration and Divination are generally beyond the capacity of mortal magic. Immortals (Divines, or their agents, usually) can wield these magicks to varying degrees.
Conjuration is a fairly general school. Depending on the system it might even include healing magic. The most traditional parts of conjuration magic are literal "conjuring" (bringing something from elsewhere, or sending something to elsewhere), and creation (actually making something from nothing).
Divination magic enables the user to sense over great distances, four dimensionally. Seeing the future, scrying, or clairvoyance are all divination effects.
Earth Magic
The info here is in a state of flux, everything can be changed! |
Necromancy could be relegated to earth only. Zack's necromatic powers were (currently) transfered to him by the Queen of the undead, who lived on Earth. Also, Hugh fights zombies, vampires, etc on Earth. Perhaps necromancy is the expression of the fall from grace which occured on Earth, and thus does not appear in TwinWorld.
- Necromancy is usually typified with extreme evil. I don't see Necromancy having a good place in TwinWorld (not among the Fay or Zarth, anyhow), but perhaps Zack got his power from an Earthly source.
- On the other hand, Zack is a necromancer, and not evil. User:Toad
- I think one of the points about Zack is that, even though he does not get his powers through the usual evil pursuit of power over death, excercising necromancy is an inherently corrupting experience. Eventually, Zack and Hugh battle, and Zack is killed. We're trying to figure out how that will work, as it has some possibility for deep symbolism (death and ressurection, freedom from corruption, etc). The point being, Zack's use of necromancy gradually turns him to evil. Ziggy 18:42, 23 February 2009 (UTC)
The Leftovers
Some systems have two other schools: Abjuration and Necromancy. Abjuration is protective magic, which might provide a magical shield that deflects arrows, or render the subject more resistent to magic effects. I recommend scrapping this school and building it into Enchantment and Evocation, for the Fay and Zarth. Fay would weave protective enchantments to make their skin thicker, or render them less porous to magical attack. Zarth would use instantaneous "parry" or "deflect" evocations to reactively counter their opponents.