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Jul 21, 2015 2:50:50 GMT -7
Post by Corbeau on Jul 21, 2015 2:50:50 GMT -7
introduction Information in this thread is free to be assumed knowledge for characters ICly
Rune is the energy, the life force of the world that flow between the mortal world and the Forest of Beginnings. Sometimes rune energy appears in the form of small vegetable looking spirits called runeys that anyone can see. Split into several elements, rune is the force behind magic and life itself.
All living creatures have runes. Those who can see the flow of runes can use them to help tell the health, what element they are aligned with, and the strength of emotions a person may be feeling. While they do not tell the emotion a person is feeling, combined with body language and what the person is saying, you can infer what it is they are feeling even as they try to hide it.
Finding a runey will give extra levels to one of your skills. Keep a look out for the little spirits while farming!
common magic
Tamitaya is an important spell that all weapon makers and magic practitioners know by heart. Meaning ‘to return’, tamitaya is an enchantment that ensures a monster returns to the Forest of Beginnings once they have received enough damage. All weapons and spells are legally and morally obligated to hold the tamitaya spell as part of them so that runes are not corrupted and trapped outside the flow between the mortal world and Forest of Beginnings.
Small spells such as using air runes to seal a container, or encouraging water runes to help a plant, are small common actions. Some of them may not even be intentional, such as calling on fire runes to try and warm up, or the natural rush of love runes when one receives an injury.
casting magic
Reset currently does not have an OOC MP or Rune Point system. We are trusting members to appropriately deal with in character fatigue, injuries, and general wear and tear. Some characters will be better at constantly using their runes for magic, others will need to rest after a tiny fireball!
Casting magic requires knowing what you want to shape the runes into, being focused on creating the spell, and being confident in controlling the magic. Using a staff or another object to help focus oneself is common, though not required. Depending on the element and the individual’s aptitude for it, casting a spell could be as simple as snapping one’s fingers, or require one’s full attention for the entire duration of the spell.
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Jul 21, 2015 2:54:15 GMT -7
Post by Corbeau on Jul 21, 2015 2:54:15 GMT -7
the elements
Just as with combat, there is no hard system for how magic works, and each category of magic is split into its own level like weapons - having 12 in Water is not the same as 25 in Light!
the main four
Wind is the main element of the Selphia region, with the protector of the area being the Divine Dragon of Wind, Ventuswill. From a soft breeze to a slicing gale, wind magic is very simple to pick up and begin gaining fine control over.
Earth is the element of the Divine Dragon Terrable, who oversees the life and rebirth of the world. A ‘stubborn’ element, known for literally throwing boulders at the enemy and trying to stun them with magic. Users of earth magic have to either not care about hitting the wrong person or exceptionally good at making sure allies stay out of the way.
Water is the element of the Divine Dragon Aquaticus, one of the more human and mischievous dragons. Water spells are great for pinpoint accuracy, and can cut many different things when focused. Also great for cleaning!
Fire is the element of the destructive Fiersome, the violent Divine Dragon who would burn the world to ash so that Terrable will build it anew. holds the most immediate destructive potential of the elements but when trained and given the right attention, can be one of the best utility elements.
light and dark
Light is not to be confused to mean ‘good’. Light magic is about putting on a show and grabbing everyone’s attention, forcing attacks to be waste on the orbs and walls of light the caster makes. Light spells are easy to break, though breaking them is not usually the best course of action, the light runes exploding destructively.
Dark competes with Earth magic for the title of ‘most stubborn’. Dark is not inherently evil, just unyielding. Spells of this element are slow but once cast are hard to dispel. Spells of this element are also known for their rune stealing ability, keeping the low mobility caster in good health.
love
Love, while the name makes the more jaded population roll their eyes, is the most dangerous of the rune elements. Love aligned beings can achieve resistance against all other elements and great healing abilities. This power comes also comes with an ever growing compulsion to help anyone who is in pain, ignoring any harm that may come to the person and the ‘good’ or ‘evil’ the one who is in pain is.
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Jul 21, 2015 3:22:36 GMT -7
Post by Corbeau on Jul 21, 2015 3:22:36 GMT -7
runes and races
runes and earthmates
Earthmates are sensitive to the runes around them, and how they are affected by emotions, much like feeling changes in temperature as clouds cover the sun. This magical empathy is both a blessing and a curse, forcing the Earthmate to feel the emotions around them as their own.
Earthmates can become sick or disorientated from being around upset people, or conflict. Sudden sources of anger, fear, or sadness can even knock them unconscious if they do not have the emotional strength to deal with it.
rune and half-monsters
Half-monsters come about from an imbalance of runes, from birth or from an event later in life. Half-monsters can be created by flooding the human with an overwhelming amount of runes belonging either to a certain monster, or directly from the Forest of Beginnings.
Due to this rune imbalance, half-monsters have to be aware of how much of their runes they are using for magic, and how the flow of runes is in an area. Using too much magic at once - or replenishing them too fast - can cause a half-monster to transform automatically.
runes and merfolk
The physical health and appearance of merfolk is heavily linked to their and the surrounding area’s levels of water runes. Regulating the flow of water runes around them is important for staying healthy, and for not accidentally morphing their legs back to tails. Keeping water on hand, and staying well hydrated is important for these originally sea dwelling people
The abundance of water runes during rain let merfolk freely ‘swim’ in the air with their legs morphed back to their natural tails. The strongest merfolk that train their water magic are able to do this for short periods when it is not raining, and do not dry out as fast.
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