[b]Potential Magic System[/b] All Magic comes from instructions given in the Epic of Making, which in turn is a long poem or song that details the transference of a part of The One Deity's power to mortal Humanity, and the basic mental exercises used to 'pull' magical power from the depths of one's own soul to make what you imagine real. The various 'types' of Magic come from concepts common to humanity, concepts that you either come up with or are taught. These, in turn, are powered by the Human heart, will, and soul. There is [i]no[/i] way to take magical energy from the surrounding environment, as [i]only[/i] Humans (or fully sapient aliens, if they exist) have magical energy. Anyone can learn Magic, but few have the combination of strength of heart and imagination to be truly good at it. Therefore, Magical Academies are important so that what existing Magi already imagined before can be taught to other people. [hider=Magic]There are six disciplines of Magic: [b]High[/b] - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by magic to Mages and Magical creatures... But not ordinary targets, whose burns can be healed as normal. [b]World[/b] - World Magic is control over the physical elements of the world. Do you want to create Fire? World Magic. Do you want to alter Gravity to make yourself float? World Magic. Do you want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity. [b]Change[/b] - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists, and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld. [b]Underworld[/b] - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow (this is a high-level spell). You can even use this to transcend death, allowing you continued existence in this world without the need for food, drink, and sleep... [b]Timespace[/b] - The magic of traveling vast distances in a single bound, of teleportation, portals, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it [i][b]can not[/b][/i] do is reverse the past; basically, no time travel. Bullet Time and Time Stop are also possibilities for incredibly strong practitioners but have certain requirements that limit their effectiveness in combat. [b]Mind Magic[/b] - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but strong willpower can better resist its effects... [b]Note:[/b] A lot of individual spells are very broken by nature, and would fundamentally destroy the game’s balance if implemented. If you’re touching these spells, please make sure you have some limitations added to them. If you’re not sure, look no further than your GMs! They will be happy to answer your question/address the balancing of your powers. [/hider] [hider=Spell Mastery] [b]Spell Mastery[/b] Pretty self-explanatory. Each spell your character possesses has their own degree of mastery. The more you master a spell, the less effort (Mana, Time, other relevant resources) it takes to perform that spell. If you have enough spells from the same school mastered, you can choose to make it a Mastery trait. How many spells, you ask? Well, there’s not a hard-coded number for that. But I’d say about 3+ spells of the same school. We can lower the number if the spells are difficult enough, or raise it if they’re easier to cast. Having Mastery as a trait makes learning and mastering new spells of that school a lot easier. [b]How long is it going to take to master a spell:[/b] This gives me headaches every time. It really depends. From the length of an arc to the number of times the character practices/uses these spells. I’d say on average 1 spell is mastered every arc as a benchmark, but don’t take this as a gospel. Use a LOT of nuances when interpreting this. We’ll try to adjust and accommodate your needs, just let us know. [/hider] [hider=Enchantment Rules] [b]Enchantment Rules[/b] Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enchanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.[/hider] [hider=Perfected Electrum] [b]Perfected Electrum[/b] Electrum is a mix of Gold and Silver that occurs naturally but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into metal as hard as a diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war. [/hider] [hider=Group Spells] [b]Group Spells[/b] Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization. [b]Update on Group Spells:[/b] There’s no longer any rules in terms of how many spells are needed to perform group spells. What combination of spells creating what is down to your creativity. Use your imagination! And a bit of common sense too… [/hider] [B]Potential Non-Magical Options[/b] [hider=Character Traits (Formerly Exceptional Skills)] [b]Character Traits (Formerly Exceptional Skills)[/b] Character Traits can both be a few neat bullet points to describe some of your character’s defining traits, and also accommodate your character’s non-magic skills. They essentially describe a portion of your character, and some of them might be capable of special effects that can benefit you and other characters in different ways. A character Trait consists of 3 parts as described : . : Self-explanatory : A few sentences explaining what characteristics of your character that this Trait is describing. You can go longer if you wish : These are optional, but the most interesting. These essentially encompasses the Ex Skills, but a lot more specific and individual-based. A few examples of generic trait to illustrate this further Swordmaster: His extended training with his family’s traditional blade and under their guidance have made him exceptionally capable with these weapons. Greatly increases proficiency when using blades Turtleback: His natural skin of his species allowed him to essentially be a walking mini-fortress. Enhanced resistance against physical attacks. A Healthy and Focused Mind: Her zen training allowed him to ascend to a higher spiritual state that allows her to act solely based on his instincts. Only usable in combat situation. Allows the character to ignore mind magic during these time. Only affected when said magic can affect subconscious thoughts. Disgraced Warrior: From a family of traitors, he is received by the public with mistrust. Reduce effectiveness when coercing people through diplomacy Supreme Chef: She’s just really good at cooking duh. (Yes, you can leave it blank. You don’t have to have an effect for every trait) Of course, these are generic examples that apply to no one in particular. Your character traits, however, are bound by their background. A character trait has to be connected somehow to your character and what makes them who they are. Unrelated traits will be rejected. Your trait names does not have to follow these format. Feel free to go ham and be creative with the name and description. [b]What these skills are not, however:[/b] They do not fully describe your character. There is and should be more depths to your character than just a bunch of bullet points. They have defining characteristics but they have nuances and more depths to and outside those characteristics. That’s how a great character is made Some potential questions. [b]How many traits are needed:[/b] There should be no limits to how many traits you have, but please refrain from making too many of them. Remember this is supposed to represent defining characteristics that screams that’s them when mentioned. You don’t want to describe yourself like that. For starters, around 3-4 traits would be a healthy number (this number is preliminary). [b]What about combat with vague measures to quantify your strength:[/b] Well, this is not a tabletop RP to begin with. There is no dice. We have narratives and plots to drive your characters around. How battles would turn out is entirely down to you and your fighting partners. Discuss with your partner how you would want fights to turn out. Maybe this guy have a really cool move that he wants to show off, or this lady is cocky and needs to be slapped down a peg. After all, it’s more about building your character than a game of who gets to win. If you have problem deciding the fight, the GMs can step in and help [b]Can you bypass these skills somehow:[/b] Yes. Having traits that give you enhanced characteristics (durability/strength/speed/etc.) does not make you infallible (unless you opt in for it, to which you would need to give a GOOD justification). Having enhanced resistance against Mind Magic could fall apart if you’re intoxicated/not paying attention. Use common sense and logic at all times. [b]Gaining/Losing traits:[/b] This is possible, as your character changes, but you shouldn’t gain too many traits throughout the journey anyway, so when you want to add/remove/change a trait, contact your GM. Don’t worry we’re friendly [b]What about Magic Mastery:[/b] If you have 3+ spells mastered from the same school of magic, you can gain a mastery trait of that specific school, giving you increased magic literacy for that school. If you CHOOSE to have that trait at the very beginning, and thus giving you at least 3 spells to be mastered, it’s best you contact the GM so we can discuss it. [/hider] [hider=Technology, Magitech, and Super-tech] Technology is equivalent to 21st Century Earth, but Spellcasters are capable of creating devices called "Magitech" which allow for even common people to access the benefits of Magic. In Iliad, this has resulted in magical healing being common all throughout, with specialized 'regeneration booths' in strategic parts of the city where even grievous injuries may be healed as long as they are not inflicted by High Magic. There is also a set of Magitech Bullet Trains and Nuclear Fusion plants (with magic used in the process), as well as 'Null-entropy fridges' which can preserve meat and fresh vegetables indefinitely. Military Magitech is also very much advanced, with Iliad City being able to bio-engineer, through magic, entire armies of Pegasi and Dragons, which are fielded alongside more mundane VTOLs and Supersonic Airplanes. They also have Golems, animated humanoid statues of clay and metal, which supplement normal infantry, tanks, and the more usual kind of Magi. The grand majority of inhabitants know some battle magic, including children and teenagers who are trained in spellcasting as soon as they can talk. However, both the Hermannreich and Olympia are developing not just their own Magitech, but are conjuring up, from almost nowhere, pieces of technology that though they are as powerful as Magic and Magitech, run purely on Science. This 'Super-tech', which includes Lasers, Railguns, and Anti-Gravity devices which can lift up an entire Supercarrier to the skies, is an unwelcome development for Iliad City, and some say it is the harbinger of its fall... [/hider]