Post by Meta on May 24, 2017 5:04:34 GMT
This lore was written by Metasol and Farryn, as well as edited and proofread by Wildroze and Demonvine.
This lore applies to ALL magic upon the server and all magic must follow this outlined. However, this system does not limit magic into certain areas and need 100% lore approval for unless it covers a direct lore on the server.
All players with a character that use magic must write a magic profile.
Follow this link: [Magic profiles]
Follow this link: [Magic profiles]
If you hold any questions regarding the magic lore that needs to be addressed immediately, PM Farryn or Metasol.
Additionally, Farryn is happy to review any magics before being posted to give a greenlight if it is acceptable for the server and provide guidance in creating magic. Remember - creativity knows no limits.
~~~~~~
Magic
In the time of war, it is said that the Divine Primal of Knowledge and the Divine Primal of Souls, Odrasil and Easis, took pity on all living beings. Silently, they watched as the mortal beings run in fear and panic as the Fallens and the Divines waged war against one another upon the realm. Death coming to their souls swift as their bodies could not withstand the power of the Primals.
Thus in order to help, the two Primals brought forth two gifts.
From Odrasil - The Mana core to allow mortals to be able to use magic of old to defend and protect themselves. To summon forth shields, to send forth attacks, to help them in their most dire needs.
From Easis - Aura to serve as a natural shield over the mortal's bodies, to protect them from blows that would surely mean death and allow them to have a chance to strike back.
Yet out of fear that mortals would grow corrupted and powerful, seeking to overthrow and destroy the Primals to take their own thrones, Odrasil blocked mortals from certain magics. To bend time and space, to manipulate life and death itself, to bend matter itself, and so forth, these powers were cast away from mortal grasps to ensure that balance would not fall and the Primals remained powerful. How such magic has been blocked? Alas, that is a question far out from mortal reaches, for the Primals are still unknown on what they are exactly.
Since then, mortals have since adapted their magic to different forms and abilities, yet never succeeded in reaching the power of a Primal. At rare occassions, a Fallen or Divine Primal has bestowed knowledge of a magic of their own creation to mortals, allowing them also to use such magic... yet always for a price.
Thus in order to help, the two Primals brought forth two gifts.
From Odrasil - The Mana core to allow mortals to be able to use magic of old to defend and protect themselves. To summon forth shields, to send forth attacks, to help them in their most dire needs.
From Easis - Aura to serve as a natural shield over the mortal's bodies, to protect them from blows that would surely mean death and allow them to have a chance to strike back.
Yet out of fear that mortals would grow corrupted and powerful, seeking to overthrow and destroy the Primals to take their own thrones, Odrasil blocked mortals from certain magics. To bend time and space, to manipulate life and death itself, to bend matter itself, and so forth, these powers were cast away from mortal grasps to ensure that balance would not fall and the Primals remained powerful. How such magic has been blocked? Alas, that is a question far out from mortal reaches, for the Primals are still unknown on what they are exactly.
Since then, mortals have since adapted their magic to different forms and abilities, yet never succeeded in reaching the power of a Primal. At rare occassions, a Fallen or Divine Primal has bestowed knowledge of a magic of their own creation to mortals, allowing them also to use such magic... yet always for a price.
- Extract from the Primal Codex
Mana - What is it?
Mana is the natural raw energy form that occurs throughout the isles of Mirrasil, it is breathed in and drawn similar to oxygen and is equally as plentiful. Creatures of all types that are able to draw in this natural power source are referred to differently by the natives of this land, though it has been common place for creatures of sentience to be referred to as mages. The energy is without purpose or direction. In its raw form, it is inherently harmless and weak. Mana inherently refuses to be stored, long term attempts of storage have all failed.
Red Lines
- The use of magic does not impact the amount of Mana in the air.
- Think of Mana as oxygen, as you breath in one you get the other.
- Raw Mana *CANNOT* be used in any form whatsoever. It will not impact aura’s nor make any damage to any object.
- Magic must be prepared during immediate situations, no spell can be instantly used or prepared long beforehand to instantly activate.
- Mana recharge is slowed when the user is actively using magic, this rate is returned once the body has entered a state of rest once more for at least half an hour of OOC.
Mana Core
Each being is capable of drawing mana from the air, however only certain beasts and races are able to successfully process this matter. It is a trait that is not learned, or able to be derived except for being naturally gifted. The process is unknown on it’s exact methods as the force is unseen. Those who are able to perform feats of magic are even unaware of this change of energy till they have begun training to harness it’s potential. Once mana has been gathered naturally by the body, a trained mage can tap into their inert core to reshape the raw energy into the desired spell. Mana is an all encompassing form, able to grip physical matter, reshape it, or even create something from nothingness. The processing output of this procedure is limited however, no living being is able to draw in more mana then they can output and even the active use of mana to sustain spells apparently slows in the natural draw of mana. While the process starts out ineffective, the continued practice in a school of magic leads to the processing become more ‘effective’ for your body. This outwardly appears to increase the amount of mana a person can maintain, but in actuality is just the reduction of ‘waste’ mana and shaping raw mana into the desired spell.
However, if a person was to learn more than one school of magic the process of producing mana becomes weaker for both schools. While there is no artificial limit on the number of schools, many mages have recommended no more than three schools of magic to prevent the cost of spells from overgrowing their needs. Multiple schools of magic will make your powers less focused, having to switch between magic. Mages with more schools of magic by default would have less potential mana to use in combat against those who choose to specialize.
Red Lines
- It is advised to learn a maximum of three different schools of magic, while there seems to be no limit the drain of one’s mana pool makes it ill-advised beyond the suggested limit.
- The bigger the spell the more mana it will require to activate.
- Spells that must create their element naturally have a higher cost then those that use what’s around naturally.
- Some magics have additional guidelines (Will be detailed later)
- No magic can make you directly fly unsupported, (Turning into a creature that can fly, using the winds to lift you for a short time are allowed. But true long term floating or flight will not be allowed.
Special Case Magical Guidelines
Shapeshifting
Shapeshifting is the art of transforming one’s body into another animal or creature. However the art of doing so requires such a vast consumption of mana and the alteration of the body that it has a few guidelines from others. Non-primary practitioners can only have one natural form you may utilize at any time.
Redlines
- Each Shapeshifting form must have a telltale sign (Their color of fur, a disability or marking of your clothing in the fur/skin. This must be in every form a character owns.)
- Any injuries go with you from form to form, you cannot heal or undo injuries that were done on any portion of your body.
- Partial transformations follow the same rules as full transformations.
- You cannot use other magic while you are transformed beyond any that are naturally passive to your character. (Magical ailments, mental connections, etc.)
- Unless shapeshifting is your primary magic you can only maintain a single alternate form of any type.
- The creature you transform into must belong to our world, and must be researched prior to begin transformation
- You cannot take the form of any sentient race, person, or creature of great power (Such as full sized dragons).
- You cannot shift other people *period*, any school of magic cannot force a new form on another person.
- You will have the instincts animal you become both in base form and your animal form, being a cute cuddly vicious wolf at all times is simply powergaming this aspect
- You have to stay twice as long in your normal form after you have been in your animal form.
Runic Magic
Runic magic is the art of leaving enchantments and lines that possess a magical quality when imbued with processed mana. However while the enchantments of foreign lands would believe to work, their design with their realms source in mind would no longer work in the same manner.
Red Lines
- All runic magic carried over will break along with other forms of magic. Please follow the narrative to properly emote if your character carries runic equipment.
- All rune lines require an active user to be feeding mana into them to activate the rune. No runes are able to function without a live host providing the mana.
- The use of runes will drain a mana pool as if casting a spell, the difference is the method of casting.
- Runes require a start up time and a cooldown, they must be activated at a state of rest prior to casting. (No activating runes mid-swing.) Once they’ve activated they must be turned off to avoid constantly draining the user’s mana.
Chaotic Mana - Structures/objects crafted and created via magic
Nature actively attempts to reject mana and in this realm in equal forms of strength nature will always overpower mana infused objects. Creation and shortcuts that have mana infused in them will enter a state of chaos, as magic while it may appear to bind the objects together successfully is an actual state of imbalance. This has been reported to result in highly unstable weaponry and homes that were attempted to shortcut the process. This will tend to always favor smaller shortcuts such as starting fires over building actual homes and bases.
Red Lines
- The state of Chaos will always be longer performing the same action by hand.
- Objects in this state are saturated with mana which causes aura damage, this also includes traps
- For smaller projects such as starting a fire, staff will not be needed. For larger projects such as building a boat staff must be contacted to give a fair window for how long the chaos state will last.
- Once the chaos state has passed, the object would settle naturally having been allowed to be at rest. It will function as if built by hand at this point.
- If an object is disturbed during the chaos point, it will fall apart easily and willingly. This makes magic ill-suited for larger projects and especially alchemy directly.
Types of magic [Examples]
Elemental Magic - A basic starting point
- Water -
Examples would be; Changing temperature from hot to cold, Making water float and create shapes, Move around low hanging rain clouds and make it rain on nearby people, Controlling waves is also common. Drowning people with magic can’t happen until their aura is broken fully. This can always be expanded upon.
- Fire -
Fire magic can’t be used in places underwater or other examples fire normally wouldn't be. Races that are fragile around fire or live in liquid rarely use this magic as it is not practical. Examples of fire magic would be creating fireballs, starting and putting out fires, creating fire in different shapes, holding a flame in an open hand for light and warmth. You can’t burn someone with your magic unless their aura is fully broken. This can always be expanded upon.
- Earth -
Earth magic cannot be used for any forms of transmutation or used with anything liquid. There has to be earth around to use this magic. Examples of earth magic would be; Creating pillars to stand on, making shapes out of dirt, sand and rock masses, moving around rock formations twice your own weight, terraforming areas nearby. You can’t bury someone alive unless their aura is fully broken. This can always be expanded upon.
- Air -
No manipulation of air you cannot see e.g. air in someone’s lungs. Neither can you create vacuums or anything similar. You can’t straight up flyExamples of air magic would be; Moving clouds around, Creating gusts of wind, moving objects that would normally be moved by wind, floating while casting strong gusts of wind. This can always be expanded upon.
- Light -
Examples of light magic is the creation of light-based , healing based, the creation of bending. This can always be expanded upon,
- Dark -
Examples of dark magic would be; moving into the shadows for a certain amount of time, draining the light from an area. This can always be expanded upon.
- Electricity/Lightning -
Examples of lighting magic would be; creating storms, charging up electricity, This can always be expanded upon.
- Nature/Druidism -
Examples of nature magic would be; Summon/growing plants faster, keeping dying plants alive, Talking to animals, Manipulating plant life. This can always be expanded upon.
Mental Magic
- Telekinesis -
Examples of Telekinesis would be; Lifting object around and that are in sight of your personal view, heavy objects would cause more struggle to lift, It is all concentration. This can always be expanded upon.
- Illusion magic -
Examples of illusion magic would be; Warping the images of things nearby, Disguising household objects to look like something else, making parts of your body look different to certain people. This can always be expanded upon.
- Emotional influence -
Examples of emotional influence would be; Making others feel other emotions, being an emotional radar to other people's feelings, Relaxing and angering people. This can always be expanded upon.
- Possession -
Summoning Magic
- Creatures -
- Objects -
Objects are always created from mana itself and are imperfect from the real thing. Therefore if you were to summon a cake, although it would look, feel and sound like a cake it would not nourish the body or taste of anything whatsoever. It would also be missing vital properties such as resistance to pressure etc.Blacklist
- Transfiguration to become other player characters = Perfect Mimic
- Time Magic
- Teleportation (No instant teleportations, portal creations are fine with major drawbacks.)
- Anything dealing with astrology or space (No meteors or gravity magic!) = Stellar
- Perfect invisibility, every illusion must have a flaw
- God tier invulnerability (Boosting your aura)
- Anti magic (Defensive spells are allowed, but no perfect counters. Likewise no spells that can immediately disable an aura.)
-Unbreakable and always charged runes
- Certain flying magic (Nothing unnatural)
-Instant killing spells or curses.
-Blood magic that involves alive player characters that isn't your own
- No mana/aura manipulation
- Anything that straight up bypasses an aura
- Soul magic
- Immortality
- Invulnerability
- Matter Manipulation
- Omnipotence
- Causality Manipulation
- Event Manipulation
- Polymorphing (transforming people and beings into something else.)
- Revival magic
- Weather magic
Aura
In the world of Mirrasil, aura is the manifestation of a being’s soul, which takes the form of a magical barrier that encases the whole body. Aura emerges from any living being that bears a soul, yet aura has been shown to be strongest within the more intelligent and mortal races. Its one and only purpose is to protect a person from magical damage that can easily kill, such as being burnt alive by a summoned jet of fire. It is said that aura first came to be when the Divine Primal of Souls, Easis, gifted mortals aura to protect themselves from the Primal War, where many perished as they did not bear aura during such time.Aura, in simple terms, operates as a veil or extra layer of skin over the body. It cannot expand or take any other forms, meaning someone cannot extend their aura to cover another person as it will be too taxing on the soul. Aura can only cover its owner’s body, along with clothes and armour. At most times, Aura is invisible, it cannot be felt, touched, or seen by anyone else. Aura will become visible, however, when magic based attacks impact the body. Where the attack hits, the aura becomes visible for a few moments - a ripple effect across the area. As Aura is the manifestation of the soul, its colour vary between person to person and can only take on one colour based on their personality and behavior.
How Aura works is simple; Aura protects the mortal body from magic based attacks that would kill the body if struck. For example, a jet of flames would catch the person on fire and burn them to death, but the Aura prevents such by blocking the flames, thus giving the person a limited amount of time to move out of the way. However, the heat would still be felt and would cause some light-headedness. You will still feel knockback from attacks, therefore you will stagger if hit by a magically thrown boulder. Additionally, already physical items that are being thrown by magic will count as an magical attack, as magic would surround the object. Therefore a boulder thrown by telekinesis would still be stopped by Aura. The amount of durability your Aura has can vary between your race. For example, all offensive spells intending to do damage to your opponent's Aura have to form a mass the relative size of an adult human fist (around seven inches in diameter) and be directed as blunt/sharp force towards a point on the opponent's body. Anything less than that will cause the aura to withstand the hit and take no damage, glancing blows from a seven inch fireball will still count as a full hit, yet a smaller size fireball dead on will do nothing to an Aura. The Aura of a person reacts naturally, the person holds no control of when Aura activates or not, nor can they turn it on and off at will.
Be aware that the durability of Aura depends on your race and how much damage is done to your Aura, some races have a stronger Aura if they are more used to magic and are more likely to face magical damage. Yet races with higher Aura are weaker to physical weapons, while races with lower Aura are stronger against physical weapons. This means that if a mage and warrior fight, the mage can be affected by physical weapons easier as they aren't as resistant to physical weapons, while the warrior can be affected by magical attacks easier. Only spells of benefit are able to immediately bypass an aura as the aura does not perceive such a spell in need of blocking.
High elves - High elves have been known to bear the strongest auras out of the races, due to them being around magic for countless years that the aura of a high elf have therefore become stronger to defend them from magic. However, this means high elves are more vulnerable to physical attacks. High elves always have an aura strength of 11 - 13 hits.
Dark elves - Dark elves have the second strongest aura, able to resist magical attacks but their aura can break a little easier. However, they are also better at resisting physical attacks more, unlike their high elven brethren as they have not developed as strong aura due to being around magic less. Dark elves always have an aura strength of 9 - 11 hits.
Humans - Humans are the most balanced between aura level and physical attacks, although a human mage will still be more weak to physical attacks and vise versa. They are the most balanced of the races in terms of aura. Humans always have an aura strength of 7 - 9 hits.
Forest elves - Wood elves have shown to hold a weaker aura than humans as they focus more on hunting and nature than of magic, being away from civilisation has caused them to be less near magicians and mages. However they hold a greater strength when it comes to physical attacks, as well as their swiftness and agility. Forest elves always have an aura strength 5 - 7 hits.
Dwarves - Dwarves hold a weak aura but their physical strengths are better than the rest as they spent more time within the underground, than on the surface where magic is stronger. While a dwarf may hold a weaker aura, they can still overcome a high elven mage through physical strength and tactics. Dwarves always have an aura strength of 3 - 5 hits.
Orcs - Orcs have the weakest aura out of the races due to living away from the other races and not interacting with mages as much, but their physical strengths and use of weapons is far greater than anyone else. If done right, an orc can easily take down two mages through dodging and clear hits. Despite bearing a weak aura, orcs are still noble and strong warriors. Orcs always have an aura strength of 3 hits.
Half-Breeds - Half breed characters always take the median number of both parent races aura strength and divide it by two. E.g. A human and a forest elf would take the middle value of 8 from a human and a middle value of 6 for a forest elf always. You must then perform the following sum:
(Median Aura number + Median Aura Number) Divided by two.
For the example above this would mean; 8+6=14. 14/2=7. Therefore your aura would have a strength of 7.
Aura breaking/Aura damage
Remember, it will take six ooc hours for your aura to recharge, therefore be careful.
Likewise any damage done to an aura will sustain itself for six ooc hours as well, there will be no way to heal this other than waiting out the six hours.
Aura breaking emotes (Examples)
Athanas would stumble back as the bolt hits her in the chest, her golden aura flaring up into visibility before smashing, thus exposing her to magical damage.
The mage manages to barely skim the energy orb, the attack brushing against his aura. The magical shield brightens before exploding into small light particles, his aura now down.
Be aware that the maximum hits an aura can take is roughly eleven to thirteen hits before the aura smashes. Do consider the race of your character and opponent, would an orc be able to survive thirteen magical attacks in the form of large boulders despite bearing the weakest aura? Emoting your aura lasting longer than thirteen hits, regardless of race, will be considered as powergaming and worth a ban. Therefore do try and keep tabs on how many attacks you and your opponent takes to prevent confusion.
Area of Effect/Stun:
Area of Effect spells that are not direct to the person or rather don’t inflict a blunt force injury upon them such as walls of fire or sheets of ice around people’s feet will not damage their aura. This can however cause discomfort and also stun a character. For instance, freezing the water around someone’s feet whilst they are stood in a puddle allows them to eventually pull themselves free whilst avoiding aura damage. This at the same time potentially gives the opponent the opportunity to inflict damage however they wish. A wall of fire might not prevent someone walking through it if their aura was still active, but they would still feel discomfort from the flames.
Naturally Existing Abilities:
Non-Mana based abilities will go through Aura like non-magic attacks would. For instance merfolk, like eels, naturally have electric shock. Their natural properties have no mana infused into them, and will bypass auras.
How not to roleplay Aura - Physical weapons
Player one: ‘Frank would send an arrow towards Jerry, aiming for his chest.
Player two: ‘Jerry’s aura would stop the arrow, causing it to fall to the ground. Jerry keeps charging’.
(What is wrong here is that Jerry emoted that his Aura stopping an arrow, which has no magic on it. Aura only stops magical attacks.)
How not to roleplay Aura - Expanding the Aura
Player one: ‘Frank would expand his Aura out, using it to form a dome shape shield around him. The magical attacks bouncing off the Aura.’
(What is wrong here is that Aura cannot expand out into a shield or leave the body. It will remain only around its owner and cannot cover another person. Furthermore, Aura cannot be manipulated by the owner.)
How to correctly roleplay Aura - Taking damage
Player one: ‘Jerry would throw the palm sized fireball, aiming for the man’s chest with keen accuracy’
Player two: ‘The fireball would hit the man, sending him stumbling back. Yet his crimson aura flares into visibility, shielding him from the flames as they vanish from him, faint cracks forming on the magical shield before it fades, still usable’.
(Here, player two has taken into consideration of how the fireball would affect his aura. It is important to consider the damage and effect caused when a magic attack hits your aura, such as how much damage your aura would take depending on the size of the attack.)
How to correctly roleplay Aura - Physical weapons
Player one: ‘Alan charges towards the mage from behind as they power their spell, the warrior going to bring his sword down towards the mage’s shoulder in an upwards arch’
Player two: ‘The mage cries out as the blade meets his shoulder, the metal piercing into him. He goes to back off, the blade tearing out of his shoulder with blood drenching his robes.’
Here, player two has acknowledged that physical weapons with zero magic to them can go through his aura and cause physical damage to him. Weapons that have any form of magic, however, will count as magic based damage therefore will impact the aura.They would bounce off the aura in the similar manner a weapon would bounce off armor.
How to correctly roleplay Aura - Combat scenario
Player one: "Alan would sprint towards the mage, knife raised in a defensive position as they go to close the gap."
Player two: "The mage would finish charging the fireball and goes to aim it towards the incoming rogue's chest to try and knco him back, brows burrowed while sweat runs down his brow."
Player one: "Alan moves away, the fireball stricking his arm. His crimson aura flares around him for a moment, the rogue stumbles off balance but skids to a halt. Sweat running down his brow."
Player two: "Galan takes a few steps back as he begins to recite his next spell as the fireball strikes Alan, the mage concentrating immensely.
Redlines
- Aura is a natural shield - It cannot be used as an offensive weapon or any other means.
- Aura cannot be disabled by anti-magic or any form of magic that can cancel out any other magic. You must take down the aura to be able to disable someone’s magic.
- Aura covers the whole body, there is no weak spots within the aura.
- The maximum amount of magical attacks a person can take in a single combat session is thirteen. Going over this number is deemed as powergaming and can get you into trouble.
- Aura does not make you invincible - It can still break and has zero effect on physical weapons. However, physical weapons surrounded by magic or bear magical properties will still be affected by Aura.
- The size of the magical attack will vary as to how much damage will be caused to the aura, therefore do be considerate as to just how many attacks your character can take.
- Do consider the race of your character as the strength of their aura depends on their race. Pick a number between 3-13 and decide how many magical attacks your character can take.
- To cause magical damage to someone, you will have to break down their aura first. Meaning attempts to possess, manipulate, curse, etc will need to have the aura broken first.
- Aura does not stop healing, passive mind magic, and other magics that help to heal or cause no magical damage to someone.
If unsure on how to emote Aura, or have any questions regarding Aura, feel free to post them below or PM a staff member (Preferably Metasol or Farryn).