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Post by Crowco Cooper on Jul 5, 2016 19:26:48 GMT
Codex entry - Elements
There are a great many amount of elements. These elements are given to you from birth, often passed on by your family before you. These are the elements you will find in this world, and you will have to choose one of these elements to be appointed to your character, even if he/she does not use magic. Now elements can come in two forms. Holy and unholy. These are not determined from birth, but rather by your actions. They will allow you to follow different tree's of magic within your element. Blood magic, for example, is an unholy form of water magic.
[PTabbedContent] [PTab=Darkness] Darkness Darkness utilizes stealth and mind tricks to wear down the opponent and strike where it hurts most. It also holds some seriously powerful uses such as stunning and increased movement. A good choice for any assassin. Advanced forms of this magic allow for active invisibility whilst fighting and moving over the distance of miles within the blink of an eye. Having this element often implies for one to be a 'sneaky' character. They keep to themselves and prefer not to be the centre of attention. However mysterious they may be, this trait often also gives them an alluring charisma. The opposite of light. Benefit: Optimised for stealth-builds, high amount of utility spells Counter: Spells do poorly compared to other elements in combat, weaker when used in daytime.
Holy darkness - Illusionists Illusionists are the holy variant of dark mages, known for their innate abilities regarding illusionary magicks. They prefer mind-altering magics that turn their enemies into a frenzy, bystanders into immense fear, and allies to be reinforced with courage. They even have the abbility to charm and persuade others, making them one of the most capable pacifist mages around. Their command spells are especially frightening, allowing them to take control over sentient beings. Benefit: Devastating to enemy EMO stat, making it perfect for fighting unholy void mages and brawlers. Counter: Targets with higher EMO are very likely to resist effects.
Unholy darkness - Necromancy Popular among forensics and undertakers. Less popular among everyone else. Necromancy is the art of reanimating the dead. Their souls generally aren't back in their body; Instead, the still useful flesh is reanimated through some source of magic which typically happens to be a crystal. This reanimated flesh does their bidding, allowing the necromancer to go through entire fights without having to lift a finger. Benefit: Low risk combat Counter: Consumes funds
[/PTab={background-color:#181818}] [PTab=Light] Light Often using healing magics and blinding attacks this element is most often associated with the holy endeavours. It can however also be used as a form of large/area damaging attacks. Recommended for someone going a paladin route. Advanced forms of this magic allow for immense health buffs and raising the dead back to life. Light-elements love being the centre of attention and make for great leaders. They often posses a sort of stoic charisma. The opposite of darkness. Benefit: Many AoE based healing and damage spells Counter: Weaker when used at night
Holy light - Swordsinger More commonly refered to as "Bards". The sword singers are proud mages who find power in the art of music. All magic after all is the affect of frequency in Mirrahs, much like music is the frequency in air. They find harmony in this attuning of frequency, and use to to benefit their allies and dispose of their enemies. Highly focussed on buffing, with some lesser debuffs. Benefit: PER stat of targets increase effect of magic. Counter: Lower PER stat of target also lowers the effect of magic.
Unholy light - Gammacaster Or "Radiation mages" are mages who take he effects of photons to the extreme. Using imitation alpha, beta and gamma rays against their enemies. Due to the effects of radiation on magic, this makes the gammacaster an excellent mage-killer, as their powers focus around wearing down their opponents and canceling magical effects. Perhaps the strongest debuff-type mage around. Benefit: Strong against mages and characters with large interstat-differences Counter: Practically useless against lead-lined armour, and weak against iodine.
[/PTab={background-color:#181818}] [PTab=Void] Void Void uses some very advanced magics as well as summoning magics. These are good for anyone wanting a high damage output. It contains very strong damage attacks and displacement magics. Advanced forms of this magic allow for incredibly powerful attacks with immense damage output and the summoning of powerful creatures. People with this element tend to be pragmatic and realistic. But when their emotions slip, they slip hard. The opposite of pure magic. Benefit: High damage output Counter: Almost no utility-spells.
Holy void - Summoners As one might expect, summoners are known for their ability to summon forth creatures from beyond the void. Terrible, malformed things that aught not exist in our world. Their form can only be sustained for limited time within the confines of the overworld, yet for that limited time they can wrestle devastating damages under the command of their summoner. Benefit: Low risk combat Counter: High spell slot consumption
Unholy void - Reality-benders Studious fans of physics, reality-benders are great fans of breaking the laws of physics to their own advantage, With their spells being heavy on teleportation, entanglement, and generally messing with logic itself. Benefit: Tank-killer, stun-lock abilities. Counter: Vulnerable to debuffs.
[/PTab={background-color:#181818}] [PTab=Pure mana] Pure magic Pure magic uses neutral magics as well as reality changing magics. Good for boosting one's own power, mixed with de-buffing or damaging opponents. A good element for spell sword. Advanced forms of this magic allow for even bending time or the body of opponents. Realistic in nature, and practical, with a keen sense of curiosity and inquisitiveness. The opposite of void, even if their personalities are quite alike. Benefit: Jack-of-all-trades magic Counter: Not great for specialisation
Holy pure mana - Time-bender The name speaks for itself, though the magic is not as omnipowerful as it may sound. Rather than actually being a case of changing time, it is a complex school of magic that involves teleportation, and immense sensory buffing. Allowing such mages to predict future outcomes and change their actions accordingly, increase their cortex firing (making time seem to slow down) or increase the natural process of ageing. Regardless of these profound abilities, what really makes time-benders shine is their ability to decoct alcohol at high speed, proving once again the type of priorities people have. Benefit: Re-do rounds of battle, profound insight into the world. Counter: Recharge between time spell usage is large.
Unholy pure mana - Traumaturgy The name really says it all here; Trauma. The art of bending flesh. Specifically my saturating it with mana, so that it starts to rot into a black goo of cadavre liquids. From this saturated from, the flesh can be easily molded between all states of mater. Be it by hardening the skin with iron-like skin, passing through impossible bariers by turning liquid, or devastating enemies with your breath. (Let's be honest, you don't need magic to manage with that last one) Benefit: Melee-build friendly Counter: focuss on melee means lack of ranged attacks.
[/PTab={background-color:#181818}] [PTab=Fire] [font size="2"]Fire For lasting and powerful damage mixed with some area orientated magics, fire magic exceeds in taking down big groups. Any pyromaniac at heart will have this power. Innately, those with the element of fire are pronounced and strong of will. Advanced forms of this magic allow for chaotic attacks that take down big groups and destructive flames that can take down even the sturdiest building. The opposite of water. Benefit: Highly aggressive, can induce burning effects Counter: Can be cancelled out by water.
Holy fire - Sentinel Sentinel magic is considered one of the most gracious and holy forms of magic out there. An attempt at creating life through the only element that increases rapidly, and naturally dies out. A trait not shared by any other. It is only natural that such an element would be used to create sentience, even if it is destructive in nature. Sentinels cast spells that form turrets, and homing projectiles, in the form of fire that seems to have a life and will of its own. Benefit: Fire-and-forget spells Counter: Reduced control over magic
Unholy fire - Magmatist The most profound yet dark form of magic. Magmatist concentrate on creating as high a temperature as possible, enough to melt even stone down into a liquid state. Highly damaging and dangerous, these spells of theirs often leave lasting damage such as burning effects, but can also leave splashes of magma that make for excellent denial of area effects. Benefit: Strong focus on area control Counter: Easily cancelled out by water magic[/font]
[/PTab={background-color:#181818}] [PTab=Water] Water Another healing magic that uses transformative magics to heal both singular and groups with high efficiency as well as allowing for ice to serve as a low-quality attack and defence. Advanced forms of this magic allow for floods that both damage the enemy and heal friends. Having the water element often has one be a personality quite like the current of a river. Easy to bend and turn, but never broken. The opposite of fire. Benefit: Healing abilities, freezing effects. Counter: Not suited for aggressive combat.
Holy water Their title is as simple as their magic. Yet the value of this magic is undeniable. Holy water, more than any other form of magic, is the most capable of healing magicks around. No other school of magic can replicate the strength of healing posed by holy water, nor can it replicate the amplified effects it has on the undead and unholy. Benefit: Strongest healing magic. Counter: Lacks offensive ability compared to others.
Unholy water - Sanguinomancy The art of Sanguinomancy is disturbing at best. The act of bending someone's very blood to assault them aggressively and brutally, or use it to heal them individually. Be it by stitching someone's wounds by making scabs form rapidly, or by crystallizing the blood in their veins to turn them into porcupines. Benefit: Often causes bleeding effects, brutally damaging magic. Counter: Only works on creatures with blood, who have open wounds.
[/PTab={background-color:#181818}] [PTab=Earth] Earth Using the environment for exceedingly high amounts of defence that will make even the frailest person a walking tank. Can also be used for the making of defence positions and traps, but won't do very well in offence. Advanced forms of this magic allow for creating entire fortresses or generating thick armour that stops most attacks. Those with the element of earth are steadfast and hard-headed. Stubborn and unyielding; they typically have an ironclad will. The opposite of wind. Benefit: Highly defensive abilities. Counter: Susceptible to flying attackers.
Holy earth - Shaman Shamanism is perhaps the most well paying job in the world. This is due to their effectivity at keeping cities safe. A good shaman mage can do on his or her own what would normally take an entire regiment of soldiers in terms of city safety. Their wards to turn away wild creatures is only the start however, as their control over nature allows them to call to their aid these very same creatures. Benefit: Warding and limited summoning abbilities. Counter: Not much stand-alone strength, relies on surroundings instead.
Unholy earth - Steel-skin Steel-skins have their name speak for them. Their entire school of magic centrers around the utilisation of the various metals to the purpose of enhancing their own combat abilities. Lending especially well to tanks, as the magic provides them added protection, as well as improved damage. The buffs this magic provides can prove the difference between life and death, making them the most valuable of paladins. Benefit: Strongest defence magic Counter: Tends to negatively effect movement and dexterity.
[/PTab={background-color:#181818}] [PTab=Wind] Wind High speed and aggression are what spell this element and its magic. Using flexibility, agility and speed to outdo your opponent. Users of wind magic often use their magic as an enhancer of their own abilities whilst using a weapon as their actual power. Advanced forms of this magic allow for moving and attacking at incredible speeds and causing tornadoes. Fleeting spirits remain in those that have the element of wind. They drift from place to place, never tied too long and always seeking out new adventures. The opposite of earth. Benefit: High speed attacks and buffs Counter: Unimpressive damage
Holy wind - Storm-caster A most popular school of magic among the ranks of the Riesen-jagd armee. Centred around wielding the wrath of the skies; Thunder. Their high-speed lightning strikes happen to be particularly effective against flying targets, which happen to be the riesen-jagd's favoured prey. It also happens to be excellent in dealing with modern gadgets. Benefit: Strong against flying targets and robots, projectile focussed Counter: Can not pass through obstacles unlike other magics due to projectile focus.
Unholy wind - Poisoner Nothing is quite as dangerous as a lurking danger. A danger that creeps up to you over the range of several moments rather than presenting itself right away. Poisoners love this method, and use it in the form of gaseous attacks. By casting clouds of poisonous gas, or gas with some other damaging trait, they can induce several effects to cause a slow and painful death. Benefit: Damaging debuffs and progressive damage, almost exclusively AoE Counter: Many forms of protection can cancel out the effects entirely.
[/PTab={background-color:#181818}] [PTab=Divinator] Divine Only draemora are capable of using Divine magic. A type of magic that summons insurmountable amounts of power, translated into raw destructive offensive spells. Unlike other spells, their use relies on the utilisation of verbal components.
[/PTab={background-color:#181818}] [PTab=Vassalage] Vassalage No one really knows how this type of magic works, where it came from or what it can truly do. The only limitation to it seems to be that only vessels can wield it. Those mysterious beings, who seem to live outside space and time entirely.
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