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You're A Wizard Horton! An Original Low Fantasy Quest

Horton

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Magic as a whole is an odd thing, despite attempts by many an intelligent and well lettered a wizard to understand it alongside physics and other sciences of non magical folk upon the surface of the Earth, over the vast underground complex hosting most of the wizard population and seating the magical government in the capital of Saharist. Wizards have still failed to understand and comprehend it it, leading to theories that the power we call magic is something that exists outside of of the universe and science as we know it, interfering in and changing reality when called upon. There are 7 main areas of magic, 7 being one of the most magical of numbers, with it frequently being in use in the creation of new spells.

1. Spells - Magic that directly modify physical reality around you, independent of anything else. Spells to move objects, spells to change objects and spells to push the fabric of things around you to whatever you want. Spells to change human beings, modifying their bodies and doing things such as turning them into animals or hybrids will be here.

2. Enchantments - Magic that can be applied to objects causing long lasting effects, allowing magical devices to be build and wards in areas protecting things to be set up. The creation of much of the magical world is build on devices constructed through enchantments and warding. Much like the technology of those above the surface, these devices greatly improve life of the wizarding people, but often to a much greater degree then scientific technology due to the unlimited potential of magic and the bypassing of physical laws that it involves.

3. Elemental Magic - A wide range of magical abilities, that are based off each of the 5 elements. Water, Fire, Earth, Air and Void. Effects number in a variety and often a magic user will find himself gifted in only one of the elements, though some people have multiple gifting in them. The Wizard Merlin, one the leaders of the Wizarding oligarchy is allegedly powerful enough to control all five of these elements as an example of a very powerful wizard.

4. Spiritual Magic - The magic of connecting and calling upon non-corporal magical beings such as ghosts, angels and demons, as well as magic of the soul. A powerful form of magic, but very dangerous if misused. The only form of magic non magical people can sometimes call upon to a small extent, with many cult and religious leaders having mild abilities in such magic.

5. Ritual Magic - The magic of ceremony, rituals and long term forms of magic. Some of the most powerful of magic, but also some of the hardest to use and longest to use as well. Knowing for effecting things over a very large area, such as things throughout an entire country and even a few times on a global scale.

6. Time Magic - Divination, time travel, precognition and prophecies cover this type of magic. Very popular with Battle Mages and Wizarding Police, as it allows some of the best combat abilities out of all the magical skills. After all, how easy is it to fight somebody when you can predict his very moves?

7. Mind Magic - The abilities of meta-cogitation, mind reading and memory modification lie in this area. As well as anything else related to changing and expanding the power of the mind. Almost certainly magic that can be useful in all walks of life...

So, what type of wizard will you be? Found to have magic, you are soon contacted by Wizards and asked to come along and are offered free training for the next 3 years in whatever magical art takes your fancy.

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Name :
Age :
Alignment :
Field Of Study and Gifting In Magic :
 
What would Necromancy adhere to, and alignments you can/can't have to use it?

Also is this going to be an actual session?

Edit: If no, can Spiritual Magic be used to become a Minion-mancer?

Are we supposed to adhere strictly to our Alignments? Or is there leeway with how we act? Does it just Describe how we generally act or perceive ourselves?
 
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