Post by (The) Herald on May 30, 2012 21:09:10 GMT -5
~ m a g i c ~ a c a d e m y
INTRODUCTION[style=margin-left:15px;]
In the North Spire of Kosov's Tower Wards, Empire Sages are always willing to act as tutors for some extra cash. The most experienced empire Sages are skilled in the art of tome-crafting, and are willing to perform the tome-binding ceremony for an obligatory fee. Others are skilled in item enchantment, and they sell enchanted objects to act as charms or tokens.
However, as the Imperial Academy is a sub-division of the Himaryn government, they are limited in what they can legally sell (as there are a good deal of illegal magical dealings that exist out there). Tutors will sometimes reject prospective students outright if they don't like them, so it is almost always better to take lessons from lay non-affiliated sage teachers. Imperial Sages are infamous for being loath to sharing their best skills, techniques, and spells, and they rarely form close relationships with their students.
INTRODUCTION[style=margin-left:15px;]
In the North Spire of Kosov's Tower Wards, Empire Sages are always willing to act as tutors for some extra cash. The most experienced empire Sages are skilled in the art of tome-crafting, and are willing to perform the tome-binding ceremony for an obligatory fee. Others are skilled in item enchantment, and they sell enchanted objects to act as charms or tokens.
However, as the Imperial Academy is a sub-division of the Himaryn government, they are limited in what they can legally sell (as there are a good deal of illegal magical dealings that exist out there). Tutors will sometimes reject prospective students outright if they don't like them, so it is almost always better to take lessons from lay non-affiliated sage teachers. Imperial Sages are infamous for being loath to sharing their best skills, techniques, and spells, and they rarely form close relationships with their students.
IMPERIAL ACADEMY LESSONS
BASIC MAGIC LEVEL - (FREE AT CHARACTER CREATION)
∗ No training whatsoever in magic, with little power or control
∗ "Pebble-sized manipulation" of magic
MEDIAL MAGIC LEVEL - 10,000 Talcs
∗ Only basic training in magic, with increased power and slightly improved control
∗ "Brick-sized manipulation" of magic
ADVANCED MAGIC LEVEL - 15,000 Talcs or 2 complete threads with a magic teacher of any element
∗ Formal training in magic, with mature power but lacking full control
∗ "Boulder-sized manipulation" of magic
SAGE MAGIC LEVEL - 25,000 Talcs or 2 complete threads with a sage teacher the same element as the student
∗ Complete training in magic, with mature power and complete magical control
∗ "Boulder-sized manipulation" of magic plus "sculpture-carving capabilities"
FULL MASTERY LEVEL - 3 complete threads discussing/philosophizing magic or battling magic with other sages.
∗ Ultimate enlightenment and wisdom about magic
∗ Reduced exhaustion when using magic
∗ Ability to create Tomes and bless others with Tomes of one's element
∗ Ability to enchant items with magic of one's own element
~ t o m e s
M E D I C AL[style=margin-left:15px;]
"CURE" - 5,000 Talcs
∗ Heals (seals) minor cuts and wounds
"DISPEL" - 7,500 Talcs
∗ Combats infection and minor poisons
"RECOVER" - 7,500 Talcs
∗ Helps remove the sensation of weariness and sleepiness for a period of time.
"REVIVE" - 10,000 Talcs
∗ Returns consciousness to a KO-ed character. However, does not heal at all.
"ANESTHESIA" - 15,000 Talcs
∗ Removes pain and physical sensations for a duration of time.
M E D I C AL[style=margin-left:15px;]
"CURE" - 5,000 Talcs
∗ Heals (seals) minor cuts and wounds
"DISPEL" - 7,500 Talcs
∗ Combats infection and minor poisons
"RECOVER" - 7,500 Talcs
∗ Helps remove the sensation of weariness and sleepiness for a period of time.
"REVIVE" - 10,000 Talcs
∗ Returns consciousness to a KO-ed character. However, does not heal at all.
"ANESTHESIA" - 15,000 Talcs
∗ Removes pain and physical sensations for a duration of time.
P H Y S I C A L
"BURST" - 5,000 Talcs
∗ Burst of speed and strength for 2-3 seconds
"ENDURE" - 10,000 Talcs
∗ No physical fatigue felt for 10 seconds
"IMPACT" - 10,000 Talcs
∗ Unusually hardens a certain portion of the fur, body, or skin for a brief split-second. Difficult to move this body part during that period of time, but useful in situations of hard physical impacts or great falls.
"ENHANCE" - 10,000 Talcs
∗ Increased reaction time and heightened vision and clarity for 5 minutes.
"PERSIST" - 20,000 Talcs
∗ Ability to temporarily continue physically move/function despite extreme physical damage or blood-loss. 10 minutes of emergency action. Results in critical life-threatening injuries afterwards.
D E F E N S E
"DEFLECT" - 7,000 Talcs
∗ Works generally by "pushing" magic away from the castor. This can be used to deflect projectile spells with some amount of success. Can be a primitive and limited makeshift shield.
"DRAW" - 8,000 Talcs
∗ Opposite of "Deflect." Works generally by "pulling" magic towards the castor. This can be used to draw projectile spells away from another target with some amount of success. This spell is more effective and precise than "Deflect."
"SCREEN" - 10,000 Talcs
∗ Creates an inclusive magical barrier that will absorb THREE spells completely (without harm done to anyone). After that, it will shatter and the spell must be cast again. Screen is vulnerable to physical penetration. If a physical object penetrates, the screen will shatter. The screen cannot be moved/shifted after it is cast. Takes 30 seconds to cast, and lasts for at most, 10 minutes.
"BARRIER" - 10,000 Talcs
∗ Creates an inclusive physical barrier that will prevent any physical object or person from passing. Screen is vulnerable to magical penetration. If a magical spell penetrates, the barrier will shatter. The barrier cannot be moved/shifted after it is cast. Takes 30 seconds to cast, and lasts for at most, 10 minutes.
"ANNUL" - 15,000 Talcs
∗ Works to cancel or partially cancel an existing spell. Effectiveness depends on the ability of the sage and the difficulty of the spell that is to be "annulled." Note the results are not instantaneous. It takes much more time to "cancel" more complicated spells than it takes for it to be cast, so its best not to re. It may take anywhere between 10 minutes to three entire days for an "Annul" to finish its work.
U T I L I T A R I A N
"SCRIPT" - 5,000 Talcs
∗ Tome allows individuals to draw images, symbols, and script in the air with magical light. Will dissipate after the spell ends, unless Script is used on magic-sensitive paper.
"LIGHT" - 5,000 Talcs
∗ Creates a small orb of light that illuminates an area. Will dissipate after the spell ends.
"FLOAT" - 7,000 Talcs
∗ Can use weak telekinesis on physical objects. Kind of like "the force" in Star Wars.
"HEAT" - 10,000 Talcs
∗ Applies heat to a concentrated area without the presence of a flame.
"CHILL" - 10,000 Talcs
∗ Applies cold to a concentrated area without the presence of ice/snow/etc.
"WINDBREAK" - 15,000 Talcs
∗ Applies a barrier to the weather, so that wind/rain/sleet/hail/etc does not impact the caster. It is a simple spell that can last up to 30 minutes, though it does not affect/block temperature.
S C O U T I N G
"TRACE" - 7,000 Talcs
∗ Significantly enhances senses of smell and hearing. It becomes significantly easier to detect intruders and eavesdrop on conversations.
"SILENCE" - 7,000 Talcs
∗ Creates a bubble where individuals can talk and make as much noise as they want... yet outside of the bubble, not a sound will be heard. The "bubble" cannot be moved after it is cast.
"TRACELESS" - 10,000 Talcs
∗ Removes one's natural scent, so that he/she cannot be smelled.
"ADHERE" - 10,000 Talcs
∗ Grants sticky paws/claws, so that individuals can adhere to difficult slopes, walls, etc without slipping or falling.
"MASK" - 15,000 Talcs
∗ Reduces amount of natural light around an individual, so it becomes more difficult to notice an individual or his/her physical features. Best used in the shadows or in large crowds in darker environments.
[/style]