Post by (The) Herald on May 22, 2012 17:30:00 GMT -5
~ m a g i c
Because all playable characters (Seir) are descended from the original demi-god Icarus, all characters are inherently magical. Magic is a very common occurrence in the world of Isle Himaryn, and everyone can make use of it in one form or another.
All characters are born with a magical affinity towards a certain Element. An element may be one of the following fourteen:
Because all playable characters (Seir) are descended from the original demi-god Icarus, all characters are inherently magical. Magic is a very common occurrence in the world of Isle Himaryn, and everyone can make use of it in one form or another.
All characters are born with a magical affinity towards a certain Element. An element may be one of the following fourteen:
Type | Warm | Neutral | Cool |
Offensive | Fire | Wind | Water |
S. Offensive | Electric | Sound | Ice |
Defensive | Metal | Terra | Stone |
Psychological | Dream | Time | Illusion |
Paragon | Light | Dark |
Having affinity towards a certain element means a character has magical natural talent in that field. Without any practice, training, or purchasing of tomes from the Shop, your character will be able to perform basic and simple manipulations in that element.
Characters can only have one magical affinity free at character creation.
*NOTE: Because this is a frequent subject of confusion, by "Terra" we mean Plants (and green life). By "Time", we mean Prophecies and Visions. By "Dream", we mean Sensory/Emotional Illusions. By "Illusion", we mean Physical Illusions. Hope this helps.
Characters can only have one magical affinity free at character creation.
*NOTE: Because this is a frequent subject of confusion, by "Terra" we mean Plants (and green life). By "Time", we mean Prophecies and Visions. By "Dream", we mean Sensory/Emotional Illusions. By "Illusion", we mean Physical Illusions. Hope this helps.
~ l e v e l s
One can increase your character's proficiency in magic with training and practice. In general, we identify three tiers of magic proficiency that all characters can be classified under:
B A S I C :
M E D I A L :
A D V A N C E D :
S A G E :
Magical proficiency can be purchased at shops, or leveled-up by spending an entire thread dedicated to training. The details can be seen in the Magical Shop Catalog.
One can increase your character's proficiency in magic with training and practice. In general, we identify three tiers of magic proficiency that all characters can be classified under:
B A S I C :
No training whatsoever in magic. Characters can only perform basic manipulations within their elemental affinity. This is pebble-sized manipulation.
M E D I A L :
Basic training in magic, with the essentials. These characters have learned the essentials of magic pertaining to their elemental affinity, and know enough magic for it to be useful in their everyday lives. This is brick-sized manipulation.
A D V A N C E D :
Formal training in magic, taught by a tutor or an training mentor. These characters have increased magical power and endurance. They have also been introduced to the usage of Tomes and possibly been instructed in the usage of beginning spells outside of their affinity. This is boulder-sized manipulation.
S A G E :
These characters have fully completed their apprenticeship under their mentoring sage, and have "graduated" from their studies. Sages have a complete understanding and mastery of their affinity, and their magical control is significantly greater than before, even if they are not significantly more powerful than advanced practitioners. This is boulder-sized manipulation, but combined with the ability to transfigure the boulder in a stone sculpture and back to a boulder again. Ultimate control, basically.
Magical proficiency can be purchased at shops, or leveled-up by spending an entire thread dedicated to training. The details can be seen in the Magical Shop Catalog.
~ t o m e s
A Tome is the Himaryn term for an auxiliary spell that can be purchased by dealing with a Sage specializing in Tome design. It is essentially a magical tattoo that allows the performance of one specific additional spell each outside of the natural affinity of a character.
Tomes must be purchased in a Spell Shop, in a catalog such as the one found here.
There is a limit to a number of Tomes an individual can have at a time before the magical marks start becoming harmful to the body.
Note that Tomes, once bought, can be repetitively used until they are intentionally removed.
A Tome is the Himaryn term for an auxiliary spell that can be purchased by dealing with a Sage specializing in Tome design. It is essentially a magical tattoo that allows the performance of one specific additional spell each outside of the natural affinity of a character.
Tomes must be purchased in a Spell Shop, in a catalog such as the one found here.
There is a limit to a number of Tomes an individual can have at a time before the magical marks start becoming harmful to the body.
- BASIC practitioners can have a maximum of ONE tome.
- MEDIAL practitioners can have a maximum of TWO tomes.
- ADVANCED practitioners can have a maximum of THREE tomes.
- SAGE practitioners can have a maximum of FIVE tomes.
Note that Tomes, once bought, can be repetitively used until they are intentionally removed.
~ l i m i t s
Magic on Himaryn also has it's limitations. First of all, Magic is tiring, and physically taxing. Using complicated Magic for 15 seconds feels essentially the same as physically sprinting at 100% effort for 15 seconds.
Magic is tiring business, and EVERYONE tires from using magic. Even Olympic track runners cannot sprint at 100% ability for an extended amount of time without getting tired. The same goes for even the most skilled Sages. One can train to increase magical endurance, power output, and efficiency, but at no point should we see Sages creating mountain-sized hurricanes that last for hours and days.
This is called god-moding, and it is not allowed.
Please take this into consideration as your roleplay with your characters. Also please note that there are no instant KOs or instant kills due to magic, should a magic-battle take place. This is not what magic on Himaryn is meant for.
We encourage creativity, not cheap automatic-death fights.
Magic on Himaryn also has it's limitations. First of all, Magic is tiring, and physically taxing. Using complicated Magic for 15 seconds feels essentially the same as physically sprinting at 100% effort for 15 seconds.
Magic is tiring business, and EVERYONE tires from using magic. Even Olympic track runners cannot sprint at 100% ability for an extended amount of time without getting tired. The same goes for even the most skilled Sages. One can train to increase magical endurance, power output, and efficiency, but at no point should we see Sages creating mountain-sized hurricanes that last for hours and days.
This is called god-moding, and it is not allowed.
Please take this into consideration as your roleplay with your characters. Also please note that there are no instant KOs or instant kills due to magic, should a magic-battle take place. This is not what magic on Himaryn is meant for.
We encourage creativity, not cheap automatic-death fights.