The Fairy Tail Roleplay

The Fairy Tail Roleplay


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Magic

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1Magic Empty Magic Fri Feb 13, 2015 12:16 pm

Emilia

Emilia
The Magic Rules

Magic is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection.

To utilise Magic, a Mage must use Magic Power in their body. Magic Power is the source of Power for all Mages, it is composed of Ethernano. Every Mage has a container inside their body that determines the limits of their Magic Power. In the case that it becomes empty, Ethernano comes from the atmosphere and enters the Mages' body and, after a while, their Magic Power is returned to normal.

Every Magic has its own set of rules that must never be broken, known as a taboo. Different taboos that are broken have different effects on the user's body. One of them can lead to death or sickness.

The Magic List

Archive Magic: This Magic allows the user to convert information into Magical data, which can be stored, enabling the user to gain access to previously stored information, such as other types of Magic. It is mainly used by flat-screens which are projected into the air. These screens are very durable and can be used as a shield. It also allows the user to transfer information from person to person more quickly than through verbal communication.

Aura Magic: This Magic allows the user to generate and emits auras with all sorts of properties such as enhancing physical attributes or defensive resistances. There are also Magics that are relatively weak compared to other Aura Magics but allow the user to generate the aura amongst party members.

Chain Magic: This Magic allows the user to shoot long chains from their hands, complete with grappling hooks at the ends. They can be used in combat by launching the grappling hooks through enemies. After they have been caught, enemies can also be slammed into objects (such as trees, the ground, boulders, etc.).

Elemental Magic: This Magic allows the user to generate and manipulate a specific element for offensive and/or defensive purposes. This magic has no buffing properties at all unless the user decides to go with a more specific branch of their Elemental Magic by adding a colon and a second name to it. Elements that are available are: Darkness, Earth, Ether, Fire, Frost, Light, Lightning, Nature (requires a specific branch always), Water, Wind.

Game Magic: This Magic allows the user to install nondiscriminatory rules on users and play games. The higher the level of the Magic, the more complicated the rules can be. Each Game Magic is focused on certain type of games, giving it a colon and a sub-name when choosing it.

Healing Magic: This Magic allows the user to heal, place buffs and take away debuffs from users. Some Magics do allow the possibility of creating healing spell, but Healing Magic spells are three times more effective. In return this magic has no offensive capabilities whatsoever.

Performance Magic: This Magic allows the user to utilize a wide variation of spells through the use a specific Performance Magic branch magic. Each Performance Magic therefore requires a colon with a specific method behind through which the magic is used. This could be things such as dancing, singing, rapping, poetry etc.

Take-Over: This Magic allows the user to, essentially, "take over" the power of an entity and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding a new skill, such as flying, or swimming. Mages can only learn from creatures they have encountered in the wild during the adventures and the creatures must fall within their level category. The more a creature is studied, the better a Take-Over spell can become, turning from partial take over to a full take over.

The Rare Magic List

Crash Magic: This Magic allows its users to smash everything they come into contact with. Crash has various offensive and defensive properties. Using its inherent nature of being able to crush anything it comes into contact with, the user is able to nullify the effects of certain Magics by smashing them to pieces. By imbuing their fist with Crash, the user is able to send an enemy flying numerous meters with incredible force. It is also capable of being fired as a burst of energy at the opponent. This Magic can also be utilized effectively as a defensive means. For example, by crushing the ground underneath them, the user is able to create a cushion of sorts against enemy attack.

Dragon Slayer Magic: This Magic allows its users to transform their physical bodies into a Dragon. As a result, the user can transform their body with features of their respective element, utilizing both offensive and defensive styles. Dragon Slayers are immune to the effects of their own element, and can consume external sources of their element to replenish their strength. However, a Dragon Slayer cannot consume the element that they produce themselves, and elements must be consumed through the mouth.

Time Magic: This Magic revolves around the manipulation of the "time" of objects of non-living things and non-sentient living things, like a tree. The user can fast forward an object's "time" into the future, making it decay rapidly or rush to attack an opponent. This Magic can be even used to stop an object's "time" by freezing it in midair. The user can also rewind a damaged object's "time" to restore it to its original state, like turning ice back into water.

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