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Author Topic: Ispera Magic System  (Read 192 times)

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Iaashadow

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Ispera Magic System
« on: September 23, 2015, 08:46:34 pm »
IF YOU HAVE ANY CLARIFICATION QUESTIONS ASK IAASHADOW

Spoiler: TL:DR (hover to show)

Warning: Long

The world is the body, the mana is the blood.

   The magic system used in my fantasy CSTs is very similar to the magic used in the lore of Magic: The Gathering. This magic is a very versatile magic based on mana which is generated by the world itself. Everything that is alive or created by living things require mana and use it all the time, even without knowing. Mana is the life force of everything, brought from the Blind Eternities to the planes, to their inhabitants.
   Mana is generated by the land, and therefore areas of land have different types of magic, but this is a loose definition, as landscapes are never simple and mana can bleed into other types of itself with ease.
   There are 6 types of mana, generally created by 5 different types of land

Colorless mana is made by anything is generally just energy, it doesn’t do all that much on its own. However it has uses, metal creations and automatons are colorless, and their creation and use requires no colors. Colorless mana is found everywhere there is mana.
   Red Mana – Red mana is made by Mountains and regions deep within the planet/world. Red mana is incredibly volatile and responsible for phenomenon such as fire, electricity, lighting and volcanoes. It flares up naturally and is hard to store or control. Red magic at its core deals with the core elements of fire, speed, power, and spectacle. Red mana in its natural form has shaped the craetures of its regions to become faster, stronger, and battle worthy.
   Human wizards use red magic to wield lighting, fire, and to enhance their speed and power in exchange for stability and defensive capability.

Green Mana – Green mana is made by Forests and other areas of untamed wilds. Green mana is empowering and primal, it fuels the predators and the towering beasts, plants, and mages of the wilds. Green mana makes phenomenon such as earthquakes, stampedes, natural selection, and most to all plant life. Green mana is much more stable than red mana and appears in massive quantities. Green mana is very easy to store and to collect. The energy it produces favors the strong and survival. Green mana uses the core elements of the wilds, survival of the fittest, and let the strongest win. Green mana has made most animals in the world and commands life unlike any other color.
   Human (and non-human) Wizards and magic users use green mana to create life, become strong and tough, and allow them to survive even the worst hits at the cost of higher knowledge and critical thinking skills, along with speed.

   White mana – White mana is made by plains and cities and is the natural color of humans. White mana is orderly and precise. It exists in neat fashion and while it does not produce nearly as much as green mana, it is much easier to understand and control. White mana fuels civilization, militaries, and cooperation between species and nations. It fuels sustenance, shelter, light, and purity. White mana is pure, representing order, predictability and stability. White mana’s animals are mostly human and if not they are civilized beasts such as the white dragons. All mono-white things can communicate or were made by intelligent life.
   Wizards use White mana to create armies and civilizations that are strong and long lasting, also enhancing their will and perseverance. However this comes at the cost of creativity and adaptability.
   Blue – Blue mana is made by Islands and Oceans and is the color of intelligence and rationality. Blue mana is smart and logical. While there isn’t much of it even at its most dense, blue mana isn’t as dependent on itself. In other words, a little blue goes a long way. It fuels science, technological progress, and the creatures of the sea. It also creates phemonemon like rain, hurricanes, and wind. Blue mana’s animals all live in the sea, where it has the most influence. Outside of the sea blue mana influences intelligent creatures such as humans in a direction of scientific and thought progress. It values intellect over everything else.
   Wizards use blue to enhance their smarts and logic, along with ability to cast complicated spells. However this mana also makes one very passive, along with taking away many combat capabilities. Blue wizards typically let other colors or sea creatures do the fighting for them.

   Black Mana – Black mana is made by swamps, badlands, and places where the dead are buried. Black is the color of self-serving power and immortality. Black mana is a volatile source of mana that can be stored and appears in significant numbers. Black fuels corruption, the undead, immortal, and most of the powerful. Black mana creates a fair number of insects and beasts, along with being the mana used to raise the dead and control them. Black (along with blue) also can influence the minds of others, and command them to do a user’s bidding. Black represents power and control, at all costs.
   Wizards use black to summon the dead, gain power over others, and significantly boost their magical power at the cost of their life force and their purity. Black mana harms the user as well in most cases, considering it is more powerful per unit than the other mana types.


   As spells become more powerful they cost more mana. Each mage has an amount of mana that replenishes over time. These numbers typically range from 7-10. A student mage would have 3, and a grand master would have ~15. Dragons (depending on color) can have a lot more, and green mages typically break this limit as well.

   Some mana examples
   A lightning bolt that hurts a target costs 1 mana (Red)
   Using mana to guide you to the correct decision costs 2 mana (1 blue and one colorless)
   Summoning a basic beast costs 3 mana (2 colorless and 1 green)
   Summoning loads-a-zombies costs 8 mana (6 colorless and 2 black, no seriously these zombies could overrun a village.)
   Purging everything around you in a 10 yard radius costs 4 mana (2 colorless 2 white)
   So on and so forth...


   Color combining
   Different colors are not mutually exclusive, they blend very well together in almost any combination. Many types of land produce more than one color and many colors can be made near each other. A good example of places like this are cities (can make almost any type of mana) Parks, lightning storms, Lakes, fountains, even small plants and fires can produce mana. Mana is combined to make more complicated spells. Keep in mind, the amount of mana you can store in your body/use is still limited to your maximum, multiple colors included. You can hold up to THREE colors of mana at a time and typically these are the colors you can use.
Example: A true-black mage can use the colors red and blue somewhat naturally as they are allied colors, however if the black mage wants to use white mana he has to take away red or blue, as you can only use three colors at a time.
Keep in mind mixing with enemy colors is more difficult and more unnatural, if you are naturally dual color this gets much more complicated, but we’ll play that by ear.
The color wheel works as such. (Colors next to each other allied.)
White – Green – Red – Black – Blue – White – etc..
Now let’s break down all dual spell types

ALLIED PAIRS
Allied pairs can occur naturally and are easier to pull off.
Green – White - Green white wizards are civilized but natural, they often shape nature to create havens and defenses for their people. Green-White is very society based and being in harmony or in companionship is very important, Green-white, like most white duals work best in groups.
Their spells can include summoning more advanced creatures in smaller numbers, such as centaurs, tree folk, and creating sentient life out of nature. They also are good as creating large forces with such power, often cited for creating fruitful populations. They also are the best at purging spells, allowing them to purge things back to their natural state. Green-white is most effective against BLACK.

Green-Red – Green Red wizards and shamans are primal energy fanatics. With the base of nature and the power of red they are passionate, vicious, and powerful. They are known for having massive revels and feats of wild uncontrollable power. Being half green they also function well in groups along with other creatures of the earth, often imbuing them with the surges of fire and red.
Their spells include massive upheavals and natural disasters along with giving wild strength to humans and animals. They are somewhat adept summoners, although their summonings are often quick and their beasts burn themselves out more often than not. Red-Green is most effective against BLUE.


Red-Black – Red Black wizards are crazed cultists, the corrupting controlled power of black combined with the wild strikes of red create chaos. There are no rules in Red-Black, anarchy reigns and the most crazed and powerful control the mass revolting and pits of cultists. Their leaders are not plotting overloads, but mobbers who command through intimidation and loudness of voice. Red-Black is the least organized or understood of any color pair.
Their spells are not known for anything specific, but for causing mass destruction. Some examples would be resurrecting their dead as front line soldiers to just rush the enemy, using massive firebombs or explosives. Red-Black is most effective against WHITE

Black-Blue – Black Blue wizards are plotting and intelligent, using the resources around them to fit their needs. They are most certainly not mindless, but can command mindless hordes. They are not exactly fit for combat, but can most certainly whip up an abomination that is. Black Blue mages also are masters of the mind, commanding the most influence over thought to a degree that allows for controlling another being, something no other color combo can do completely. Blue Black operates like a secret society, which the mages themselves often hidden or only conversing with one another.
Their spells allow for mind magic, creating monsters from the undead, causing carefully planned disasters, and lethal countermagic, and kill spells that can murder a mage from miles away. They are best against GREEN.

White-Blue – White Blue is the law, combining the civilized aspects of white and the logic of blue. White blue mages preserve order and justice, they run governments and create vast cities with efficient technology and law. Their combat abilities mostly pertain to locking down or disabling opponents or draining them of mana. They can create sphinxes, griffins, and other creatures to defend their ideals and policies. They also work best in large numbers.

Their spells can purge, detain, disable, and disintegrate targeting. They also are excellent at tracking, locating, and identifying magic. They can also create magic that lasts in a certain place. They are best against RED.

ENEMY COLORS
Enemy colors

White-Red – White and Red are the battle colors. White red mages are combat ready, are generally army members or commanders. They combine the control of white mana with the power of red mana to stick it to the enemy. Angels are somewhat common in these colors, ready to lead the troops into battle.
Their spells are self-buff related, along with being better when used on more people. They lack a lot of the purging abilities of white but instead choose to boost the power of the group and create massive movement and spells.
   
Green-Black – Green and black is grave magic and the colors of corruption. Mixing green with this enemy color corrupts nature and allows the control of it, to raise the dead, turn plants into monsters, or drain mana from natural areas  (or dead things), allowing for incredible capacity to cast spells.
Their spells involve corrupting nature and breathing life into dead things, allowing them to be re-summoned with mental capacity to act independently.

   Red-Blue – Mad Scientists that make lots and lots and lots of machines and inventions that do ANYTHING. SCIENCE CONQUERS ALL EVILS. Unlike the mon-blue Red-Blue is crazed invention and magic. Don’t look back, just make more! Mistakes are just another type of success! Go nuts!
They can MAKE THINGS, their things can SUMMON CHICKENS, or make LIGHTNING, how cool is that? Is that not cool? WELL HERE’S MY MACHINE THAT PUMPS OUT RED MANA, LOOK AT IT GOOOO. Oh crap did that mountain explode? Well it exploded in the name of science.

   White-Black – White + Black = the mob. Organized crime and plotting is the name of the game. When you mix a desire for power with meticulous and fancy order, you get organizations bent on taking over by methodical steps of cruelty. Absolute loyalty to your superiors is required, and the superiors never die. They just become ghosts and spirits, constantly there, and always judging you.
This color pair is very punishing and has spells that drain the lifeforce of others, purge things (or people) from existence, and killing their fighters may come at the cost of your life or soul. As you get weaker, they get stronger, making it easy to finish off their enemies.
Green-Blue – Green and blue combines nature and science to create Biomancers. These mages take the creatures of nature and enhance them, making them more intelligent, or larger, or mutating them in incredible ways. These mages are very impulse based and typically make things because they can without considering consequences.
Their spells are typically buffs to beasts and animals, occasionally humans. They can mutate and cause massive growth, increasing strength and inscribing spells into animals.

   


   Shards
   (These descriptions will be much shorter)

   Red-Green-White – Imagine large beasts that lead humans into battle. The humans can worship the beasts or just see them as resources. The humans here are typically in loose clans that love freedom but have basic societies.
   Green-White-Blue – A tight knit society of ranks and castes. The angels here lead humans onward towards progress. Green-White-Blue can be described as the ‘good guys’ and are the closest shard to most civilization. Nature, order, and intelligence, the three pillars of society.
   White-Blue-Black - Everything is well thought out and to exact specifications. Sphinxes, drakes, and artificers are the main users of these three colors. Instinct is the enemy, logic is the right path. Green and Red are colors of feeling and simplicity. Through white, blue, and black you can gain strength through proper thought.
   Blue-Black-Red – This shard is the representation of the badlands. Barely anything is alive here, the mages create mass storms and summon legions of undead, along with killing the other mages. Blue mana isn’t used for progress but much more for deception and finding ways to become even more powerful.
   Green-Black-Red – These are the colors of volcanic jungle areas, the true untamed wilds. Colors of pure freedom, you can do whatever you want. Dragons are typically one or more of these three colors (However dragons can be all colors).
   
   Wedges
   Black-Green-White - The desert people, think Green-White but instead of cities, living in the badlands. The magic here is defensive and used to protect against nature and outsiders.

   Black-Green-Blue – The best of Black-Blue and Black-Green put together. Necromancer’s favorite colors, nothing really dies, so to speak.
   Green-Blue-Red – Organized tribes that go hunt beasts for recreation and to feed their clans. Think Green-Red, but organized.
   Blue-Red-White – Monks and magic adepts that have spent years training in the elemental spells. Say you were a white human that learned the magic of the elements, then you would be these colors.
   Red-White-Black – Warmongers, they love to fight and they are ready to fight.


IF YOU HAVE ANY CLARIFICATION QUESTIONS ASK IAASHADOW
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