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       #Post#: 27518--------------------------------------------------
       Ispera Magic System
       By: Iaashadow Date: September 23, 2015, 8:46 pm
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       IF YOU HAVE ANY CLARIFICATION QUESTIONS ASK IAASHADOW
       [spoiler=TL:DR]
  HTML http://www.metalsucks.net/wp-content/uploads/2013/11/MTG-color-wheel.jpg[/spoiler]
       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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