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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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