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#Post#: 14209--------------------------------------------------
Multi-Community Race: Way of Eweca Magic Users
By: Zorbak the Ebil Moglin Date: May 30, 2022, 7:26 pm
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Community Special Race: Way of Eweca Magic Users
"It's an ancient art, runt... Magic arts that aren't really used
much anymore. But they're still just as effective as they were
back then. They used to be a dominant form of magic, but over
time, people just forgot about these arts and moved on to other
magic arts. Of course, there are so many magic arts, who can
keep track of them all?" - Jonas Owen in the London Universe to
a young Kindron Darkfire
"You'd be surprised what magic can do when you're creative
enough... But an ace like me using magic? You don't stand a
chance against my magic skills. Especially when people don't
know how my magic arts work since our magic arts died out years
ago." - Merlin Jones in the Olympus universe to an opponent
Theme: Login Theme (
HTML https://youtu.be/MJ6Xbj4dtVY
)
Bio: In ancient times, there was once a land that was known as
Erinn. Depending on the universe, the lore around the land is
different, such as Olympus's Erinn fell at the hands of Malice's
second resurrection when the son of Hades (Kindron Darkfire)
failed to stop Malice's resurrection. In the London Universe, it
was a land that eventually was absorbed into other territories,
and the land eventually became forgotten over time as the people
of Erinn eventually joined other peoples. It is suspected though
that many universe's Erinn lands (including London and Olympus)
have had ties to Celtic religion, which is easier to see in some
universes than others (for example, Morrighan, whether the
goddess from universes like the Olympus universe, or the angel
Morrighan from universes like the London universe is suspected
to have been the deity that the people of Erinn worshipped). In
addition, at least one race of paladins and dark knights were
known to have originated in Erinn, as evidenced by Lugh Lavada
who was a resident of Erinn in universes like Olympus and
London. In this ancient land, there was a set of magic arts that
where set up that magicians of the time used, which was their
own set of magic abilities they developed as their own magic
skillset. While mostly unknown these days except to a select few
that keep the old ways alive, the skillset does manage to make
appearances here and there. Nothing is known about if Erinn
exists in the Exiles universe or the 30XX universe as no one has
found anything about Erinn in either universe, though that
doesn't necessarily mean Erinn never existed in those universes.
This magic based skillset, was designed as a means of self
defense, where adventurers who explored the land and faced
creatures of many types would often come across danger. Those
that learned this magic art used this as one of the main
skillsets adventures of Erinn often used when they were
exploring the land, and when they were fighting off threats to
their land. From martial arts, close combat, and even archery
skills, there are a number of skills the people of Erinn used to
use. This skillset was based in magic, specifically elemental
magic. While some basic other magics like healing magic and
attack magics were developed and added to the skillset, the
mages of Erinn developed this more to be used with elemental
magic. This is a basic magic skillset, that almost anyone with
magic ability can learn, though it is best used among those with
elemental magic affinities. Those with magic abilities can learn
these if they have the means to either find someone to teach
them, or they learn them from another source such as rare
scrolls or other ancient texts that are mostly undecipherable
these days as many of the languages used back in the days of
Erinn have been forgotten and most records have lost any sign of
Erinn as a land.
The people of Erinn were mostly a non-violent people, and only
cared about protecting themselves and their loved ones from
threats. It is believed that the biggest threat to their lives
were the fomors, a race of demons known to the Celtic religion
(depending on the universe, the Celtic religion may be its own
pantheon like in Olympus, or a misunderstood subsect of
Christianity that mistakenly didn't know about Heaven and Hell
like in London). For the most part, most people in Erinn didn't
care for fighting, and most only ever fought when situations
absolutely demanded it. The magic skillset was based in such a
need, where people who would travel would run into fomors,
monsters and even other supernaturals on occassion. As such,
users had to learn how to defend themselves. The Way of Eweca
was born of this need, and became the dominant way of magic in
the times of Erinn. The magic skills of this skillset require a
calm mind and one not rooted in the urge to kill, which was a
way to try and ensure this wouldn't be used for evil purposes
(though some did still find a way to use it for evil purposes).
While not seen much today, the magic arts are still effective,
and are still a good skillset if one is able to learn them. Not
much is known about the people of Erinn, but the few people that
do still know of this way are taught one thing: Violence is not
always the answer, and sometimes it is best not to fight.
Because of this teaching, this is usually only taught to those
that don't have a violent nature so that the skills will not be
misused since some of the skills have very strong destructive
potential if misused (as some advanced spells can be very
dangerous). Depending on the universe, the history of Erinn may
be different, and the few that still carry these magic skills
often don't even know much about the land of Erinn. It is also
believed to be where the Alban Knights originated in both London
and Olympus's universes.
There are a few things one might notice when looking at the ways
of Eweca skillset. The first is wondering what "Eweca" is. Eweca
was once what the people of Erinn called the moon, before the
term "moon" was widely used. In the religions of Erinn, they
often felt the mana of the land grow stronger at night when the
moon rose, so their magic arts were named after what they called
the moon as they associated the mana that powered their magic
with the moon. The second thing is that there are no earth or
wind arts in the Erinn skills. It is not known why this is, but
there is no known specific earth, water or wind magic that was
used in Erinn. There is a theory among people that know about
Erinn that it is possible that they didn't associate the earth,
water or the air with being able to be manipulated by magic due
to some people of ancient cultures used to believe there was
life in earth, wind and water which the people of Erinn didn't
believe in manipulating life for their own ends (which could be
part of the reason why they eventually forgot these arts in
favor of other magic arts that included earth, wind and water
magic). Another thing is that there is no dark or light magic in
the Way of Eweca. This magic art is a neutral magic, and light
and dark were not introduced into the magic arts used. Some over
the years have created variations of this skillset with dark or
holy magic, or some can combine other magics with these skills,
but the skills on their own are always taught initially as
neutral magic that is useful against almost any enemy barring
those with magic resistance/immunity.
London Universe:
In the London universe, almost nothing is really known about the
land of Erinn. There is nothing in history about the land of
Erinn, and what little is mentioned about them is believed to be
mixed in with lore on the Tuatha De Danann in Celtic religion.
It is believed that the people of Erinn mistakenly believed
those like Macha, Neamhein and Morrighan were goddesses, but in
fact they were actually angels from heaven that were mistaken as
deities and worshiped by Celtic religion along with other
heavenly inhabitants. It has become a little more known in
recent days of the London universe, such as the demon lord Balor
Beimnech being a fomor which was revealed to be a subsect of
demons, or Lugh Lavada, a former resident of Erinn and the
grandson of Balor Beimnech that is currently somewhere in London
(and believed to be working for Uriel). Not much is known about
Erinn, but there is nothing to suggest that Erinn was destroyed
or maliciously taken over. It is believed by the few people that
know about Erinn that the people of Erinn eventually left the
land and joined other nations as time went on. It is believed
that the ways of Erinn were just forgotten over time, as other
nations had other ways that others eventually adapted to. As the
ways of Erinn died out, eventually a lot of the arts that the
people of Erinn used to defend themselves were eventually
forgotten in favor of other skills. It is also known that the
people of Erinn had two names for the moon, and it is believed
that the people of Erinn were able to see the second moon that
is normally invisible to humanity (home to the remaining
Lunarians from another world), in which they called the second
moon Ladeca (where Eweca meant Mana, Ladeca meant Life where
both were what they believed to be fundamental forces). While
the people of Erinn may have been able to see the second moon
though, they had no way of knowing anything about the Lunarians
that reside there. For magic, there were other magic skills that
were used, so eventually the ways of Eweca became a forgotten
art. These days, not much is known about what Erinn was like,
and few know about the arts that were used in the land. Among
the only people who still use them are the magic user, Jonas
Owen, who taught his magic arts to his students, Kindron
Darkfire and Merlin Jones (both of which use these arts).
Olympus Universe:
In the Olympus universe, a lot more is known about Erinn,
especially in recent days thanks to survivors of past conflicts
in Erinn having to come out of the shadows after the return of
Malice and Balor Beimnech. It is now known that the people of
Erinn killed each other when the people of Erinn were infected
by the presence of Malice during his second resurrection. While
Kindron Darkfire, the son of Hades, and Shamala Su'wao, the
Shamaness, were fighting Balor Beimnech, the evil deity Malice
was revived successfully and the resulting war that arose from
the people being affected by his presence turned the people of
Erinn on each other in the bloodiest war in history that was
never recorded due to no one living through the war (and the
only known survives stayed quiet for a long time until Malice
and Balor Beimnech once again returned). Much like in the London
universe, not too much is known about their ways, but it is
known that the Olympus universe Erinn worshipped the Celtic
deities, and battled the fomors as their biggest enemies. There
is mention of a second moon in the Olympus universe as well
called Ladeca, but no one knows anything about this moon at all,
and cannot find any reference to a second moon anywhere in
earth's history. It isn't known if this is just a mistake in the
texts, just them calling the moon by two names, or if the
Lunarians exist in the Olympus universe as well and have an
invisibile moon in Earth's orbit just like in the London
universe (If there is, it has not been revealed yet to anyone).
There is a little more known about the arts used by the people
of Erinn and about what the people of Erinn were like in the
Olympus universe thanks to some who survived the carnage of the
destruction, where the most notable survivors of those wars that
destroyed the people of Erinn besides Kindron Darkfire and
Shamala Su'wao were Merlin Jones, Akule Cheauka, and Millia
Eilwyn (and some more older shamans in the new Land of Shamans
in the US where the shamans went after the destruction of
Errin). Those that know about Erinn still remember some of the
skillsets that the people of Erinn used, and Merlin Jones is a
one of the few masters left of a few Erinn skillsets, with one
of them being the Way of Eweca.
Race: The Way of Eweca magic users need only be magic users. If
they have magic, they can at least learn the basics of the Eweca
magic set. However, to use the elemental magic often depends on
the affinities one has, and few people develop affinities for
all three unless either they have an unparralleled natural
talent, or they have worked hard enough to gain all three
elements somehow through elemental mastery. The way of Eweca has
a number of magic skills that can be learned, and aside from
magic affinities, no magic user has to have any special
requirements to learn these magic skills, other than being able
to have a calm mind that is not rooted in a murderous intent (as
these arts were made to be nonviolent and don't work properly if
the proper mindset is not observed). However, it is not hard for
anyone to learn these skills, and even among the people of
Erinn, people who didn't even specialize in magic could at least
learn some of the skills if they had any magic affinity at all.
The only other thing that they may require is someone to teach
them how to use these skills, or they may have to find some form
of recorded text to learn these (such as a few select scrolls do
exist with some magic knowledge written into them, if one could
translate them since they are in a language that is unknown in
the current age even among historians). Typically, those with
magic that learn this still have the same strengths and
weaknesses of other magic users, and the only real thing to note
is that this magic runs on mana, and not any other energy. It is
also possible to see variations of this among those that use
other magics. Such as Olympus Kindron Darkfire (before he died),
had a dark magic version of a few skills (but his magic ability
was limited so the powers never went very far). Those that do
learn these skills can combine them with other magic types, such
as one might be able to use dark magic or holy magic with these
skills. If they do, the magic changes from its normal neutral
nature to whatever nature the user uses. Typically, the magic
users who use this do use neutral natures, so that is usually
the first method to learning this set of magic abilities.
Way of Eweca Base Magic Skills:
- Magic Arts: Way of Eweca: The Way of Eweca is a set of magic
arts used by those of an ancient land where magic users had a
specific magic based skillset. These arts are the magic arts
that have been used by them, and have been passed on to others
(though it has gotten rare to see people versed in this kind of
magic). This magic art is a set of magic skills that include a
few different types of magic. The first is elemental magic.
There are three different levels of elemental magic in this
skillset, and many users can eventually advanced to the highest
levels if they train enough. In the Way of Eweca though, there
are only three elemental powers used in their elemental magic,
and those elements are fire, ice and lightning. They do not use
earth, wind, water, darkness or light magic. However, there are
also certain defense and recovery spells which are unique to
these arts, in which there are a few techniques one can learn
(typically, one can learn any of the recovery, defense and
combat spells). Most users can learn a number of spells, with
many often learning a certain set of spells (such as a fire
affinity user would learn all the fire spells this skillset has,
and maybe a few recovery/defense skills). While it is rare to
see people who use all the skills, there are some that can
master magic to a point where they can use all the skills if
they have the right affinities. The thing that usually holds
people back from learning all the spells are usually their
elemental magic affinities, where in order to learn all the
spells, one has to have all three of the magic affinities used
in this skillset. Typically, this skillset does still have the
same limits as normal magic, such as users can only use this
magic if they have mana (all the spells in this use mana) with
exception of those that allow one to recover mana (more later).
This magic is still countered like most magics, where one simply
needs to counter the power used (IE ice magic could likely be
countered by fire or ice power, or combat magic can be blocked
by opponents with strong combat defense). Another thing to note
is that this magic requires calm mind and to be used without any
murderous intent. This is because the people who used this were
non-violent and tried to find ways to make this not able to be
used by evil people. While some did still find ways like the
fomors, this cannot be used effectively by those with strong
intent to kill, or else it interrupts the magic and even cause
their magic to fail or even backfire.
- Eweca Magic Activation Types: With any magic, dark magic or
holy magic, it's always important to know the types of magic and
activations that magic uses. There are many types of
activations, and depending on the type a magic user chooses,
their magic could change completely depending on the arts used
and the activation types used. The most common are usually
instant activation spells. These use more power, but don't
require any preparation and can be used in an instant. While not
as powerful as other spells, instant activation spells are easy
to use and are usually very fast to pull off compared to other
spells. The second is incantations, in which physical
incantations are used to trigger more powerful spells. For the
most part, this usually takes slightly longer, as incantations
require a phrase or word to be spoken before the user can
activate their magic. However, some have come up with their own
ways of activating magic, with the most common being shortening
phrases to only a word or two through special phrase training.
Once done, usually some of the power is sacrificed to
essentially shorten the phrase so that users can fire the spell
off more easily. There are others as well, such as enchanting
objects with spells ahead of time which can allow use of
powerful spells, but usually only having limited casts before
having to be recharged, or there are also other activation types
that require different ways to activate. This depends mostly on
the user, but each user must have one activation type in order
to use dark arts, since this activates the spells. Some can even
learn multiple types, which can open up options for many
different types of spells. This is important for all kinds of
magic, as activation types are the basis of every magic. Each
has its own strengths and weaknesses, such as spoken spells can
be interrupted if the user isn't allowed to finish the spell, or
mispronounces the spell, and physical activation can be
countered by movement restrictions that don't allow the user the
proper movement. Depending on the user, all activation types
have downsides. For Eweca skills, most use spell circles that
are generated when a user uses magic, in the form of glyphs.
These glyphs focus the mana of the user, and then use it to
focus an attack. Eweca magic users almost always generate magic
circles beneath them when they use magic. Eweca magic users
charge their magic, where their concentration is used to charge
up spells.
- Eweca Art: Magic Mastery: As one might imagine, the first step
to any magic is that one must first train their connection to
magic. Any magic user must first train to gain a fundamental
understanding of magic. Users of any form of magic must first
figure out a few different things. The first is that one must
figure out how their magic works, usually first determining what
their magic runs on. The most obvious magic uses mana, but there
are plenty of magics that run on other energies. For example,
dark magic runs on dark mana and not normal mana, and chi magic
runs on chi instead of mana. There are a number of different
magics out there, all of which may run on different energies.
There are a vast number of energies that correspond to magics,
with even little known energies having some form of magic (Such
as ki has its own form of magic, and even spirit users may have
the ability to use spirit magic). This is the first step of
magic training. The second step is that one has to learn how to
connect with magic, where they must gain an instinctual
connection to magic. Typically, most magic users gain this
initially by focusing magic for the first time, where they will
often instinctually learn to utilize magic. once the user has
their instintual connection, they then train that connection by
casting spells and learning how to better cast magic through
either training or learning from someone who can teach them
better methods. Those that use magic have to train their magic
connection before they can gain stronger magics, and they also
have to train their magic connection in order to strengthen
their spells. As they train and cast spells, this mastery of
magic will get stronger, and will not only strengthen how strong
magic can be, but will also reduce magic cost of spells over
time as one masters magic. This applies to any magic, and is an
absolutely necessary skill to learn magic. Those that don't
train this often will never grow as magic users, and will never
be able to strengthen their spells. And even though this does
help magic users grow stronger with magic and reduce cost, this
is still a skill that requires experience and training to fully
utilize (only master magic users are going to have full ability
to use this). This is also only a passive skill that strengthens
magic, and is not an active attack skill. And one also has to
keep in mind the weaknesses of their magic, such as dark magic
can be countered more easily by holy magic. For Eweca users,
their magic is mostly a neutral magic, and doesn't have any
special attributes unless one combines this with another magic
based skillset (which can be done). As such, its neutral nature
means these spells don't do any extra damage compared to other
special magics. And as Eweca users cast spells and gain
experience in casting magic, their skills will grow stronger and
their magic mastery will allow stronger magic and less cost to
their magic as they advance in this magic mastery.
- Basic Magic Ability: Magic Spell Circles: This is a power that
forms a basis for many magic spells and is created by a magic
user's magic abilities to focus their magic. These spell circles
focus power into the circle, which is then used by the user to
focus magic techniques. While there are magic techniques that
don't need this, this is more for general magic like attack
magic and defensive magic. This power utilizes magic, but
requires that the user know how elements are formed and what
they're made of in order to be able to do this. This is a basic
power that some magic users are able to use, and this particular
use of the magic spell circle is not too much different from
many other magic users. Among using them for focusing magic
attacks, they also have other functions, such as being able to
use them as platforms to jump off of and stand on, or use them
for amping attacks and defense, or even using them to amp
allies. These spell circles are also used in summoning magic as
a conduit for summoning, or some magics like alchemy could be
focused with these spell circles as well. There are even some
unique abilities one can use with these, such as some having
certain amplification powers, or certain arts that utilize these
arts specifically. This may be a basic power, but there are
plenty of people who have become master warriors using this
power alone, utilizing the spell circles for a variety of uses,
and some can use entire combat and magic styles based on how
these spell circles are used. This power is a fairly basic magic
ability, and although useful, can be countered just like other
people who use this ability (depending on how the ability is
used). For example, someone who uses these spell circles for
amplification can be countered with other amplification
abilities, or users who use these for movement can be countered
by more agile enemies. This is more of a versatile base ability,
and one that focuses different magic techniques rather than
being a different type of magic unto itself. Typically, these
cannot do damage on their own, as they are more just a basis of
many kinds of magic, and, while versatile, are not an offensive
power except when used to amplify physical abilities using
amplification properties of these spell circles. Eweca arts
users generate these spell circles whenever they use magic, and
this is more of a byproduct of the magic arts used rather than
something that is actually used. However, users cannot mistake
spell circles for the basic glyph power of other magic arts, as
glyphs in the Way of Eweca mean something different entirely
(more in Glyphwright Formulation)
- Eweca Magic Art: Elemental Magic Mastery: In order to use the
elemental spells specifically, a user has to have affinity with
at least one of the elements used in the elemental skills. Users
learn their affinities by tapping into their magic and using
some form of method to determine what elements they have an
affinity for. There are a few ways to do this, with some having
special energy infused papers to test elemental affinities, or
some may have special magic reading abilities that may be able
to read someone's affinities, or some may just test out
elemental magics and see which ones they are able to use (this
is not a reliable method, but some do use it if they are self
taught). Users of elemental magic may even gain additional
affinities as they master an element (such as mastering fire may
allow a user to focus on another element and gain a new affinity
through training). This is a passive skill that allows a user to
actively grow in knowledge about elemental magic, where using
magic, or learning better methods will often lead to them
gaining a stronger understanding of elemental magic. Like basic
magic mastery, Eweca art's basic elemental mastery only gets
stronger with experience, and users can not only gain stronger
magic as they grow stronger, but can also more easily use
elemental magic at reduced mana cost (depending on the level of
mastery of both magic and elemental power). Different elementals
may have different aspects that have to be learned, but those
with enough experience will learn how best to use their
elemental magics, whether it's through training with someone who
can help them better understand elemental magic or if one just
gains experience through number of times they cast the spell.
This depends more on the person, and what means they have to
master their elemental magic. Of course, as one might guess,
elemental magic has the same weaknesses as any other elemental
manipulation, such as elementals being weaker to counter
elements. Another weakness to elemental power is corrupted
elements, or energy based elementals that replicate elemental
powers using energy (such as spirit lightning) that bypass
elemental immunities.
- Eweca Passive Skill: Magic Attack: There are two passive
skills that one needs to know when using almost any kind of
magic skills. The first is magic attack. When one uses magic,
their potential for damage comes out in their magic attack,
which is determined by how skilled they are with magic and how
powerful they are as mages. Magic attack often determines how
strong the mage's magic is, and is required to be high for
certain spells to work properly. This is the main stat one works
with when training magic. As one strengthens their magic
connection, the magic they use becomes not only stronger, but
more potent as well. Training one's magic attack is mostly done
by training and experience, where most increase their potential
for magic by casting spells enough times that they begin to be
able to do so much more easily, as their bodies adapt to their
magic and get more efficient. Those with strong magic experience
will usually gain the ability to not only cast stronger spells,
but even their base magic skills will become stronger over time
as they master their magic. This is a basic skill that comes
with every trained magic user, where the amount of magic power
they can muster is determined by their magic attack. There are a
number of ways to train this, with the most known one just being
casting magic enough times that the user starts to grow stronger
in their magic mastery and magic connections (which is more
often than not done by those that are self taught in magic).
However, one can also find magic teachers that can help train
them to use magic more efficiently, as there are a lot of magic
arts and magic training one can do to help increase their magic
abilities if they know where to look. However, it is known that
one cannot infinitely grow in power, and there is a limit to how
strong magic attack can eventually get depending on the person.
Once that person has reached that cap, no amount of training can
release that cap, unless they find someone with a skill that can
actually release the cap to a higher level (which is very rare).
That means that no matter how tough a mage is, they always reach
a plateau that they cannot get any stronger (usually when they
get older and reach their peak magic levels after years of
training).
- Eweca Passive Skill: Magic Defense: The second is just as
important, and that is the magic defense stat. This is how much
resistance one has to magic attacks, which one can build up with
this skillset by strengthening their magic mastery. Magic
defense grants a passive defense to magic, allowing slight magic
resistance depending on the magic used. Typically, the magic
attack and magic defense are also affected by types of magic
used, such as some magic types will often gain specific
resistances against certain types of magic. For example, one who
is well versed in holy magic may gain a high resistance to other
forms of holy magic, and maybe a slight resistance to unholy
magics over time if their holy magic rises to a high enough
level. Typically, as one's magic skill rises, their attack and
defense rise as well, usually through either training or through
experience. This skill is one that is not trained up directly
per se, but is strengthened through users learning magic and
strengthening their magic. This skill often works by users
strengthening their magic so that their magic runs through their
body, the magic in the body dampens other forms of magic used
against the user. This means that the magic of one's body can
act like a passive defense that reduces damage done by magic. As
they train their magic and get stronger, their magic defense
will get higher, and this will essentially translate to magic
resistance. This is trained simply by a user getting stronger in
magic, and over time, the magic in the user's body getting
stronger. This is not a skill that has to be learned, but is one
that just comes naturally to those that use magic. That said, it
is difficult to specifically train this skill, as one needs to
simply train their magic to its peak efficiency to increase this
stat. However, while this may grant magic resistance, it doesn't
grant magic immunity, and usually magic immunity is a different
skill altogether. Those with this magic defense almost never
train it to the point of immunity, and those with immunity often
gain it through other skills (usually they gain magic immunity
as its own skill). Also certain magics may not be resisted
against depending on the magic, such as some magics that are
used differently like chaos magic (which there aren't many
direct defenses against).
- Eweca Magic Art: Fire Mastery (Fire magic users only): Fire
magic affinity users of the Eweca magic arts obviously have to
learn how to manipulate fire in order to use the fire spells of
the Eweca magic skillset. Once users cast their first fire magic
spell, they will learn fire magic and must learn to master the
use of fire magic. Users of elemental magic in this art start
out learning the elemental bolt spells corresponding to their
elements, and then eventually move on to the intermediate magics
of their element, and then at an advanced level, they can learn
the highest level advanced magic. Those that learn fire magic
passively will have to learn how to better cast and master fire
magic. This requires not only mastering elemental magic, but
also mastering fire itself. Users of fire magic can learn fire
magic beyond just the Eweca skilllset, and those that train
their fire magic can master fire magic to a point where they
won't be limited to just the spells in the Eweca skillset.
Advanced enough users not only can learn new spells, but may
even eventually go on to create their own spells once they reach
a high enough level. Those that learn this strengthen this
either by training with someone who can help them learn how each
elemental magic works, or they can gain mastery by casting their
specific elemental magic. Similar to mastering magic, one can
only learn to master their fire magic through a mix of
experience and training. When using magic, one can use basic
elemental manipulation, which is something this skill can allow
as well. For fire, users can do things like creating fireballs,
explosive attacks and burn things with physical touch. When it
comes to using fire magic, it is still countered like any other
fire powers, and those with magic resistance/immunity will take
reduced/no damage depending on their resistance/immunty. People
with fire resistance/immunity will also take reduced/no damage
depending on their resistance/immunity. And like most magics in
the Eweca magic arts, all elemental magic does require mana to
use.
- Eweca Magic Art: Lightning Mastery (Lightning magic users
only): Lightning magic affinity users of the Eweca magic arts
obviously have to learn how to manipulate lightning in order to
use the lightning spells of the Eweca magic skillset. Once users
cast their first lightning magic spell, they will learn
lightning magic and must learn to master the use of lightning
magic. Users of elemental magic in this art start out learning
the elemental bolt spells corresponding to their elements, and
then eventually move on to the intermediate magics of their
element, and then at an advanced level, they can learn the
highest level advanced magic. Those that learn lightning magic
passively will have to learn how to better cast and master
lightning magic. This requires not only mastering elemental
magic, but also mastering lightning itself. Users of lightning
magic can learn lightning magic beyond just the Eweca skilllset,
and those that train their lightning magic can master lightning
magic to a point where they won't be limited to just the spells
in the Eweca skillset. Advanced enough users not only can learn
new spells, but may even eventually go on to create their own
spells once they reach a high enough level. Those that learn
this strengthen this either by training with someone who can
help them learn how each elemental magic works, or they can gain
mastery by casting their specific elemental magic. Similar to
mastering magic, one can only learn to master their lightning
magic through a mix of experience and training. When using
magic, one can use basic elemental manipulation, which is
something this skill can allow as well. For lightning, users can
do things like creating lightning blasts, streams of lightning
and electrocuting things with physical touch. When it comes to
using lightning magic, it is still countered like any other
lightning powers, and those with magic resistance/immunity will
take reduced/no damage depending on their resistance/immunty.
People with lightning resistance/immunity will also take
reduced/no damage depending on their resistance/immunity. And
like most magics in the Eweca magic arts, all elemental magic
does require mana to use.
- Eweca Magic Art: Ice Mastery (Ice magic users only): Ice magic
affinity users of the Eweca magic arts obviously have to learn
how to manipulate ice in order to use the fire spells of the
Eweca magic skillset. Once users cast their first ice magic
spell, they will learn ice magic and must learn to master the
use of ice magic. Users of elemental magic in this art start out
learning the elemental bolt spells corresponding to their
elements, and then eventually move on to the intermediate magics
of their element, and then at an advanced level, they can learn
the highest level advanced magic. Those that learn ice magic
passively will have to learn how to better cast and master ice
magic. This requires not only mastering elemental magic, but
also mastering ice itself. Users of ice magic can learn ice
magic beyond just the Eweca skilllset, and those that train
their ice magic can master ice magic to a point where they won't
be limited to just the spells in the Eweca skillset. Advanced
enough users not only can learn new spells, but may even
eventually go on to create their own spells once they reach a
high enough level. Those that learn this strengthen this either
by training with someone who can help them learn how each
elemental magic works, or they can gain mastery by casting their
specific elemental magic. Similar to mastering magic, one can
only learn to master their ice magic through a mix of experience
and training. When using magic, one can use basic elemental
manipulation, which is something this skill can allow as well.
For ice, users can do things like creating freezing blasts, ice
projectiles and freezing things with physical touch. When it
comes to using ice magic, it is still countered like any other
ice powers, and those with magic resistance/immunity will take
reduced/no damage depending on their resistance/immunty. People
with ice resistance/immunity will also take reduced/no damage
depending on their resistance/immunity. And like most magics in
the Eweca magic arts, all elemental magic does require mana to
use.
- Eweca Magic Art: Magic Weapon Mastery: When using magic, it is
important to have weapons that can be effective alongside one's
magic skill. For those that use magic, they can gain a mastery
of magic weapons through the use of magic and learning different
magic weapons that they use. There are a few ways to do this.
Some may create magic weapons themselves, where they may use
things like enchanting or blacksmithing magic to make magic
weapons, but this is not the only way to learn how to use magic
weapons. One can also get magic weapons from other sources, such
as from others who have made magic weapons. There are many types
of magic weapons out there, and mostly, the magic weapon mastery
is dependent on the individual and what kind of weapon they wish
to use. For example, some magicians may use staffs or wands, but
there are plenty of magic weapons that are not wands or staffs.
For example, some may create magic swords, which can cast magic
spells using runes or magic on the weapon, or some may use magic
gauntlets to cast magic in close combat if they want to use
martial arts skills with magic. Typically, magic weapons can be
tailored to each individual magic user, and over time, magic
users can master magic weapons with enough training. Over time,
magic weapons will become more comfortable to a user, and they
will learn the best ways to utilize a magic weapon, as well as
even learning which magic weapons best suit them as they train
and use magic weapons more and more. While this may sound like a
general mastery of weapons using magic though, magic weapon
users don't necessarily always master every kind of magic weapon
out there (as there are so many out there it would be very
difficult to do so). And of course, as one might expect, magic
resistance/immunities would also be a problem to most magic
weapons as people with magic resistance/immunity would take
reduced damage. And while weapons are good to cast spells, the
weapons do still require energy to cast their magic (Depending
on the weapon and what kind of magic it casts). For Eweca magic
users, magic weapons usually use mana, and most magic weapons do
have limits to how much magic they can cast.
- Eweca Magic Art: Magic Spell Chain Cast: This is an advanced
magic skill that is taught in some magic circles, which only the
most advanced magic users can use. This power allows a magic
user to chain cast multiple charges of the same spell at once.
When used, the user simply concentrates their spell, and the
spell is charged multiple times, depending on how strong their
chain cast is (chain cast starts out small, but the more it is
cast, the more charges the user can eventually stack up with 5
charges being the max one can use with this skill). For example,
if one were to chain cast a fire spear spell, one could chain
cast up to five fire spear spells without needing to charge each
one individually like most other magic users would, and can do
so without having to focus their magic through other objects
like some have done to avoid having to charge up their magic
spells individually. This is usually meant to be used on spells
that charge up multiple charges and stack together, or spells
that can charge up multiples of the same spell at once. This was
designed for elemental magic, but some other magics have also
applied this spell. This spell is a highly advanced magic
ability that only a few magic users have ever obtained, let
alone mastered. However, there are some downsides to this
ability. Due to chaincasting, the toll on powering these skills
increases, costing 1.5 times more power than the spells would be
normally to charge, which can become very taxing if overused (as
firing two chaincasts is the same as firing three of fully
charged spells individually). While this is good for speed
casting, it is also very draining. Another disadvantage is that
only the same spell can be used, so different spells cannot all
be cast at the same time such as one couldn't do something like
charge two fire spells and two ice spells (though some can
multi-cast multiple spells and use chain cast for both sets of
spells if they are skilled enough, but this takes a mastery of
magic to do this even on basic spells). Typically, it is
difficult to use this even on beginner spells, and even masters
have a very hard time using this on higher level spells since
this is an advanced level spell of its own.
- Eweca Magic Art: Snap Cast Spells: This ability is an advanced
special magic spell that instantly casts a spell using instant
activation instead of requiring other factors by passively
learning to build up magic power as a means to act as a catalyst
to more easily activate spells in difficult situations. When
used, one can use this type of magic enhancement to cast spells
with almost no charge time and with very little magic energy
cost. This can even fully charge spells that require multiple
charges by instantly charging a spell up to its full capability.
By bypassing the cost, multiple charges of spells, and
activations of spells, this magic is a very useful magic that is
great for using in combat when in difficult situations, due to
it being able to charge up even difficult magic spells almost
instantly. Usually, this is best used on some higher level
spells, so that a user can catch an opponent off guard without
having to do a long activation of higher level spells. This
works on many kinds of spells, such as elemental spells, attack
spells, and even some defense and holy spells depending on the
user's knowledge. There are many spells can be cast using this,
though this doesn't erase costs that happen after the spell is
activated (such as costs to maintain certain magics, or some
that requires other costs while the spell is in use like how
black magic may sometimes require physical sacrifice during the
spell to finish the spell). However, while this may seem like
something to use often, this ability can only be used once every
10 rounds, due to the spell putting a lot of strain if used more
than that due to this skill being one that requires time to
build up magic power. The major downside to this spell is that
it cannot be used too much, and cannot negate certain costs.
While useful, it is usually a spell one wants to save for
difficult situations rather than just using it when it's
available. Luckily, most users of magic can learn this easily,
but even masters still cannot use this too often, since it can
strain even the best magic users. It is also worth noting that
certain spells cannot be used with this due to higher level
spells higher level spell requirements (such as spells more
powerful than snap cast cannot be used with snap cast since it
would require more power than snap cast is cabable of
generating).
- Eweca Magic Art: Enchant: This spell allows one to use a skill
that lets them fuse magic to an item, in which they "enchant"
the item using some form of magic. This skill is another fairly
basic skill, and can be used by most magic users if they learn
how it works. When used, one simply needs to have a magic spell
or enchant they want to use, which is usually best used when the
magic is stored in a scroll or physical item one can fuse with
an object. This spell is designed to allow a user to essentially
create magic items from regular items, in which this can be used
creatively for items. Among the more popular uses, one will
often use this to enchant, weapons, shields, armors or sometimes
even clothes with special spells. There are many spells that can
be applied to objects, and one simply needs to have an object, a
spell, and a few moments to concentrate the spell. The spells
that can be applied to objects are vast, and often depend on
what the user wants to use the item for. For example, a user
could enchant enhanced recovery into clothes, which can help a
user passively heal from damage while the clothes are worn.
Users can even apply certain spells to weapons and armor, such
as applying fire to armor to make it heavily resistant to fire.
As mentioned, the enchants one can use are vast, and the options
are limited only by spells and enchants the user has access to
as well as their creativity. When used, some users can increase
the effectiveness of this skill by using special magic powders
or some magic items, where certain magic items will amplify the
enchant's effectiveness to increase the quality of the final
enchant (IE using magic power on a fire enchant to grant an item
fire defense would grant stronger fire defense). However, this
is a difficult skill to use, and often does require a user not
only know how to enchant, but also they need to have a clear
knowledge of what the magic they're infusing is supposed to do,
as well as a high enough magic level (IE advanced magic level
spells would require advanced level enchant) to match the spell
they want to enchant. If the enchant fails, not only can the
spell or item used to cast the enchant be destroyed, but the
item being enchanted could even be destroyed in more extreme
cases.
- Eweca Magic Art: Glyphwright: This is a skill that is often
considered its own thing, but usually goes alongside the enchant
ability of Eweca users. When one uses Glyphwright, users learn
to create special glyphs that are empowered with special
effects, where users write a glyph while using magic to empower
the glyph. This skill allows one to create glyphs using
different effects using this skill, depending on how they do
this. Most glyphs are drawn or carved into small wooden trinkets
that can be stored on one's person. There are a few steps to
using this skill. The first is that one has to create the glyph,
where one simply needs to write a glyph while empowering the
glyph with magic. Typically, different glyph shapes may have
different effects (such as some shapes may induce elemental
effects). While certain shapes more easily grant certain effects
though, the shapes can actually be almost anything the user
wants to make (though using shapes to associate with certain
effects can make this process of creating glyphs more
effective). Once the glyph has been writen or carved onto the
wooden trinket, the user can use the trinket by activating the
glyph. This is similar to how runes work on certain magic items,
where the glyphs activate the magic fused into the glyph. The
effects that are put into the glyph activate when the glyph's
magic activates, and the effects of the glyph are in effect as
long as the glyph is active. There are a few different kinds of
glyphs, but most fall into two categories. The first is passive
effects, where users put a passive effect into the glyph through
magic that can be activated at will. The second is an attack
glyph, which users focus certain skills into and can release
these skills from the glyph at will (such as some may enchant
glyphs with elemental magic, or other attack magic, or even
defense magic). Typically, these glyphs come in a few forms, and
while the biggest use is wooden trinkets that one can hold in
their hand, some have created other items like necklaces,
bracelets or other items with the magic glyphs infused into
them. However, when used, these glyphs all have weaknesses, with
attack glyphs usually all having the same weaknesses as whatever
attack skill is infused into them. For passive skills, the
passive increase in ability is only temporary, and usually can
only be one of a few different effects (higher level users can
put up to five effects once they reach an advanced enough
level).
Way of Eweca Magic Arts:
- Basic Eweca Elemental Magic: Fire Bolt: This is one of the
three basic bolt spells, designed to be used by those with
elemental magic manipulation to create a bolt spell that can be
used against enemies. All of the bolt spells can be used with
multiple charges, where they can have up to five charges created
to stack the attacks (in which each bolt spell uses the stacks
differently). When fired individually, the bolt spells explode
and knock back the target, but the most of this spell comes when
it is fully charged. This spell can be stacked with multiple
charges, up to 5 times, with each charge all joining into one
attack and being able to amplify the attack. When used at full
power with 5 charges, fire bolt hits with 7.5 times the normal
attack power of the normal fire bolt using in a single charge.
This spell is designed to hit them with enough force to do fire
damage and knock most opponents back upon impact, stunning them
temporarily. This spell is more about power over speed, and
usually is only truly effective when charging the full five
charges of the spell for max damage. Users of this spell simply
need to fire it at an opponent, and when the bolt spell hits, it
will explode and blast the opponent back. This is designed to be
a basic attack spell, where one can learn to use it as long as
they have an affinity for fire magic. This is often best used
alongside skills like chain cast, where one can chain cast the
five charges together without needing to spend time casting
multiple charges. These bolt spells charge up quickly, and while
it does longer to charge up each individually, one can usually
charge up multiple charges fairly quickly even when under attack
(though faster opponents may stop the user from being able to
focus on charging). The biggest problem with this is the
charging time, where users have to be able to charge the
attacks. If one is attacked before they fire off the blast, they
may lose some or all of the charges they charge up. Depending on
the user, this spell isn't too powerful compared to advanced
magics, as it's meant to be a simple spell with little magic
cost (so it can be used multiple times easily, but doesn't have
the power to take out stronger enemies like stronger magics).
This bolt spell is more powerful of the three bolt spells, but
it requires more time to charge as a result due to the increased
power. This spell is more useful against stronger enemies, where
the knockback is quite useful in knocking back enemies and
opening up their defense for further attacks if one hits them
with a strong enough attack.
- Basic Eweca Elemental Magic: Lightning Bolt: This is one of
the three basic bolt spells, designed to be used by those with
elemental magic manipulation to create a bolt spell that can be
used against enemies. All of the bolt spells can be used with
multiple charges, where they can have up to five charges created
to stack the attacks (in which each bolt spell uses the stacks
differently). When fired individually, the bolt spells explode
and knock back the target, but the most of this spell comes when
it is fully charged. This spell can be stacked with multiple
charges, up to 5 times, with each charge all joining into one
attack and being able to amplify the attack. When used at full
power with 5 charges, lightning bolt hits multiple enemies at
once (each charge targets an additional enemy close to the first
enemy hit. This spell is designed to hit multiple enemies at
once, but also does knockback concussive damage to knock back
opponents as well. This spell is more about speed over power,
but can be used individually at much faster speeds. Users of
this spell simply need to fire it at an opponent, and when the
bolt spell hits, it will explode and blast the opponent back.
This is designed to be a basic attack spell, where one can learn
to use it as long as they have an affinity for lightning magic.
This is often best used alongside skills like chain cast, where
one can chain cast the five charges together without needing to
spend time casting multiple charges. These bolt spells charge up
quickly, and while it does longer to charge up each
individually, one can usually charge up multiple charges fairly
quickly even when under attack (though faster opponents may stop
the user from being able to focus on charging). The biggest
problem with this is the charging time, where users have to be
able to charge the attacks. If one is attacked before they fire
off the blast, they may lose some or all of the charges they
charge up. Depending on the user, this spell isn't too powerful
compared to advanced magics, as it's meant to be a simple spell
with little magic cost (so it can be used multiple times easily,
but doesn't have the power to take out stronger enemies like
stronger magics). This bolt spell is not as powerful as the
other bolt spells, but it's advantage is that it has the fastest
charge time of the three and can be charged very quickly.
However, its ability to target multiple enemies is also useful
as well and is useful against small groups (But targets based on
how many charges are gathered).
- Basic Eweca Elemental Magic: Ice Bolt: This is one of the
three basic bolt spells, designed to be used by those with
elemental magic manipulation to create a bolt spell that can be
used against enemies. All of the bolt spells can be used with
multiple charges, where they can have up to five charges created
to stack the attacks (in which each bolt spell uses the stacks
differently). When fired individually, the bolt spells explode
and knock back the target, but the most of this spell comes when
it is fully charged. This spell can be stacked with multiple
charges, up to 5 times, with each charge all joining into one
attack and being able to amplify the attack. When used at full
power with 5 charges, ice bolt is fired at enemies one charge at
a time (but fired in rapid succession). This spell is designed
to attack multiple times in rapid succession, but also does
knockback concussive damage to knock back opponents as well.
This spell is more about speed over power, but can be used
individually at much faster speeds. Users of this spell simply
need to fire it at an opponent, and when the bolt spell hits, it
will explode and blast the opponent back. This is designed to be
a basic attack spell, where one can learn to use it as long as
they have an affinity for ice magic. This is often best used
alongside skills like chain cast, where one can chain cast the
five charges together without needing to spend time casting
multiple charges. These bolt spells charge up quickly, and while
it does longer to charge up each individually, one can usually
charge up multiple charges fairly quickly even when under attack
(though faster opponents may stop the user from being able to
focus on charging). The biggest problem with this is the
charging time, where users have to be able to charge the
attacks. If one is attacked before they fire off the spell, they
may lose some or all of the charges they charge up. Depending on
the user, this spell isn't too powerful compared to advanced
magics, as it's meant to be a simple spell with little magic
cost (so it can be used multiple times easily, but doesn't have
the power to take out stronger enemies like stronger magics).
This bolt spell is not as powerful or as fast as the other bolt
spells, but it's advantage is that it is a much more balanced
combat (balancing speed and power), and has a rapid shot for
each charge where one can fire one charge after another in quick
succession. This spell is best used for opponents that one wants
to hit multiple times, as each charge is fired one after the
other. The knockback is useful, but not as strong as the others
bolt spells and it's not as fast as lightning bolt or as strong
as fire bolt.
- Basic Eweca Elemental Magic: Fusion Bolt: This spell is a
special spell type that mixes the power between two bolt spells,
specifically the three beginner level bolt spells (fire bolt,
ice bolt, lightning bolt). This spell takes two elemental types
and combines them together into one attack. When used, the user
needs to charge a bolt spell with each hand, focusing on
charging them both at the same time. When used, the user can
charge up to 5 charges of both elements for a total of 10
different charges (5 of one element and 5 of another). When
used, each bolt is combined with another elemental bolt magic
(either fire, lightning or ice), which combines the effects of
the individual bolt spell as well as hitting with both elemental
damages. The lightning and fire bolt combination combines the
pure knockback power of firebolt with the multiple opponent and
stun of lightning bolt (Making it able to do severe knockback
damage to multiple enemies at once). The lightning and ice
combination hit multiple enemies in rapid succession (attacking
multiple enemies with each charge while allowing the fast attack
speed of ice bolt). Ice and fire bolt combine fire bolts raw
knockback power and stronger attack power with ice bolts rapid
attack succession (letting this one hit opponents with multiple
heavy knockback spells in rapid succession). This is a strong
spell that fuses two bolt spells together for a stronger and
usually more useful attack. When fired, the each fusion works
somewhat uniquely, but they are all great attack spells when
used correctly. These spells do have the same weaknesses as the
bolt spells though, such as users have to charge these charges
and being attacked could make a user lose the charges if they
are attacked before they finish charging their attack. And as
one might expect, these are still vulnerable to counter
elements, with fire and lightning bolt's combination being
vulnerable to ice and wind power). And like the initial spells,
this attack does have to hit to do damage, as the spells can be
dodged or blocked (though best dodged since the attacks have
effects on impact). Another thing to note is that the fusion
bolt spell requires not only being able to use multiple bolt
spells, but one has to find a way of charging two bolt spells at
the same time (usually charging up five bolt spells of each bolt
type they want to use, side by side). This is a difficult
ability to master, and requires one to be able to master the
bolt spells to the level that they can concentrate on charging
two different bolt spells at the same time (or those that cannot
charge both can use a magic weapon that can charge one of the
bolt spells on its own and then use their own magic, which
requires far less mastery than simply having to perfectly cast
both).
- Basic Eweca Recovery Magic: Heal Sphere: This is a basic
healing spell that is used by some magic users. This spell is
easy to learn, and when used, it charges up five stacks of small
magic spheres of healing energy. While some magic healing spells
focus on repairing damage specifically, this spell was designed
specifically to be used without needing to know what damage is
done to someone, and can be used either on someone else, or on
the user if the user is injured. When charged, one needs only
apply the spheres of healing magic by putting them into the
person, and the spheres will automatically be applied to them.
When applied, the healing magic heals some of the person's
injuries, and helps them recover slightly. Some don't like this
since it's not an instant fix, but this is easier to use in some
situations, especially if one doesn't know how bad the damage
is. This magic works by using the healing magic to restore the
body back to its natural state, a little at a time with each
sphere. While it cannot instantly heal all wounds, having five
spheres can allow for much faster healing than a lot of other
methods of magic, as one can rapidly apply one after another and
heal most fatal wounds to a level where the wounds are no longer
fatal. Depending on how much mastery a user has of this magic,
they may be able to heal more with each sphere, since this spell
gets stronger the more a user masters it (the more it is used,
and the more the user learns about healing magic, the stronger
this magic will become). At first, it may seem difficult with
some people may require up to 10-20 spheres to be fully healed,
but as the spell gets used more and the user gains a mastery,
eventually they can heal someone up with just the initial 5
spheres. Of course, as one might expect, healing magic isn't
perfect, and there are disadvantages to using this. For example,
healing magic can be damaging to someone if not used properly.
For example, if dirt or contaminates get into a wound and then
the wound is healed around the contaminates, it will cause
problems. Also, users must be aware that not all injuries can be
healed in time, and sometimes if a wound is fatal enough, even
this spell cannot be used to save them if the user cannot heal
enough of the fatal damage. While this can be applied to
multiple people if one uses one sphere for each person, this is
not intended to be used on multiple people as each sphere
doesn't heal as much as some other healing spells. And while
this spell doesn't require knowing what damage is done, not
being able to check the damage done may increase the risk of
wounds not healing properly if this is not used properly.
- Basic Eweca Recovery Magic: Meditation: This is a basic spell
that doesn't require mana, but instead requires a user to stop
and focus. Instead of using mana, this spell actually allows a
user to recover mana, stamina and even recover slightly from
injuries. When used, a user focuses their consciousness into a
tranquil state, which allows them to absorb mana from the area
around them. While absorbing mana from the air around them, they
regain mana they can use for magic, but this skill also has a
recovery nature due to the tranquil state the user goes into.
When in this state, a user is able to recover stamina and even
recover faster from injuries depending on when it is used. This
spell isn't designed for injury recovery or stamina recovery,
but if a user uses this skill while at rest (usually sitting or
in a resting state), this spell actually increases their stamina
and injury recovery as long as they're resting. While not a very
strong recovery (as this is meant to recover mana more than
stamina or from injuries), this can allow someone at rest to
recover more quickly when used. And as a user gets more
experience with this skill, they may learn to better use this
skill, with more recovery of mana, stamina and from injuries as
the user gets stronger in their use of this skill. There are two
ways to strengthen the use of this skill. The first is to use it
as many times as possible to gain a mastery of how it works, or
one can learn meditation methods from books or other users in
order to boost their meditation efficiency. For example, one
user had a method of applying mana absorbed to heal, where the
body could recover by applying some of the mana to use its
healing aspects, or some could use mana absorbed to increase the
meditation efficiency further to gather even more mana. This is
a basic skill, and doesn't require much training to use, but it
is a slow recovery skill, and is usually only meant to recover
mana during resting, rather than being used in times of distress
like during battle. Also, when in use, this spell requires
absolute focus, so using it while in motion will severely hinder
the use of this skill. While it can be used in battle, a user is
often only able to walk when using it, and they cannot recover
from injuries or recover stamina in battle since they are not in
a resting state.
- Basic Eweca Combat Magic Spell: Blaze: This is a pure combat
based spell that is specifically designed to utilize magic
amplification to create a special spell that is amplified by the
strength of the user. This is another spell that was
specifically designed to be used in combat, and this one was
designed to specifically combat those immune to magic effects.
Instead of relying on magic to do damage, this spell creates a
burst of kinetic force that the spell condenses and empowers,
relying on the user's own strength to apply it. When used, this
spell is charged either using the hand or using a magic weapon,
and can be used one of two ways. The first is the rather simple
way, where the user will create a ball of magic energy that
creates immense kinetic force on impact, and does more damage on
impact based on the strength of the user as their strength
increases the burst of kinetic energy. This way can fire the
blast of magic energy (being fired like a blast of energy), or
it can be used to blast someone at close range by hitting them
with the magic energy blast. The second way is more complicated,
and requires focus, in which the user will concentrate it into a
physical attack, and then focus it into the point of impact (for
example, using a punch's point of impact to apply the spell).
While difficult, the second way allows for a much stronger
impact by combining the power of the user with the power of
their physical attack, and is more or less designed to counter
certain users of supernatural and physical amplification
abilities. No matter which way is used though, the spell
explodes on impact in a burst of kinetic energy that creates
pure physical force to damage opponenents. If done correctly,
the opponent will be blasted with this force if hit, and since
it is pure physical force, magic immunity won't protect from
this spell. Of course, like most attack spells, this can be
dodged, or blocked by a strong enough defense (though dodging is
usually easier since the force of impact can usually blast
someone back with immense force). This is a blast that is meant
to be charged and blasted at close range, so firing it usually
doesn't have as strong of an impact, and in order to be hurt,
the opponent does have to be hit by it. This spell is also
dependant on the physical strength of the person using it, as
their strength when hitting the opponent with the spell
determines how much kinetic energy is released upon impact with
the opponent.
- Basic Eweca Combat Magic: Shockwave: This is a combat spell,
designed to be used in close combat by combining aspects of
physical combat with magic. When used, this spell is designed to
release a blast of charged kinetic energy that creates static in
the air. When released, this blasts away anyone who is nearby,
knocking them back if they are close enough to the user when it
is fired. This spell is an instant activation spell, designed
specifically to be used in difficult situations, like if one is
surrounded or needs to blast back opponents they can't get away
from, and designed to be used quickly. As such, it is only
usuable every 4 combat rounds, but it is a very useful spell.
Even though this creates static electricity as a side effect, it
only does slightly more damage and doesn't grant a lightning
aspect to this spell like people think. When fired, the blast
hits everything around the user in a 360 degree shockwave
attack, and knocks them back with enough force to usually push
them back at least 15 feet depending on the heaviness of an
opponent. This spell is designed to be an attack spell, but
meant to be used defensively as a counter if one is being
attacked by multiple opponents, or needs to knock back an
opponent. This is a very useful attack if one is being attacked
from multiple sides, as it can hit anyone around the user. This
spell is as strong as the user physically is as it uses physical
strength focused through magic to blast opponents, meaning that
physical stronger opponents can release much stronger blasts. As
such, this is another attack that is great to use against those
immune to magic effects, as this is pure kinetic force (the
static electricity doesn't do any damage to opponents), and is a
great counter spell. However, as stated, the use of this spell
does require 4 rounds before it can be used, as the energy has
to be built up in order to use it (which requires four combat
rounds to charge the kinetic energy for this spell). When used,
this also effects any allies who might be close, so caution
should be used when using this spell. Usually, the best defense
for this spell is moving away from the user, as the attack only
hits people within a certain distance of the user. While fast
enough reactions can allow one to dodge, the instant activation
is designed to make this harder to dodge, though faster
opponents can still dodge this.
- Basic Eweca Defense Magic: Mana Shield: This skill is a
defense magic skill, where one uses mana to create a protective
field around themselves by exuding mana from their body. This
allows a user to increase their defense exponentially against
attacks while it's in use. Instead of taking damage when
attacked, this skill instead uses mana to replace the damage
done (where the attack instead takes a certain amount of mana to
negate the damage on the user). When in use, this allows a user
to avoid most forms of damage, where their damage is negated by
the mana. Thanks to this, users can use this in combat to help
protect themselves in battle, making this a useful skill. And
the stronger a user's understanding of mana, the less mana they
use to defend against attack (reducing the mana cost of keeping
this active). This skill works on almost any kind of physical
damage, and acts almost like a personal barrier while active.
This skill is a defensive magic that is fairly easy to learn,
and can be used more effectively if the user has better
understanding of mana and how to best manage their mana. While
this doesn't completely make someone invulnerable, it does
negate a lot of forms of damage. However, while this is a very
useful skill, this skill only works as long as the user has
mana, and if they take enough damage, they will eventually run
out of mana and this skill will deactivate once the user no
longer has any mana left. This skill also doesn't work on
certain skills that can bypass mana, such as if one uses a
technique that can break energy defense or use stronger skills
that can overpower the user's mana (if an attack is strong
enough, mana shield will not stop the attack if the attack is a
certain level stronger than the mana shield level used). Another
thing to note is that this cannot negate certain things, such as
poison attacks may still poison a user, or certain life drain
skills may still bypass this mana shield technique. This is not
meant to be an invulnerable shield, but meant to increase
defense. And when in use, some users may not be able to move
effectively, where some cannot move while this skill is in use
if they are focused enough. While stronger users can move
effectively with this active, there is still a hindrance to
movement when this skill is active.
- Basic Eweca Defense Magic: Magic Shield: This spell utilizes
one of four barrier skills, which are designed to block against
a specific type of damage. These spells mostly all work the same
way, with the only differences being what they defend against.
These create spherical barriers around a user, that can protect
them and any allies or people inside the barrier from whatever
the shield spell is designed to defend against. The first is
Lightning Shield, which defends a user from any kind of
lightning or electricity manipulation. The second is Fire
Shield, which defends the user from any kind of fire or
explosion powers. The third is Ice Shield, which defends the
user against any freezing magic or ice projectiles. The fourth
is Natural Shield, which is designed to counter any physical
objects used as projectiles such as guns/bullets, arrows and
thrown weapons. Depending on the shield spell chosen, each one
has its purpose, and can be very useful as defensive magic. Each
one protects completely from what it's designed to block, and
allows a user to avoid damage from the specific damage as long
as the shield spell is active. These are fairly basic spells,
not requiring too much energy to use, so they are great for
beginner defense spells against specific skills. While
affinities for elements or natural projectiles do help users
make stronger barriers, one doesn't actually have to have
knowledge of how the elements or natural projectiles work,
though having that knowledge does increase the effectiveness of
these skills. Once cast, the user is able to not only keep the
barrier active as long as they aren't attacked, but they can
also control who can pass into the barrier, and who cannot,
making it so enemies cannot enter this barrier to try and attack
from the inside. However, as one might guess, each shield spell
only defends against a specific type of damage, and if a
different attack is used, then the attack can break the spell
and damage the user (for example, a fire attack could destroy an
ice shield). These also require magic to keep active, and over
time will drain the user if they use it for too long or they
overuse the magic. While basic, there is still a magic cost to
these spells.
- Intermediate Eweca Magic: Spellwalk: This is a skill that
users learn once they reach a more advanced level of magic from
the beginner magic. Users can learn this as intermediate magic,
in which they often learn this after learning certain skills
like meditation. This skill is designed to allow a user to not
have to focus quite as much when they are using magic, in which
they can hold magic spells more easily when this is active.
Specifically, this allows one to move around when they are
charging spells that they would normally have to stay in one
place and concentrate to use (Such as many forms of intermediate
and advanced magics that require heavy concentration). When
used, this is a good way to keep a spell active without needing
to focus so hard, and uses elements of mana mastery and a user's
understanding of maintaining magic. The stronger a user is with
their ability to maintain their focus in difficulty, the
stronger this spell will become. And as one might guess, one can
learn to master this by using it enough times that they learn to
focus more easily to reduce the amount of power need to use this
spell (more ability to focus means less energy needed to
maintain focus on keeping spells active). This is a very useful
skill to those with higher level magics, as they can often
charge up magic and then activate this spell in order to allow
them to move around or not have to focus as much. For lesser
magics, users may be able to keep spells active even if under
attack, where some spells charged up would normally be lost if a
user is attacked before casting the spell. For the most part,
this is not an offensive spell, but more of a supplementary
spell to help magic users make their spell concentrations
easier. However, this does drain magic to keep active, and one
cannot use this for too long. And depending on the spell, most
spells will still be lost if a user is attacked before they cast
the spell, no matter the level this skill is at. Users also may
not be able to use this with certain skills if certain skills
require complete focus (meaning that if some focus cannot be put
into activating this spell while keeping a spell active, then
this spell cannot be used).
- Intermediate Eweca Recovery Magic: Party Heal: This is an
intermediate level recovery spell, which is learned only after
the basic healing sphere spell is mastered. This spell, instead
of using five healing spheres, focuses only one healing sphere.
However, while it may seem easier to use, there is a catch to
this spell. Instead of the sphere only healing one person, this
sphere instead is used to heal multiple people within range of
the caster. As the name suggests, this spell is desigend to heal
a party all at once, and this spell is used much more
effectively than the normal healing sphere spell. Instead of
using five spheres, this spell uses only one, which the user can
apply on anyone and have it apply to anyone around them that are
considered allies. This heals much like the healing sphere
spell, where one simply charges up this sphere and then uses it
on someone to heal a portion of their injuries. This spell not
only heals multiple people at once though (up to 8 people), but
heals more injuries than the normal healing spheres, where the
one sphere can heal up to 8 fatally injured people to a stable
state (though not fully healed, they won't be in a fatal state).
This spell can be applied to anyone in the immediate area of the
caster that the caster wants to affect, where the caster just
has to know who he wants to affect and who he doesn't want to
affect. This spell is more effective at healing, and like most
other spells, can be made more effective the more it is used.
Advanced users of this even are able to grant temporary defense
boosts upon healing, where advanced users of this can not only
heal some of the wounds on those around them, but can also
increase their defense when healing to reduce further damage.
This spell is best used as support, in which users of this are
usually more focused on defense. While useful, this spell does
require a user to know who they want to affect (usually knowing
who is an ally and who's not), or else they may affect people
nearby that may or may not be allies. Also, this can only be
used for up to 8 people per cast, and this skill may not heal
someone completely on one cast even though its a stronger
healing spell.
- Intermediate Eweca Recovery Magic: Inspiration: This is a
skill used as an intermediate recovery spell, where one uses
this to recover mana. While meditation allows for some recovery
of stamina and from injury, this spell only recovers mana. When
used, this spell activates and restores a portion of the user's
mana instantly. This is an instant spell that can be used as
long as the user has the ability to cast it, with most users
only needing a few seconds to cast it. While it doesn't allow
stamina recovery or recovery from injury, it does recover more
mana than one would with the meditation skill. This is an
instant skill, where the user simply activates it and then once
active, the skill is used. Users are able to use this skill to
restore a portion of mana in an instant, which can help them
when they need instant recovery. This technique works by
concentrating, and then using the spell on oneself to enhance
their ability to generate mana for a short time. This creates a
burst of mana in the body, restoring an amount of mana. However,
while this is a useful skill for recovering mana, this can only
be used once every 10 combat rounds, due to the strain it puts
on the body as it essentially boosts the body to generate more
mana for a short time. Normally, the body wouldn't be able to be
boosted to do so, but using a strong mental state, this spell is
able to create the boost necessary. This spell cannot be used
multiple times, and if a user tries to use it, then the boost
will not work, as the body will not be able to boost itself
multiple times without time to be able to handle the boost. And
when a user is going to use this, they must remain still for up
to 2-3 seconds (charging time depends on the user's skill with
this spell), and if they are attacked or cannot concentrate on
the spell, then the spell will fail (no harm will be done to the
user, but the failure does mean the spell just won't activate).
And the amount restored usually depends on the user's skill with
the spell, where higher level users may recover more mana.
However, this doesn't ever recover all one's mana (Unless one
has a very low amount of it), so it is only useful for
recovering a portion of mana (again, depending on the user's
skill).
- Intermediate Eweca Elemental Magic: Fireball: This spell is an
intermediate spell, which is learned only after mastering basic
elemental magic spells. Once one has mastered the basic fire
spells like fire bolt, this spell is the next level upward into
fire magic. Like the bolt spells, this spell is charged up to
five times, where each charge has its own purpose depending on
the skill. For Fireball, the charges build up its intensity of
its explosive and knockback damage, where more charges equal out
to more damage, and some users can even use a wider area of
attack with more charges. When used, this spell is launched at
opponents overhead, and then it comes down in an arc and
explodes on an area, affecting everyone within range of the
blast. If a user uses 5 full charges, the blast will be 7.5
times stronger than individual charges, and will affect a larger
area as a result. This spell is about raw power, and designed to
do the maximum damage to any opponents within the area of the
explosion. This is an intermediate magic, requiring one to learn
more advanced aspects of the element, and can be used as long as
one can master the corresponding basic bolt spell. The biggest
problem with this spell is the charging time, where users have
to be able to charge the attacks (and this takes longer with the
intermediate spells than the bolt spells since the intermediate
spells are stronger and require more energy). If one is attacked
before they fire off the blast, they may lose some or all of the
charges they charge up. Depending on the user, this spell
requires focus, and some opponents won't be able to move while
charging this unless they have a spell like spellwalk. This is
the most powerful of the three intermediate magic spells, but it
requires more time to charge as a result due to the increased
power. This spell is more useful against stronger enemies and
can be very useful against groups, but can also affect allies if
they are too close to the blast. This spell also uses more
magic, due to being an intermediate, so users have to use more
mana in order to utilize this spell. Users also may need further
elemental knowledge before they can use this skill compared to
the elemental bolt skills.
- Intermediate Eweca Elemental Magic: Thunder: This spell is an
intermediate spell, which is learned only after mastering basic
elemental magic spells. Once one has mastered the basic
lightning spells like lightning bolt, this spell is the next
level upward into lightning magic. Like the bolt spells, this
spell is charged up to five times, where each charge has its own
purpose depending on the skill. For Thunder, the charges build
up how many lightning hit an opponent, where multiple charges
hit the affected person with multiple lightning strikes, and the
more charges, the more enemies can be chained together if they
are in close promiximity. When used, this spell is launched at
opponents directly, chaining multiple opponents if multiple
charges are used, and then the thunder spell activates and
lighting stikes all opponents affected with however many charges
the user was able to build up. If a user uses 5 full charges,
then the user will be able to target five opponents nearby, and
the thunder will hit affected opponents five times. This spell
is about hitting an opponent multiple times, and designed to hit
multiple opponents with the lightning strikes. This is an
intermediate magic, requiring one to learn more advanced aspects
of the element, and can be used as long as one can master the
corresponding basic bolt spell. The biggest problem with this
spell is the charging time, where users have to be able to
charge the attacks (and this takes longer with the intermediate
spells than the bolt spells since the intermediate spells are
stronger and require more energy). If one is attacked before
they fire off the blast, they may lose some or all of the
charges they charge up. Depending on the user, this spell
requires focus, and some opponents won't be able to move while
charging this unless they have a spell like spellwalk. This is
the most balanced of the three intermediate magic spells, but
chaining multiple opponents requires them to be closer together
so the spell can chain enemies. This spell is more useful
against stronger enemies and can be very useful against groups,
but can also affect allies if they are too close to the blast.
This spell also uses more magic, due to being an intermediate,
so users have to use more mana in order to utilize this spell.
Users also may need further elemental knowledge before they can
use this skill compared to the elemental bolt skills.
- Intermediate Eweca Elemental Magic: Ice Spear: This spell is
an intermediate spell, which is learned only after mastering
basic elemental magic spells. Once one has mastered the basic
ice spells like ice bolt, this spell is the next level upward
into ice magic. Like the bolt spells, this spell is charged up
to five times, where each charge has its own purpose depending
on the skill. For Ice Spear, the charges build up how strong the
ice spear projectile is, where multiple charges have stronger
damage (but not more impact), and the more charges, the more
times the ice explodes and chain freezes enemies around the
initally hit opponent. When used, the ice spear hits an
opponent, and releases a blast of freezing energy on the
opponent (doing no physical damage on the initial impact) which
freezes the opponent anyone within range of the ice spear blast.
Once the frozen ice explodes, concussive energy damage and ice
damage is done to the enemy, and the ice explosion chains
multiple freezing attacks depending on how many charges are
used. If a user uses 5 full charges, then the frozen ice will
explode in a chain reaction and refreeze to hit again five
times, chaining to others in the area of effect of the explosion
of freezing energy. This spell is about its area of effect when
the freezing energy explodes outward, and designed to chain
multiple enemies in close proximity while also doing more ice
damage. This is an intermediate magic, requiring one to learn
more advanced aspects of the element, and can be used as long as
one can master the corresponding basic bolt spell. The biggest
problem with this spell is the charging time, where users have
to be able to charge the attacks (and this takes longer with the
intermediate spells than the bolt spells since the intermediate
spells are stronger and require more energy). If one is attacked
before they fire off the blast, they may lose some or all of the
charges they charge up. Depending on the user, this spell
requires focus, and some opponents won't be able to move while
charging this unless they have a spell like spellwalk. This
spell has the most area of effect of the three intermediate
magic spells, but it requires opponents to be within range of
the ice blasts in order to chain multiple enemies into the
explosions. This spell is more useful against stronger enemies
and can be very useful against groups, but can also affect
allies if they are too close to the blast. This spell also uses
more magic, so users have to use more mana in order to utilize
this spell. Users also may need further elemental knowledge
before they can use this skill compared to the elemental bolt
skills.
- Advanced Eweca Elemental Magic: Meteor Strike: This spell is
an advanced spell, which is learned only after mastering
intermediate elemental magic spells. Once one has mastered the
intermediate fire spells like fireball, this spell is the next
level upward into fire magic. This is perhaps the most powerful
of the advanced spells, which requires powerful fire knowledge.
When used, a user focuses only one charge of this (this cannot
be charged multiple times), and is formed above where the user
wants to drop the attack. This creates a large ball of flames
condensed into an explosive lava ball created by fire magic.
This is then fired downward from above, and explodes on an area,
blasting anyone within range of the explosion. When used, this
spell releases lava over the affected area, damaging anything in
the area even after the explosion, and is a very strong attack
spell. This spell is designed to hit multiple enemies that are
close together (making this effective against groups). If the
user is not incinerated when the explosion hits, then the lava
released from the explosion will usually do severe damage to an
opponent. This can be used to hit a group of opponents very
effectively, and is the top level fire magic that was used in
the way of Eweca's magic skillset. Despite being advanced magic,
this spell is actually charged fairly quickly, in which the user
only needs a few seconds to charge this attack. However, this
spell, while the most powerful fire spell in the Eweca's magic
skillset, is also very costly to use, and even though it doesn't
use all one's mana, it can only be used once every 10 combat
rounds, as the user cannot gather the mana to use it again for
up to 10 rounds no matter how good they are at focusing and
recovering mana/magic. Opponents can also avoid this if they see
it coming by moving out of the way of the attack's area of
effect range. And just like one might imagine, if one is
interrupted while casting this skill, then they may lose the
cast and have to recast the spell again. Users also cannot move
while charging this spell, as this requires absolute focus
(unless one uses a spell like spellwalk).
- Advanced Eweca Elemental Magic: Lightning Rod: This spell is
an advanced spell, which is learned only after mastering
intermediate elemental magic spells. Once one has mastered the
intermediate lightning spells like thunder, this spell is the
next level upward into lightning magic. When used, a user
focuses only one charge of this (this cannot be charged multiple
times, but the longer it is charged, the stronger it can
become), and is formed either from the user's hand or from a
magic item/weapon. This creates a large ball of lightning
condensed into a powerful blast of lightning. This is then fired
at opponents, and explodes on an area, blasting anyone within
range of the explosion with a blast of electricity strong enough
to incinerate many opponents and knock back stronger opponents
that may not be incinerated if hit by it. When used, this spell
releases a massive amount of both lightning and kinetic impact
when the spell explodes. This spell is designed to one enemy
with massive damage, but can be used against groups if they are
close enough together (though opponents further away will take
far less damage). If the user is not incinerated when the
explosion hits, then the concussive released from the explosion
will usually do severe damage to an opponent. This can be used
to high level damage to an opponent, and is the top level
lightning magic that was used in the way of Eweca's magic
skillset. Despite being advanced magic, this spell is actually
charged fairly quickly, in which the user only needs a few
seconds to charge this attack, but can charge it longer for more
power (though this skill caps out at a certain level of damage).
However, this spell, while the most powerful lightning spell in
the Eweca's magic skillset, is not as powerful as certain other
high level spells, as this balances magic cost and damage done
(while it does use more mana, it doesn't use as much as meteor
storm). Opponents can also avoid this if they see it coming by
moving out of the way of the attack's area of effect range. And
just like one might imagine, if one is interrupted while casting
this skill, then they may lose the cast and have to recast the
spell again. Users also cannot move while charging this spell,
as this requires absolute focus (unless one uses a spell like
spellwalk).
- Advanced Eweca Elemental Magic: Hail Storm: This spell is an
advanced spell, which is learned only after mastering
intermediate elemental magic spells. Once one has mastered the
intermediate ice spells like ice spear, this spell is the next
level upward into ice magic. When used, a user focuses only one
charge of this (this cannot be charged multiple times, but the
longer it is charged, the stronger it can become), and is formed
either from the user's hand or from a magic item/weapon. This
creates a cloud of freezing energy around a user, and then
allows a user to create explosive balls of spiked ice. This is
then fired at opponents, and explodes on an opponent, blasting
opponents with ice damage and impact damage when the ice balls
explode. When used, this spell is able to be charged one charge
at a time while active, but the skill charges the attacks using
the freezing energy extremely quickly, and allow multiple
attacks while the skill is active as long as there is cold
energy to use on an opponent. This spell is designed to one
enemy with more damage multiple times, but can be used against
groups if one changes who they are targetting with each blast
they fire. When hit, the ice balls explode on the opponent, and
do concussive ice damage. This can be used to high level damage
to an opponent, and is the top level ice magic that was used in
the way of Eweca's magic skillset. Despite being advanced magic,
this spell is actually charged very quickly using the cloud of
freezing energy, in which the user only needs a few seconds to
charge the cloud, but can rapidly charge each concussive blast
of ice in quick succession as long as the cloud of freezing
energy is active. However, this spell, while the most powerful
ice spell in the Eweca's magic skillset, is not as powerful as
certain other high level spells, and this particular spell is
more about speed than raw power (in which it's fast casting time
once active is its best attribute). Opponents can also avoid
this if they see it coming by moving out of the way of the
attack's impact. And just like one might imagine, if one is
interrupted while casting this skill, then they may lose the
cast and have to recast the spell again. Users also cannot move
while charging this spell, as this requires absolute focus
(unless one uses a spell like spellwalk).
Transformation:
- None associated with this skillset directly
Weaknesses:
- Don't kill people. That's bad, okay?: The people who used this
practice a philosophy of non-violence. That being said, this art
was designed to be used by people in self defense, not with
intent to kill. While this can be used to kill enemies, those
with intent to kill using it will often find that this set of
magic skills doesn't work properly. This can be used to protect
oneself, and can be used to kill opponents if absolutely
necessary, but when using this, one must keep their minds from
having murderous intent when using this set of magic skills. If
one does have murderous intent when using this skillset, they
may cause their magic to be unstable, and could even rebound on
them if they don't know how this magic works. This was a
built-in defense against their magic being misused, and they
made sure to focus their magic using non-violent thoughts and a
calm mind. It is very difficult to use this for evil purposes,
and those that have used it for evil first must find a way to
change the basis of how this is used. There are some ways to do
this, such as the Fomorians were able to adapt their own version
of this skillset that allowed them to use this skillset without
needing a calm mind, or a few have found that using dark magic
variants of this magic can also lead to creating a version of
this skillset that doesn't require one have a calm mind.
However, those that misuse these magic skills are typically rare
(and must be specifically worked around if it is to be used by
someone with intent to misuse these skills for evil purposes),
and people who use this are usually people who have a philosophy
of not resorting to violence unless it is absolutely necessary.
As such, this also leads to some people getting into trouble
because of their non-violent philosophies when using this set of
magic abilities. Some consider those that use this magic weak,
thinking that they are non-violent because they can't fight
back. This has led to people with this skillset making a lot of
enemies out of people who think they are weak, even though these
magic skills are actually quite effective against a lot of
enemies.
- Charging up magic? What fresh h*ll is this?! Magic isn't a
damn battery!: The Eweca magic based skillset is built on being
able to charge magic attacks. Typically, every spell has a
casting time, where they need to charge a magic attack before
they can use it in battle. Every magic spell has this charging
time, and while some are faster than others, it is still
something that can be used against the person. This is one of
the biggest weaknesses, as the charging time acts as the
activation requirement for the spells. While beginner level
spells like the bolt spells have little casting time, and
chaincasting can get around having to charge multiple charges of
the same spell multiple times, it is still something that all
mages have to figure out how to avoid it being used against
them. Many try to speed up their casting time as much as they
can using magic mastery and other training, hoping to charge up
their magic spells as quickly as possible. Or it is possible one
reduce the time by using a magic weapon that speeds up charging,
or can even charge up attacks on its own. There are a few major
things that cause an interruption of magic. The two major things
are being attacked by enemies (which is the main reason most
people get interrupted), and people losing concentration (which
is even more important with the more advanced magic skills). If
this charging time is interrupted, such as a user gets attacked
before they finish charging their attacks, most of the time the
spell will be cancelled. This means that a user will often have
to charge the attack again, and will lose any mana they used
while charging the magic skill that got interrupted. In more
extreme cases, some spells that are close to being cast, but
interrupted at the last moment have been known to rebound, or
recoil. This is a common magic occurance during miscasting,
where the spell is not cast properly and usually explodes as a
result. If this happens, the spell could literally explode in
one's face, which is also bad especially if the user is not
immune to their own magic skills (users may or may not be immune
to their own magic, depending on the magic user and the type of
magic they use).
- Like to blow stuff up? Well you can, whether intentional or
not!: Magic in general has some very destructive potential,
especially with some of the stronger spells. Users must be
careful of this, and use their skills accordingly. A big danger
with some spells is that oneself or allies may get caught in the
destructive effects of the magic skill, as some of the skills
have a large hit area. Those that use this may or may not be
immune to their own magic, and whether or not one is, one can
still do damage to oneself or allies. If they are not immune,
they can get caught in their own attacks and take damage if they
are too close to a spell that is cast (like getting caught in a
fireball explosion if they launch it too close). But even if one
or an ally is immune to the magic used (IE fire immunity if a
fire spell is used), the kinetic impact of the magic attacks is
something that can still cause damage, such as knocking an
opponent back with immense force, as there is a lot of explosive
potential with a lot of the magic skills used in this. Users
that use magic must be careful about how they use it in battle,
where users must be careful about how they apply their magic. So
users must always be careful when using magic, and usually must
train with magic before they attempt to use it in combat. Using
magic incorrectly may not only hurt others, but could also end
up hurting the user depending on the magic. This is something
that applies to almost any kind of magic, especially if one gets
to advanced magic skills that are more destructive or more
powerful than basic spells. As a magic user grows, control and
proper use become more and more necessary no matter the magic
user. This is not something a magic user can easily get around,
and the only magic users that don't worry about this are those
that use magic without care of the consequences. In terms of
magic use, control is something that has to be trained and
learned through experience, and as a magic user gets stronger,
they have to learn control more than anything else before they
can advance to higher level magic. Those without control will
often destroy themselves at some point with their own magic.
- The bill always come due: While many often hear stories of
magic that requires one's blood, or sacrificing body parts, this
is actually more rare than people think. There are a lot of
magics out there that don't require that kind of sacrifice. For
the most part, many magics often work by either using energy of
some kind (with many magics often running on a specific kind of
magic), or some may require spell circles, glyphs, or runes. The
most common method is that many magics use some sort of energy
as their power source, depending on the magic. Some known
examples may include normal magic and holy magic using normal
mana (holy magic may also use holy energy to power it), dark
magic being powered by dark mana, chi magic being powered by
chi, and rarer magics like spirit magic (powered by spirit
energy), chaos magic (usually powered by chaos energy), or even
void magic (usually used by those from Malice's domain, or
people who can draw on the void's energy which is very
dangerous). Typically, a certain amount of power will be used
for each casting, and that power must be used in order to
utilize the magic. However, there are plenty of other methods,
such as magic items that may use glyphs or runes attached to
them (usually either carved in or written into the objects),
where they may activate magic energy using the magic object.
There are also some magics that may require incantations, where
users must speak a phrase to activate it in addition to the
normal magic cost, or some may have to use physical activates by
using certain motions. Some may also require certain spell
circles to activate as well. Casting magic is typically
different depending on the user, where some magics may allow
multiple ways it is used, and some may force users to use
activate a certain way. However, if one tries to circumvent the
cost, the cost will catch up with them, as people who have tried
to not give the cost of magic have had magic rebound on them,
which can be a very dangerous and deadly situation. It is
usually best to acknowledge the cost and pay that cost, or not
use the magic if one doesn't want or can't pay the cost of the
magic. For Eweca magic, the cost is mana that is used to charge
the spells, and the charging time is often also seen as a "cost"
since it is required to use this magic based skillset no matter
how skilled one gets with this magic.
- Resistance and immunity are annoying, but anti-magic is just
MEAN: Magic users usually have some general weaknesses no matter
what magic they use. The first is magic resistance, where
opponents may have magic resistances. This is most common among
other magic users, as magic users can often develop a general
resistance/defense to magic as a result of their own magic
training where their body's magic acts as a way to dampen magic
attacks from enemies passively. However, while magic resistance
does reduce damage, the specific amount depends on the magic
resistance and the type of magics they are resistant to.
Typically, magic resistance happens as a result of specific
types of magic (IE most magic resistances are specific to magics
based in mana, but may not have the same resistance to other
magics powered by other energies). Magic immunity is an even
bigger problem, as the opponents with magic immunity (usually as
a result of some sort of birth power, or through some unique
trait) will take almost no damage from magic. The only real
damage a magic user can do to a magic immunity user is to hurt
them with the physical force of magic, such as explosive magic
being able to use the explostion to knock back an opponent. And
of course, the magic immunity does also depend on the type of
magic (as magic immunity may or may not apply to all magic
types, and usually depends on the user specifically). The next
problem one might face is magic negation. For those with magic
negation, they may be able to negate certain types of magic or
all magic (this depends on the type of magic negation used). For
example, mana negation can not only negate mana users, but mana
negation can stop any magic that runs on mana since mana cannot
be used. This is a problem for magic users, and pretty much
negates any magic they might be able to activate if it works
against them (some magic negations may only work against
specific magics, so it should be stated if a player has magic
immunity to all magics or some magics). The last thing to note
is Anti-magic, which is a power that not only counters magic,
but can do severe damage to magic users as anti-magic is a power
that specifically is dangerous to magic users. However,
anti-magic is a rare trait for someone to have, and usually
requires specific birth traits to utilize. But that doesn't mean
that anti-magic is not dangerous if a magic user does come
across it.
- Dodge or block... Either is good. Just don't get hit, my
friend: One can actually block or dodge almost any magic
(assuming it's not a specific spell that affects an entire area)
just like any other energy or projectile based skillset, where
every spell can be dodged in some manner if an opponent has
enough reaction time, or some spells can be blocked using strong
enough defenses. One doesn't necessarily have to have magic to
block magic, as other methods of defense still work. One can use
things like energy manipulation to block attacks (like a aura
user might use aura defense to block a magic attack) as long as
the energy isn't overpowered by the individual magic user. All
it takes is creativity depending on the skillset to come up with
ways to counter any magic. And typically, if one understands how
the magic works, they can find ways to counter it in other ways.
For example, mana based magic users can be stopped from using
magic using mana negation (normally mana negation is used
against mana users), or some might even figure out how spells
work and counter them based on how spells work. One such example
is if one sees a magic spell being charged, they can simply
choose to attack, and they may be able to stop the spell from
being cast, or some may counter attack spells based on the
attack, such as countering dark magic with a light power. There
are ways to counter magic with almost any supernatural energy if
one is creative enough with how they use it. There are also rare
cases of people with raw power and strong bodies being able to
tank many forms of magic skills including elemental magic as
well, which is usually only done by people with raw physical
strength and durability that surpasses that of normal people.
Typically, one just needs something that can overpower the magic
used, where almost any magic can be blocked if one has a strong
enough defense. Of course, for those without strong enough
defense, most magic skills can also be dodged if one has enough
time to react to the spell, as dodging is something that anyone
can do.
- I'm sure everyone knows at this point how to counter elemental
powers...: When it comes to elemental magic, elemental magic can
be countered much like any other elemental power. There are a
variety of ways to counter elemental powers out there. The first
obvious one is using a counter element. One can utilize counter
elements against elemental abilities, such as using fire against
ice or lightning against water or even darkness against light.
This is the most obvious way people use to counter. However, one
can also use corrupted elements, such as using corrupted fire
against fire in which the corrupted fire will do damage to the
user if the user is hit by it, even if they have immunity to
fire. Another known counter is energies that use change in
energy form to replicate the effects of elements, which are also
able to bypass elemental immunities. For example, the most known
one in this category is spirit lightning, which acts like
lightning but lightning users cannot absorb it since it is not
lightning, and it bypasses lightning immunity when used.
However, one can also learn about elemental abilities in
general, and use scientific knowledge to counter elementals as
well. For example, one can actually counter fire by create a
vacuum environment, as fire cannot burn without oxygen (which
can be created using wind manipulation or certain other
methods). Every element has its own counters, as each element
works differently, and each can be countered in some way by
another elemental or energy. This is another skill that just
requires imagination and creativity, and sometimes a little
scientific knowledge. Energy defenses also work fairly well
against elementals, where users can use things like supernatural
energies to defend against elemental magic as well (such as
spirit users may use spirit barriers to protect from a magic
attack). For the most part, the only difference between
elemental magic and other elemental power at the end of the day
is just that magic elements have a magic element in it (which
can also be used to one's advantage if one has something like
magic negation or a defense that can take advantage of the magic
nature)
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