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| Academy of Magic Spell Shop | |
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Ventriloquist Zed
Posts : 994 Reputation : 18 Join date : 2012-12-02 Location : USA
Character Sheet Name: HP: (100/100) Age:
| Subject: Academy of Magic Spell Shop Sun Mar 24, 2013 7:52 am | |
| The Introduction! This is where you can find a list of spells for my RP, The Academy of Magic. I realize there are a lot of spells, but I do not know how to add spoiler bars o-o. In anycase, just find the spells that interest you ^.^ you don't have to read them all. The Rules! Well, bare with me as this is just a trial at the RP thing here. Normally, I would say you have to buy each spell by using credits similar to our OD o-o but I'm not sure that's really fair here. That said I may come up with some sort of merit system. For now, you may make one pick up to 3 spells for your specialization (Which is listed on your character sheet under Magic Affinity). After that, Freshman may have 1 extra spell besides that of any type. Sophomores 2. Juniors may get 3 spells, and seniors 4 spells. As the RP goes on, I'll allow for more spells to be gained in other ways, but this seems a logical way to hand them out for now. The FAQ! - Spoiler Tab/FAQ Must Read:
● All magics marked as restricted are subject to staff approval, and are not available to all characters.
● After one type of elemental magick is purchased, each additional type costs 1,000 merits more than the listed price.
● After one sense found in manipulation magic is purchased, each additional type costs 1,000 merits more than the listed price.
● Each person is accountable for keeping track of their magic once purchased, and listing it on their character profile after approval. If a magic type is not listed on a character's profile, it may not be used in rp.
● A practitioner of High Magic/Realm Magic may not use the opposite (High Magic/Realm Magic) unless the previous patron (daeva or muse) is abandoned (resulting in the loss of any magic that is not also listed in the Independent Magic section), but practitioners of either High or Realm magic may purchase/use Independent magic.
● A practitioner of Ecclesiastic (church Magic) Necromancy may not use any other branch of High Magic or Realm Magic, but may use/purchase Independent magic types.
● Any magic type listed under High or Realm that is also listed under Independent, and has been purchased, may be used as Independent for any reason.
● Any change in patronage (from a Daeva or Muse) either leaving or returning into the service of, must be played out in storyline. When a character returns to the patronage of a Daeva or Muse, any magic previously purchased under this type is returned to them for use.
The Application! - Spoiler Tab/The Sheet!:
Account Name: Your ODA Account Character Profile: Name of your RP character ---------- Magic Class: High/Independent/Realm, ect. Magic Field: subsets such as elemental or necromancy Magic Type: the exact specification such as fire or ensnare
Total Merit Price: Not being used at the moment, aka skip this! How it would be acquired: post the section of your history which explains it, or the basic summary of the storyline you will make to explain it. This storyline must be active before you may use magic. Meaning show me where you wrote into your character profile specifically HOW they learned this magic how they found out the origins of it, who their teacher was, and how long they have been practicing it. After which you will need to ACTUALLY write in the RP about them practicing it before you are fully capable of wielding it on any skillful level.
The Judgement! Your app for magic may or may not be accepted, I will make some magic hard to obtain and such, so when i feel you have improved as a Role Player enough you may earn the higher magics you are applying for. The List! High Magic - that which is granted by the powers and grace of a God/dess or Daeva. The power to create and to destroy, to give and just as simply to take away. Gods in their own right the Daeva hold the power to influence the world around them in countless ways, but few are motivated to direct involvement. The Daeva of today are content to meddle in the affairs of man and beast from afar, gifting power to their chosen servants to aid these acolytes in carrying out their bidding. Daeva do not easily part with their power, and magic of this form requires a strong connection between mage and patron. Even the simplest of spells require a mix of prayer and ritual to be performed. The length of complexity of these is dependent on the complexity of the spell. ● The average spell takes upwards of 30 seconds of complete concentration on the prayer to complete, though there are reports of powerful spells taking an entire day to perform. During this time the caster slips into a trance like state and is unable to react to the world around them without needing to begin the prayer again. - Spoiler Tab/AVAILABLE SUBSETS OF MAGIC:
Elemental - Called 'color magic', this is the working of an element. [2,500] fire - Thermodynamics, lightning [2,500] water - ice, mist [2,500] earth - rock/mineral, dirt/mud [2,500] air - sound, gas [Restricted] Prophesy - Called 'Tarot', this is the magic of other-sight. [2,000] Scrying: The art through which glimpses of the past, present, or future may be viewed in a reflective surface has been around in one form or another since the very beginnings of magic. Often referred to as a kind of second sight this magic is most effective when used as a means of seeing across great distances to catch glimpses of far off places. [2,000] Dreaming: A form of magic formed almost exclusively around predictions of the future the art of dreaming is least easy to control of the Prophesy magics. When the dreams do come, however, they offer not just glimpses, but clear pictures of things that have not yet been but might still come to pass. It is said that the clearest dreams do not just show a single future, but countless that might come from the branching web of decisions set out before us. [2,000] Reading:Tarot cards, tea leaves, even palms all hold glimpses of secrets buried far from uninitiated eyes. like scrying the art of reading is not limited to the events of the future. Rather this form of magic finds its main stock and trade in the secrets people hide away. It can offer glimpses of the future, but he most gifted readers know that it can be more revealing to see into the heart of man. Channeling - Called 'spirit magic', this is the magic of souls. [3,000] Summoning: Channeling can be Broken down into 3 basic parts. The first is the art of summoning, or calling spirits from their world to ours. Summoning is used to allow a spirit to cross over the vale and interact with the world of the living. Often these spirits can do no more than speak, but given a strong enough spirit, or a strong enough summoner they have been known to be able to do more on occasion. [2,500] Binding: The second is the art of binding. Once a spirit has been summoned it must be controlled, forced to linger until it has served its purpose. By binding a summoned spirit a mage is able to exercise a level of control over the spirit. A binding ritual can be performed on spirits the mage had no part in summoning. [2,000] Communing: Finally, the art of communion is the art of communicating with spirits present in the living world. Unlike simply talking with a spirit a mage practiced in the art of communion need not worry about lies or half truths. They are able to compel the spirit to answer them, truthfully and completely. Light - Called 'White Magic', this is the magic of cleansing. [2,000] Elemental: The elemental control of light refers to the basic art of manipulating and controlling light in the immediate vicinity of the caster. [3,000] Turn undead: A kind of magic formed in direct response to the disruption of the life-energy cycle nercomantic practices rely on. This kind of magic grants the caster the ability to return the undead to their eternal slumber and proper place within the aether of the dream-weave. [2,000] Purify: A kind of magic, not unlike the art of enchanting a mage practiced, in Purifying magic is able to both remove curses and enchantments placed on people or things, but also to add enchantments of their own. [Restricted] Ecclesiastic Magic - Called 'church magic', this is the channeling of the soul-bank. - Spoiler:
An undead creature who is initiated into the church, and bound to it's Necrarch Nagash, is connected to a massive metaphysical network akin to a soul bank. These stoles, siphoned from a tear cleaved in the dreaming itself, are held in a suspended state within the Nagash's power. Though the wight himself is bound to his domain to sustain his network of power, his associate necromancers carry out the church's agenda by drawing upon his power. Strange as it may seem, the Church has banned the use of old-world necromancy – the original art of controlling the undead by force. While practitioners of the church may learn this magic, excommunication and worse might be meted out should another church mage discover their heresy.
[2,500] Initiate Ghoul: This ritual calls upon a soul that has recently died a physical death, but not yet found its way out of the material world. As the most basic of binding arts the mage can only bind a spirit in their non-corporeal form to a man-made talisman and the spirit is unable to move away from this talisman. Since the spirit does not possess a truly physical form it is unable to interact with the physical world directly (with the exception that it is able to move the talisman it is bound to). It cannot harm or be harmed by physical means, though the act of destroying the talisman used to bind it undoes the spell and returns the spirit to the Dreaming. [3,000] Initiate Spectre: A necromancer seals a contract with a living creature, whose soul becomes connected to the Soul Network. Though the magic itself remains dormant until the creature dies it allows the mage to call them back into the world of the living. Like the lesser arts the soul can be bound in a non-corporeal form to a talisman, but it can also be bound to a once living corpse. It should be said that while effectively undead, a soul bound again to a once living form can still be killed as they might have been when they were still alive and are susceptible to both silver and fire. The destruction of their new body unweaves the spell and returns them to the Dreaming. A spell of this kind is not done simply, and before a contract is formed the necromancer often asks a high prices for their services. Note, any soul bound again to a once living form retains any potential they had while living. (ie they are able to perform magic or things like that) [4,000] Initiate Wight: The most advanced of this form of magic a mage practiced in this art is able to form contracts even with those souls already gone to the Web of Dreaming. It requires some form of contact with the spirit to begin, but once a contract has been negotiated the mage is able to summon them back into material world and bind them either to a talisman, a once living body, or into a man-made shell fashioned specifically for them. These shells are not without weakness however, and should the form be broken, or if the runes that were used to finish the binding to an item are damaged the spell itself is undone and the spirit returned once more to the Dreaming. Like all undead, these creatures are weak to silver and fire. Since there is no physical time or space in the Dreaming, a strong enough power can be used to conjure souls even long since lost from the living world. Before summoning such a spirit, the necromancer must first commune with it and negotiate the conditions. Because the ritual of wight creation is extremely difficult and time-consuming it is not done idly or without great purpose. Only the greatest spellcasters are able to conjure wights, and even then not without help.
__________________________________________________________________________________________________________ Independent Magic - that which is granted by the power of self and soul. For as strong as the Daeva and the Muses are they do not create their own power, merely channel the power present in all life. A mage unbound to any single patron can call upon the energy of their own soul to power their magic. These mages are not bound by distance or hampered by prayer, they can call upon their magic freely, but this freedom comes at great cost. Personal Magic slowly erodes the soul, and when practiced without great moderation it will quickly plunge a mage into madness. ● The average mage can cast around 5 spells in quick succession or as many as 10 to 20 over the course of a day so long as they are spaced out. While there is no physical limit on this, any more and they will begin to cause permanent damage to their soul. There have been reports of overeager mages losing themselves in a matter of hours. - Spoiler Tab/AVAILABLE SUBSETS OF MAGIC:
Elemental - Called 'color magic', this is the working of an element. [2,500] fire - Thermodynamics, lightning [2,500] water - ice, mist [2,500] earth - rock/mineral, dirt/mud [2,500] air - sound, gas Effigy - Called 'holder magic', this is the magic of objects/ artifacts. [2,000] Scripting: One of the most common forms of Effigy magic has to be the art of scripting various effects and properties into inanimate objects. The source of magic swords and chests and books this kind of magic has countless different applications. And not all scripts need be immediately obvious. With enough care a skill mage can script effects that are only initiated by specific triggers. ● Enchantment: This kind of scripting refers to the act of imbuing an object with scripts intended to aid those who make use of it. (one or the other per purchase) ● Curse: This kind of scripting refers to the act of imbuing an object with scripts intended to harm those who make use of it. (one or the other per purchase) [2,500] Animation: Most simply put the Magic of animation is the ability to grant inanimate objects with the ability to move. Both its manner of movement and its destination must be clearly defined by the caster as the object does not gain any level of sentience. Manipulation - Called 'glamor', this is magic that influences the mind. [2,500] Illusion: Illusions are a magic of deception, of bending what is with what might be and bringing something of dreams into the physical world. While powerful tools capable of powerful effects on the mind illusions are not truly a physical kind of magic. And while they may feel as real as the rest of the world they are no more than sensations called forth from the nothing. The study of illusion magic can be broken down into five basic categories based on the five basic senses that can be manipulated. (Each purchase includes only one sense). ● Sight: Grants the ability influence what others see ● Sound: Grants the ability to influence what others hear ● Smell: Grants the ability to influence what others smell ● Tactile: Grants the ability to influence what others feel ● Taste: Grants the ability to influence what others taste [2,000] Telekinesis: Where illusions are a magic of deception and deceit Telekinesis is a very physical manifestation of this kind of magic. At is most basic telekinesis can be used to move objects from great distances. Necromantic Magic - Called 'unnatural magic', this is the art of undeath. - Necromatic Magic Subsets:
Medium - Called 'Profane', this is the forbidden magic of unrest.
[2,500] Ensnare: A practitioner of the Profane Magics does not merely summon a spirit unless the soul was already twisted beyond recognition. Rather they capture wayward spirits, binding them to the living world, often against their will.
[2,500] Compel: Once as spirit has been caught, by whatever means, a mage can call upon their knowledge of this magic art to assert their own will over the spirit, force them to act out the caster's commands. This kind of control is not as fluid as willful cooperation, and a strong enough spirit could fight against the influence.
[3,000] Corrupt: Corruption magic is considered the most vile of the profane arts. Where the other powers simply seek to manipulate spirits the art of corruption allows a mage to twist an ensnared spirit into something more than it was, an abomination in the eyes of natural life. Corruption acts upon the lingering emotions of anger, regret, even jealousy or lust that might act to anchor a spirit to this world. Such strong feelings make a spirit more susceptible to being drawn from the weave of dreaming back into the physical plain. The passage between plains was never meant to happen, and so the spirit is changed for it - forever twisted, disfigured and unnatural, and may not be re-integrated into the dreaming and is vulnerable to true death. A strong enough spirit can resist the effects of this kind of magic, defying the caster's pull of will.
Sacrifice - Called 'Blood Magic', this is the magic of control.
[3,000] Summoning (spirits): Unlike the art of communion with the spirit world summoning magic within the realm of Sacrifice is a far more macabre practices. By offering up a sacrifice, usually a living creature, this magic grants a mage the power to not only summon a spirit, but to bind it to the sacrifice and give it a physical presence in the world of the living.
[4,000] Domination: A favorite to torture specialists the art of Domination magic is a form of blood magic that grants the caster immense influence over other person. This power does not come free, often demanding a price to be taken from the mage themselves to be used. Still, the magic that is born from that sacrifice can be used to both bind another being as well as inflict both physical and mental anguish on them. Use of this kind of magic exacts a powerful toll on the caster's soul.
[3,000] Destruction: A visceral application of magic, destruction spells often do not have a form. Rather they are the channeling of raw magical power to be used to rend stone from stone, break through walls, or shatter bones. Similar to telekinesis in appearance this magic is considered the least refined of all necromantic arts.
Shadow - Called 'Black Magic', this is the magic of disruption.
[2,000] Elemental: The elemental control of shadow refers to the basic art of manipulating and controlling those shadows in the immediate vicinity of the caster.
[3,000] Summoning (undead): As one might assume the power to summon the undead grants a mage control of such creatures as zombies and shades. The final form of the summon depends equally on the power of the caster and the state of the soul and body being called back into the world of the living. Where a zombie is a body without a soul a shade might be described as a soul without a body.
[2,500] Bind undead: Binding is a field of shadow magic born as answer to the art of summoning. This particular focus allows a mage to return undead they did not summon back to their eternal rest or even, in some cases, steal control of undead creatures from their rivals.
[2,500] Curse:A kind of magic not unlike the art of scripting a mage practiced in Curses is able to both remove curses and enchantments placed on people or things, but also to add curses of their own.
Webbing - Called, "Networking" is the magic of the linking/invading the mind.
(THIS IS A WORK IN PROGRESS!)
Alchemy - Called 'symbology', this is the merging of science and magic. [2,500] Transmutation: The most basic manifestation of Alchemy, and the most recognizable is the art of transmutation. Calling on both the laws of the natural world and the laws of equal exchange the art of Transmutation allows an individual the ability to change the basic properties of an object. Either enchanting it with special qualities or refining those that already exist within it. Because of the basic nature of alchemy this art is still limited by the reagents at hand. [2,500] Transference: The art of shifting matter, of movement. Transference has been called by some a subset of transmutation, and in a sense this is true. But where transmutation focuses on merely manipulating the qualities of a single object transference focuses on moving all or parts of an object. This can be used for things like teleportation between two fixed points or transferring wounds from one person, through the caster, to another. [2,500] Fusion/Deconstruction: The final form of alchemy branches out from the simple manipulation and mutation of objects and elements. The art of fusion and deconstruction deals in the power to form new matter from its most basic building blocks or return what has already been made back to them. Used most often to splice together several base components into a single conglomeration or render complex objects into their most basic forms this aspect art is considered the most practical and most dangerous of all the subsets of alchemy.
__________________________________________________________________________________________________________ Realm Magic - that which is granted by the powers and grace of a muse/muses. Guardians of the natural world, the Muses of The Relms defend their realms fiercely. But not unlike the Daeva, these powerful beings often call on the aid of their faithful to carry out their will. The bond between a muse and their chosen servants is more symbiotic than that of priest to Daeva and this means that a mage can call upon the magic power of their muse without the cumbersome prayers and rituals. But where Daeva are all present a Muse is tethered to their physical dominion, such as a forest or stream, and the power slowly wanes as a mage ventures farther from the source. ● Most mages working under the patronage of a muse will begin to notice fall off from their spells the moment they lose sight of that muse's domain. This fall off continues gradually until they find themselves unable to use their given magic at all, without paying the cost of it with their own soul. - Spoiler Tab/AVAILABLE SUBSETS OF MAGIC:
Elemental - Called 'color magic', this is the working of an element. [2,500] fire - Thermodynamics, lightning [2,500] water - ice, mist [2,500] earth - rock/mineral, dirt/mud [2,500] air - sound, gas
Familiar - Called 'Rangering', this is the magic that bonds life.
[3,000] Summoning: The art of summoning within the realm of Familiar Magics is most simply the power to call forth those creatures both magical and otherwise with which the mage as already formed a contract with. Summoning magic often involves a ritual of some kind, and while this process can be streamlined it can never be made instantaneous. A familiar can be of almost any form, but will fade away if wounded or killed.
[2,500] Binding: While most mages can create mutual contracts with various magical and non-magical creatures there are some who wish to compel otherwise uncooperative creatures to aid them. The art of binding allows a mage to forcefully bind a creature to them, allowing them to call on it in the event of some future need.
[2,500] Sealing: While powerful a familiar remains a creature out of its proper place. It was called forth by magic, and through magic it can be returned to from where it came. The art of sealing is a magic that allows a mage to cancel out or seal even those familiars he has not summoned himself. A powerful tool this ability is not limited to other familiars and while difficult can be used to seal anything from spirits to undead.
Natural - Called 'Green speak', this is the magic of the natural world.
[2,500] Creation: As keepers of their forest homes masters of natural magic have long since studied the ways of the natural life around them. They have found a balance with these living things and through that balance they learned the secrets of creation, of calling forth life from the forest around them. This power can be used to create new plant growth from the most meager of sources.
[2,500] Growth: Harmony has always been an act of balance, of conservation. Growth magic allows a mage to influence the growth of plants around them, giving them control over such things as speed and direction.
[3,000] Destruction: The mirror of creation, and the far side of the balance with the natural world the art of destruction magic is not something most mages use willingly. But there are times when the order of the forest demands it. This power grants a mage the ability take life from the plants around them, often to be used in some other way.
__________________________________________________________________________________________________________ The Notes! Feel free to PM me questions, and I need to tell you about the "Numbers" before each spell such as. "[2,500]" This. These are rewritten spells for another RP I'm in, in which we use merit to buy the spells. That is the merit cost but for now, simply ignore it. BE sure to click to spoiler tabs, there's a lot of text within them but this makes it easier to navigate. Hope this helps. ALL THINGS PERTAINING TO MERIT IS VOID FOR NOW! The Conclusion!
Last edited by Ventriloquist on Tue Mar 26, 2013 12:48 am; edited 6 times in total |
| | | Nottu Lucian
Posts : 3368 Reputation : 118 Join date : 2013-02-03
Character Sheet Name: Herenyonen HP: (84/84) Age: 29
| Subject: Re: Academy of Magic Spell Shop Mon Mar 25, 2013 6:37 am | |
| Account Name: Nottu Character Profile: Lysander ---------- Magic Class:Independent Magic Field: Elemental Magic Type: Fire.
Magic Class:Independent Magic Field: Elemental Magic Type: Water
Magic Class:Independent Magic Field: Elemental Magic Type: Earth ------------ Magic Class:Independent Magic Field: Elemental Magic Type: Air
Magic Class:Independent Magic Field: Effigy Magic Type: Scripting
Magic Class:Independent Magic Field: Manipulation Magic Type: Telekinesis
How it would be acquired: "Years inside the subdimension, Lysander developed his arcane might and grew into a powerful young sorcerer." During his years at the Regnum Arcane Academy, Lysander mastered basic Elemental powers and learned to control mental magic, allowing him to move and control things with his mind. He also learned of the base forms of Enchantment from his studies.
If this is wrong I will fix it if need be
By the power vested in me, I grant thee use of these magic arts! Approved by Ventriloquist! Now Join The RP |
| | | Gallows Zed
Posts : 929 Reputation : 4 Join date : 2013-01-26
Character Sheet Name: HP: (100/100) Age:
| Subject: Re: Academy of Magic Spell Shop Mon Mar 25, 2013 2:17 pm | |
| Account Name: Gallows Character Profile: Marcurio Telvanni
---------- Magic Class: Independent Magic Field: Elemental Magic Type: Water (Ice)
If I understand this correctly, I might only choose 3 magic types out of the elemental school, right? Honestly, I don't really want any other elemental magic, so I'll go to my "bonus" magic:
Magic Class: Independent Magic Field: Effigy Magic Type: Animation
Marcurio always had a strong affinity to Ice magic, most likely an inheritance from his mother. In his long years studying under his grandfather he was made familiar with countless other types of magic, although he rejects them out of simple hatered towards his mentor. The onl yother magic type he found himself using, was the art of Animation, due to simple pragmacy.
Editor's Note:Animation Magic Field was changed to Effigy, Type to Animation. No harm done. Elemental Ice has been changed to water. Reason; Water magic grants control of Ice. No harm done. Suggestions; state that your character has greater control over ice than others, which is perfectly reasonable if he tends to lean more towards it than other states of water.
By the power vested in me, I grant thee use of these magic arts! Approved by Ventriloquist! Now Join The RP
Last edited by Gallows on Thu Mar 28, 2013 1:15 pm; edited 1 time in total |
| | | Valkoor Lightheart Leona
Posts : 878 Reputation : 4 Join date : 2013-02-01 Age : 26 Location : Sitting in my room on my bed, thinking of a truly limitless world, filled with endless skies and adventure around every corner.
Character Sheet Name: Edmund HP: (900/100) Age: 17
| Subject: Re: Academy of Magic Spell Shop Mon Mar 25, 2013 6:27 pm | |
| Account Name: Valkoor Lightheart Name of your RP character: Sairento Soyokaze ---------------------------------------------- Magic Class: Indep. Magic Field: Elemental Magic Type: Wind
Magic Class: Indep. Magic Field: Elemental Magic Type: Earth (can only draw iron out of anything and craft it into the shape of a bladed feather.)
Magic Class: Indep. Magic Field: Manipulation Magic Type: Telekinesis (Stronger throw than a heavy gust of wind.)
Magic Class: Empty Magic Field: Magic Type:
Acquisition: Not known how or why, but the oddly timed tornado that took him granted him odd powers of controlling wind and the ability to fire Iron Feathers.
By the power vested in me, I grant thee use of these magic arts! Approved by Ventriloquist! Now Join The RP
Last edited by Valkoor Lightheart on Tue Mar 26, 2013 1:44 am; edited 2 times in total |
| | | Rose la Kill Zed
Posts : 319 Reputation : 14 Join date : 2013-03-09 Age : 26 Location : Indianapolis In
| Subject: Re: Academy of Magic Spell Shop Tue Mar 26, 2013 12:08 am | |
| Account Name: White Rose Dragon Character Profile: Rose Asmodeus ---------- Magic Class: Realm 'Regno' Magic Field: Natural 'Naturale' Magic Type: Creation 'Creazione'
Magic Class: Realm 'Regno' Magic Field: Natural 'Naturale' Magic Type: Growth 'Crescita' or 'Crescere'
Magic Class: Realm 'Regno' Magic Field: Natural 'Naturale' Magic Type: Destruction 'Morire' or 'Destruzione' Come sarebbero stati acquisiti: Rose era sempre al suo più felice ogni volta che vedeva un fiore, o toccare i petali di una rosa. Ma questo spettacolo è raro vedere in legno e bagnato venezia. Rose sentito che era un obbligo su di lui per creare e proteggere ogni forma di vita vegetale, ma non sapeva come. Nella libreria di Venezia, tuttavia, c'era un libro, chiamando a lui. Un libro che ha fatto sapere come creare, crescere, e distruggere la vita delle piante dal nulla.How it would be acquired: Rose was always at his happiest whenever he could see a flower, or touch the petals of a rose. But this sight is rare to see in wooden and wet venice. Rose felt it was an obligation on him to create and protect all plant life, but he didn't know how to. In the Library of Venice, however, there was a book, calling out to him. A book that did know how to create, grow, and destroy plant life out of nothing.By the power vested in me, I grant thee use of these magic arts! Approved by Ventriloquist! Now Join The RP |
| | | Evil Leona
Posts : 1472 Reputation : 39 Join date : 2012-11-11 Age : 110 Location : The void
| Subject: Re: Academy of Magic Spell Shop Wed Mar 27, 2013 11:01 pm | |
| Account Name: Mokuntaku Character Profile: Vial Cairnthyn ---------- Magic Class: High Magic Field: Ecclesiastic Magic Magic Type: Initiate Ghoul
Magic Class: High Magic Field: Ecclesiastic Magic Magic Type: Initiate Spectre
Magic Class: High Magic Field: Ecclesiastic Magic Magic Type: Initiate Wight
Magic Class: Independent Magic Field: Necromancy Magic Type: Elemental (Shadow)
Magic Class: Independent Magic Field: Necromancy Magic Type: Destruction
Magic Class: Independent Magic Field: Elemental Magic Type: Water
Magic Class: Independent Magic Field: Effigy Magic Type: Enchanting
(Before you take one look at this and say too many spells, remember, I am going to apply to be a teacher if my CS is approved. I believe it is a total of 5 in my category, one less than the max you said you'd allow, and two outside. This meaning I still have the opportunity for a bit more outside my category.)
How it would be acquired:
(This is an excerpt from my bio, so if you read it you would be able to understand why it is in 3rd person)
One night, I heard a faint whisper, a woman’s voice. Many a night I had this dream, and many a night, the voice would get stronger and stronger. Eventually I was able to hear the voice in clarity. It promised me power. It promised me money, women, respect. All that was needed on my part was a menial task. I had to kill my king, and extract from his finger, the new form of the artifact which I stole from that village so many years ago. I didn’t question its change in form, I did what I was told. A loyal soldier. I had to present this artifact to the woman of my dreams. And oh, was I rewarded. The women. The money. The POWER. This new, channeling power within me! Years passed, through direct communication with the woman of dreams I learned to control this power. I could… resurrect the dead! Years and years passed, I learned the ways of magic, and learned the ways of a scholar. Before I knew it I was an old man, 83. And yet, the woman of dreams did not stop giving! One night, I went to sleep, and the woman of dreams spoke to me just like any other night. The morning was not so similar to any other night. I awakened and… I was YOUNG again! Oh, the joy! More years passed, and more! Yet, I did not age. I began to master my power.
You are currently using both Church Magic, (Ecclesiastic Magic ) and Necromancy, old world kind. Due to this fact, you will have to hide the latter form the church, meaning it would be a bad Idea for you to practice if "Often" Do keep that in mind, and as for your character age I will need to talk to you about that. But, as for the spells, accepted as long as you keep this in mind about the church magic.
By the power vested in me, I grant thee use of these magic arts! Approved by Ventriloquist! Now Join The RP |
| | | Ventriloquist Zed
Posts : 994 Reputation : 18 Join date : 2012-12-02 Location : USA
Character Sheet Name: HP: (100/100) Age:
| Subject: Re: Academy of Magic Spell Shop Thu Mar 28, 2013 10:29 am | |
| Account Name: Ventriloquist Character Profile: Kyle Vaughn ---------- Magic Class: Independent Magic Field: Alchemy Magic Type: Transmutation
Magic Class: Independent Magic Field: Alchemy Magic Type: Transference
Magic Class: Independent Magic Field: Alchemy Magic Type: Fusion/Deconstruction
Magic Class: Independent Magic Field: Effigy Magic Type: Scripting/Enchantment
Magic Class: Independent Magic Field: Effigy Magic Type: Scripting/Curse
Magic Class: Independent Magic Field: Manipulation Magic Type: Telekinesis
How it would be acquired: Upon entering the academy Kyle was noticed by the Alchemy teacher due to his analytic nature. Very, very little gets past Ky. In alchemy, this is important because the smallest mistake in the spell, and the elements needed in it can not only make your spell weaker, as with some other malpractice. In alchemy, mistakes can kill you even in low level spells. The teacher, whom now is rather fond of Ky, and Ky of him noticed this and latter found Alchemy to be Ky's alignment. He was recommended books on the magic, and read them and more. He practiced transmutation daily, and still does, he uses it for almost everything even simple tasks. Why? Beyond the fact that it's in his nature, perhaps....he feel's he can unlock the secrets of Time, or even Life, and bring Her back. As, alchemy is the art of understanding. He's also proficient in other magics simply being a junior and found those he has mastered to be of interest to him. Though of course, after learning ABOUT the magics in class he then studied them on his own, and began to practice, and seek guidance in them.
By the power vested in me, I grant thee use of these magic arts! Approved by Ventriloquist! Now Join The RP |
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