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Magic on Aryn

Background-

Throughout Konstan and the other continents of Aryn, despite some species mistrust learn to manipulate and control their own and the natural energy of the world around them to achieve what could be defined as magic. Not all have the ability to do so however, such manipulation and control requires much study and concentration to achieve. To those who recklessly use the energy the backlash can be quite severe.

Within the scope of energy use there are two distinct types of use, Mind magic, which involves the drawing out of the mage’s own energy reserves for use and Natural magic which involves the gathering of the more primal and untouched energy from the world around the mage for use.

Magic Subtypes:

Mind- Energy within a mage’s body can gathered then through concentration can be moulded and used for a myriad of different uses from picking up objects out of reach of the dragon to creating a force field around the dragon or another object. The use of this energy drains the dragon just as any physical activity would.

Natural- Apart from the energy stored within the mage, the environment around is alive with it. Through concentration aided by gestures one can draw it in for use, due to the more unwieldy and primal nature of this energy the concentration and safe use of it will cause just as much drain on the mage as using it’s own energy would.

Abilities/spells:

The range abilities and feats one can achieve with either or both are as nearly as wide as the mage’s imagination, however there is one obstacle that no mage has been able to overcome though they may try, to replicate the effects of elemental magic. Despite this there is much a mage can do given the right thinking, below are but some of the commonly taught and learned skills:

 
Basic
- Basic energy manipulation and focus
Mind:
-Telekinesis (lifting as if with half own strength)
-Telepathy (feelings and images)
-Basic illusions
-Force fields (minor)
Natural:
-Enhance speed/reaction time by half again
-Increase physical strength by half again
-Healing (can heal minor wounds and stabilise moderate injuries)

Intermediate
-Skilled energy manipulation and focus
Mind:
-Telekinesis (lifting as if with own strength)
-Telepathy (coherent messages)
-Force fields (major)
-Intermediate illusions (can make illusionary copies and turn oneself invisible)
-Observing happenings in other areas
Natural-
-Bending gravitational/mag fields
-Basic transformation- slight size changing and can alter features but not overall shape
-Enhancing ones senses to a degree i.e. enabling better night vision
-Basic transmutation- changing the shape of one object of a certain material to a degree
-Healing (can heal medium wounds and stabilise severe wounds)

Advanced
-advanced energy manipulation and focus
Mind:
-Telekinesis (lifting as if with two times strength)
-Telepathy
-Teleportation (requires large amount of energy)
-Observing happenings of past (unable to affect events in anyway)
-Advanced illusions (life like copies can be produced, substantial area can be affected by illusion)
-Force fields (advanced)
-Peering into the near future (only possible outcomes)
Natural-
-Creating and bending gravitational/mag fields
-Shape shifting
-Advanced transmutation
-Teleportation
-Healing (can heal severe injuries)

Side effects of magic-use

Whenever magic is used of either type, the mage is generally fatigued from the expenditure of energy, however many mages find that in addition they may encounter various other side-effects, ranging from mild headaches, nausea, numbness or weakness of limbs or even blindness varying on the type and strength of the spell used.

In cases where the mage tries to cast a spell that uses more energy than he or she currently has many a bad thing can occur, from backfiring spells to more long term side-effects and in the worst cases death.

Magic Items

Many a mage has tried to infuse an item or item’s in their possession with their magic in an effort to relieve themselves of the stress of casting or drawing the energy for a certain spell, however all have failed in the small scale, the items proving unable to store the energy needed for any usable amount of time.

However in the larger scale there have been made a few structures able, through rituals and many strong willed mages to hold and channel focus. The knowledge on how to make such lays hidden within the minds of those who created them and within hidden libraries lost to time.

 
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Rules A character must be of above a certain age to be able to use the different levels of magic.

Age requirements- Dragons
25-100- Basic control
101-200- intermediate control
201-300- advanced control
Age requirements- Humans
18-30- Basic control
31-60- intermediate control
61-100- advanced control

Should a character be deemed to be overusing magic the side effects may be put into place by a mod or admin, if excessive overuse or godmoding, the character may die.