Welcome to Gaia! ::

Reply [ . development area . ]
The Magic and Elements Thread

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

1001328
Captain

PostPosted: Tue Aug 14, 2007 6:52 am


The sole purpose of this thread is for the development of the elements magic used in the RP.


Any information that is posted here should only pertain to the races.
PostPosted: Wed Aug 15, 2007 8:16 am


Elements



Fire (completed)
Water (completed)/Ice (completed)
Earth (completed)/Nature - (completed)
Electricity - in the works
Wind/Air - in the works

Water Manipulation:


A person who specializes in water techniques is able to draw water from the atmosphere and nature (i.e. plants). A water attack would be more powerful in a place of high humidity rather than a place of relatively dry heat. When utilizing a water attack in a rather normal place that receives adequate rainfall, it would draw on the water vapors in the air and water out of nearby flora. The more water vapor in the air and immediate area, the more likely water based attacks could become stronger. The down side would be if one were to use it excessively where there wasn’t enough time for the area to have the lost water restored, then it could result in the possibility of an appearance of a minor drought until the arrival of rain, but if precipitation does not arrive in time, the area could be on the verge of desertification.

A crueler usage could be drawing the water molecules from other living species when another alternative is not present or has been expended. Upon drawing too much, the user could cause the victim to easily become dehydrated and die. Only more advanced users are usually able to pull this off.

On the level of an elite water user, one would be able to use clouds, which are basically visible mass of condensed droplets, frozen crystals that hover above the Earth. This is just as dangerous if not more, if not used correctly, in causing drought and potential desertification. Unable to control such vast amounts of water molecules could result in either 1) nothing or 2) a massive gathering of clouds that could cause a heavy downpour on an area not prone to such along with the possibilities of storms. Not only that, but the user could, in the process, absorb too much water and either die from water intoxication or drowning. The usual correctly taught, experienced individual takes along a rather large container of water and a person who is able to manipulate heat/fire. In the event of the water user absorbing too much water and needs to rapidly expel it, they would call upon a person who is able to effectively manipulate heat/fire in order to sweat it out.

As a safety precaution, limitations are set at 45%. Only half of water molecules can be taken from the overall environment, to be exact 48.998% at the utmost as it gives the chance for most things to recover. In areas such as rainforests, the percentage could increase by as much as fifteen, when looking at the individual area, but the restriction remains at 45%. The opposite goes for arid places such as deserts in which the percentage would greatly drop. Exceeding this limit is seen as a potential hazard and one could get in trouble for attempting such. Drawing water from living, breathing creatures is considered a heinous crime and is strictly forbidden unless one is in a desperate situation where there is absolutely no other way out. Last but not least, everyone should know that water extinguishes fire and aids growth in flora.

Ice Manipulation(combined with water):


A person who specializes in controlling ice has the ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice. It would be generally easier for one to manipulate ice better in colder temperatures than warm temperatures as reducing the kinetic energy in warmer climates would prove to take more effort, time and concentration. Attempting to do this in a rather warm climate is considered dangerous as it would put strain on the body and mind in the attempt. Changing a desert into an ice field is not impossible, but highly improbable. A fire user is typically brought along to aid in gathering and getting rid of the excess heat. Ice based attacks in colder temperatures would prove to be stronger than those in heated climates.

Creating colder temperatures in climates not use to a significant drop could prove fatal to life forms in that particular region as it could shut down hearts or make water absorption by the flora suddenly difficult. Ice users and water users are thought to be the most common form of a tag team since ice is usually nothing except frozen water, but this is not exactly true. Ice users are more commonly paired with air users because wind is able to cool the air by itself, though not drastically. Coupled with the reduction of kinetic energy of atoms, temperature is able to drop easily and significantly. Dry ice is a different case in point as it is solid carbon dioxide and typically a forte for more elite users as carbon dioxide freezes at -109.3°F. More elite users are able to utilize the frozen crystals that make up the clouds. Inexperienced users who attempt to drop temperatures to an extremely low degree risk getting frost bite, hypothermia or freezing themselves to death.

For the lowering of temperature, the limitations are set at reducing the temperature to 40°F and at the very minimum, 36°F. This is considered enough to render the opponent immobile. Decreasing another living creature’s body temperature is outlawed and should not be performed under any circumstances unless in dire situations with no other alternatives.


Fire Manipulation:


A person who specializes in fire techniques has the ability to control the kinetic energy of atoms to generate, control, extinguish, absorb fire or control heat in general. A fire attack would be more powerful in a place with extreme heat than a place of coldness. Fire is the one element that is able to be utilized in a majority of places due to the planet receiving warmth from the sun. When extracting heat from the environment in attempt to start a fire, the temperature will decrease in the surrounding area. Fire users are also able to raise the temperature in the environment and doing so in a place such as deserts would prove fatal to even native inhabitants.

Fire users are not able to just start a fire at any point. Igniting a fire begins with gathering a significant amount of heat that would be enough to ignite a flammable item such as dry leaves or simple paper. From there, the user would need to keep the flame surrounded by intensive heat in order to sustain the fire. In order to create a flamethrower, the user would have to create a path of intensive heat that is able to be easily lit leading to the respective target. Users sometimes use accelerants such as ignitable liquids (i.e. gas) or usual extremely flammable items to intensify the heat and the fire, but also may result in difficulty controlling the sudden expansion. Advanced users are able to begin a fire from a simple spark without the need for a flammable object.

Body temperature is another source of heat, though it is not enough to be able to utilize effectively as taking heat from the surrounding environment. In the event that a fire user would do this on a warm blooded creature, it could result in the victim getting hypothermia from their core body temperature being dropped. There have been reports of advanced fire users causing volcanoes to erupt, but find themselves unable to properly control such a large magnitude. Earth users often have to come in as a form of aid as lava is still rock, but just molten. Fire users of a relatively high level have often just extracted the enormous amount of heat coming from the lava so it would be unable to burn down things in its path of destruction. The ability of heat extraction also includes being able to draw heat from lightning, but not many are able to perform this as lightning is able to move at 100,000 miles per hour and the strike happens too quick for the heat to be removed.

Temperature is only able to raised by ten degrees in the desert and other heated places, such as near the equator. Other areas that are colder, the temperature is allowed to rise about twenty-five degrees. As for removing heat, temperature in deserts and other heated places are able to be dropped about twenty-five degrees while the colder climates are able to be dropped to about ten.


Earth Manipulation:


Earth users are able exert control over sand, stone, rock, lava, dirt and minerals. People in this category are known to be very knowledgeable about the earth and show to have deep connections with it. Improper use of the earth could result in serious erosion, landslides, and desertification.

Beginning with their power of the earth, the users are able to utilize their ability anywhere on the planet because the entire planet is basically a giant rock. A natural earthquake is caused by tectonic plates getting stuck and putting a strain on the ground. The strain becomes so great that rocks give way by breaking and sliding along fault planes. Volcanoes are also able to be blamed for earthquakes. Earth users are able to create their own earthquakes by shifting a large amount of earth that could go as far as a mile deep. If there was soft ground such as standing on the sand at a beach, the user could make the sand come together and solidify it in order to create a solid surface before causing it to break apart.

Their ability to create, find, extract and manipulate minerals is another reason why earth users are more favored than other elementals. Diamonds are the main attraction for royal families and wealthy politicians, followed by gold, silver and other precious items. Though this maybe true, earth users still need the help of fire and waters users respectively for the creation of such items. Many earth users are often hired by many wealthy individuals to locate such valuable items and/or to landscape their property. With the ability to manipulate stone as well, they are able to construct marvelous statues and designs. In addition to their ability to create statues, they are able to manipulate statues, be it large or small depending on the level of the user. This increases the attraction that many have towards earth users, especially rulers with dictatorship tendencies.

An adverse effect of shifting the earth could cause underground water channels to become blocked or burst, which then would result in quicksand. In another instance, for once solid land to become soft could result in point where homes would not be able to be built on it or already established colonies to fall apart. Excessive gathering of nutrients needed for plant growth are sometimes ignored causing them to mindlessly expend the resources to the point where nothing would be able to grow. There were also incidents reported where earth users would cause volcanoes to erupt for the sake of finding diamonds and in the process destroy towns. The movement of continents has yet to be reached though there are some who continue train, even after the passing of a law forbidding this, in order to make this happen. Meteors that fall towards the earth (mainly those that pose a threat) are able to be broken apart and stripped of their intense heat by earth and fire users to keep the planet from experiencing major destruction.


Plant Manipulation (combined with earth):


Plant manipulation is often in conjunction with the ability of controlling the earth and most earth users possess this ability as well. They are able to control and animate flora. A common case is causing plants to grow at a rather rapid rate. This is done by the user being able to gather nutrients from the soil to surround the roots of the plant or make the roots dig deeper into the ground. The plant is able to receive much more nutrients than it would out in the wild and produce exceptional fruit. Plant manipulators sometimes become herbalists and involved in wildcrafting. A conventional use of plants is for the basic necessities (i.e. food, shelter and medicine). Other uses include having plants filter pollutants out of the air.

As a form of offense, plants are excellent for sneak attacks and make forests turn into deathtraps. By using plants, users can tell if an intruder has entered an area. Users have plants that they can make give off strong fragrances that are able to have a variety of effects some of which include: fragrances that cause hallucinations and calming effects. There are spores that can induce a sleep effect, paralysis effect, poison effect, burning effect (which basically fries the inhaler from the inside out) or spores that are able to cancel out all the previous effects. Other new and creative fragrances can temporarily enhance abilities (i.e. strength, speed, etc.) and senses (i.e. sight, hearing, etc.). These can be avoided if action is taken quickly by burning away the spores, heating the air so the fragrance is dissolved, or blowing it away by the wind. The latter could also cause an indirect effect by possibly accidentally blowing the scent and spores into a nearby inhabited area.

Plant manipulators often tend to carnivorous plants, causing them to grow to enormous sizes. The Venus flytrap and pitcher plant are favorites and are commonly seen to have grown six feet or more. As the Venus flytrap grows in size its bite pressure increases. The pitcher plant on the other hand, the acidity of the digestive juices increases which now would contain acid with the pH level of 1 (the strongest there is). Some plants are able to secret a strong sticky substance that nature users, at times, lace the ground with many of these in order to trap foes. In deserts, cacti spikes are able to act as sharp projectiles to immobilize enemies from both afar and close range.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sorry I missed a day. sweatdrop Glad to see the discussion has been moved from the thread to the guild. whee I know you guys water and ice are together, but I just posted them separately anyway. Electricity and wind are in the works now. 3nodding

Cameron Oakley


Firoi

PostPosted: Fri Aug 17, 2007 3:32 am


You still think about these things WAY too scientifically! Why can't you just do this from a regular person's point of veiw? xd xd xd
PostPosted: Fri Aug 17, 2007 2:10 pm


I agree with Firoi[who no longer has blue letters BTW]. I'm sure we can shorten these later though. Like mushing together ice and water and dropping a few things.

Gunnery Sgt. Dimitri


JasperReed

PostPosted: Fri Oct 12, 2007 4:18 pm


Alright so, I had an idea that I mentioned in the classes thread.

Spirit magic:

Spirit magic is the magic involved in speaking with the dead, bringing their souls back to the realm of the living, and imbuing the spirits into objects.

Low level spirit magics would consist mainly of talking to ghosts, ghouls, specters, and the likes of that. As well as banishing weak spirits to the netherworld.

Second tier spirit magics would involve pulling a soul from the netherworld back into the living realm to perform some task before they inevitably get pulled back into the land of the dead. Also, at this stage of the magic the magic-user can place a spirit into an animal and claim it as a familiar. This rite seals the soul to the animal and binds the magic-user and the soul to one another. The animal and the magic-user have a mental link and always know exactly where the other is through that link. A magic-user cannot create a familiar with an opposing elemental affinity.

And the third and final tier would involve reviving fallen comrades, forcing a soul into a dead body to have them obey your every whim, or stripping a soul from someone and placing it elsewhere.

Some rules for spirit magic:

1. Souls cannot be destroyed or created, only moved.

2. Animals do not have souls, therefore they can be used as vessels to house souls.

3. Each soul has it's own alignments. By summoning a soul with an alignment that compliments your own you are more compatible with the soul and it makes the soul easier to control. For instance, a shaman with an affinity for the water element summons a soul with the earth element. Since the elements strengthen one another the soul is easier to control.

And the reverse of that should be obvious, but I'll state it anyway. Summoning a soul that opposes your own personal elemental alignment weakens your character, and the soul is much more difficult to control.

4. Each soul has strengths and weaknesses that differ depending on their elemental alignment.

Fire- Souls of the fire element were physically strong, and normally powerful, when they were alive. These souls are ideal for placing into dead bodies so they may once again wreak havoc on the battlefield. When in an animal or dead body their offensive capabilities increase, but their defense and resistance values are dependent on the host bodies previous values. It's best to use agile predators, wolves or foxes are good choices, for familiars of this elemental affinity.

Water- Souls of the water element were wise and sensible while alive. These souls are commonly used for illusions and deceptions. When placed in a dead body or animal they make excellent bait, casting spirit magics on themselves to entice an enemy into a trap, and their resistance to magic increases while their physical defense is dependent on the host bodies previous defense value. It is ideal to use small animals, like mice or ferrets, when making a familiar of this element.

Earth- Earth souls commonly lived a long and healthy life, never getting to complicated. Earth souls are ideal to use as shields against magic and physical attack. When placed in a dead body or in an animal their physical defense capabilities increase while their magical resistances are limited to the host bodies previous resistance. As far as familiars go, these souls are ideally used in big game animals like bears or bison.

Wind- Wind souls were free-spirited and traveled often while alive. These souls are commonly used for travel. When placed in a body or animal these souls greatly increase the speed and evasion rate of the host, but their physical defense and attack values are reduced. They are ideal to place in a mount or flying animal when choosing an animal for a familiar.

5. Excluding familiars, spirits can only stay in the realm of the living for a short period of time. Specifically, only enough time to accomplish the task they've been assigned. After completing the task they are pulled back to the netherworld.

6. After summoning a spirit you can selectively summon that spirit again at any time you choose if you have the energy to do so.

7. To determine a spirits element when summoning a new spirit the player must roll a d4. On a 1 a fire element soul is summoned. On a 2 a water element. On 3, earth. And on 4, a wind element. When the new spirit is summoned the player must either ask the spirits name or give the spirit a name.

8. After summoning a new spirit the player must assign the spirit a task, each spirit is allowed up to three specific tasks. The spirits can only be summoned to perform those set tasks from that point on, so be wary what tasks you assign to the spirit.

9. At the most a second tier can only have their familiar and one spirit active at any given time. A third tier can have their familiar and two spirits active at any given time.

10. The strength of a spirits abilities are dependent on the summoners current level of skill, the affinity between the summoner and the spirit, and the number of spirits active.

That's all I have so far, feel free to make comments or suggestions. I'd like your opinions.
JasperReed rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Oct 12, 2007 4:58 pm


So here's an example of what you'd do to summon a spirit. I have two ideas for this. We either:

a.) Have an OOC thread where dice rolls like this one can take place and then post the artistic description in the IC thread.

or

b.) Make the roll in the IC thread and then after seeing your roll edit the post with the roll in it.


Also, to determine a character's element, you can use their birthday in this chart.

January-Fire

February-Water

March-Earth

April-Wind

May-Fire

June-Water

July-Earth

August-Wind

September-Fire

October-Water

November-Earth

December-Wind

Or something along those lines. If you have any ideas for determining a characters elemental affinity then please share them.

JasperReed


Rampantly Insane

PostPosted: Sat Oct 20, 2007 3:34 pm


I do not approve of spirit element, but a majority vote will determine whether it stays or goes.

As for choosing an element, I think we should let the users choose their own, but limit the ammount of users per element depending on how many users we have.
Reply
[ . development area . ]

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum