[center][h2]>Information Archive of Velsar[/h2] [hr][h3]>Locations:[/h3][/center] [b]Artificial Planetary Reserve, ID# 11390084, Velsar:[/b] [list][*][b]Western Hemisphere:[/b] [list][*][b]Anthor:[/b] Northern Colony, Prime Function: Law & Order [*][b]Forgefeld:[/b] North-Eastern Colony, Prime Function: Architecture [*][b]Delta:[/b] Eastern Colony, Prime Function: Destroyed, Prior: Farming [*][b]Jive:[/b] South-Eastern Colony, Prime Function: Trade & Luxury [*][b]Haust:[/b] Southern Colony, Prime Function: Penal & Farming, Prior: Penal [*][b]Idyll:[/b] South-Western Colony, Prime Function: Military [*][b]Nora:[/b] Western Colony, Prime Function: Shelter [*][b]Juniper:[/b] North-Western Colony, Prime Function: Medicinal [*][b]Carse:[/b] Central Colony, Prime Function: Economic [/list] [*][b]Eastern Hemisphere:[/b] Unexplored Region, Home of Myth and Legend [list][*][b]Akashic Records:[/b] Mythological Home of the Ancient Gods, Prime Terminal for the QI [/list] [/list] [hr][center][h3]>Magic Power Levels:[/h3][/center] [list][*][b]Basic Kinesis:[/b] The three variants of the simplest use of each magic form. These spells require less magic to operate and thus, stronger variants can be learned when others are learning weaker spells of more custom uses. However, their simplicity also mean that there is no "Max" variant. [*][b]First Spells:[/b] Minor Custom Magic or Moderate Kinesis. [*][b]Second Spells:[/b] Moderate Custom Magic or Major Kinesis. [*][b]Third Spells:[/b] Minor Imaginary Magic, Major Custom Magic or Critical Kinesis. [*][b]Fourth Spells:[/b] Moderate Imaginary Magic or Critical Custom Magic. [*][b]Fifth Spells:[/b] Major Imaginary Magic or Max Custom Magic. [*][b]Beyond:[/b] Purely theoretical. No one has acquired Critical or Max Imaginary Magic [/list] [hr][center][h3]>Magic Types:[/h3][/center] [list][*][b]Kinesis:[/b] Fundamental axioms of the magic form. [*][b]Custom:[/b] Based upon the fundamentals, but still obeying the laws of the form. [*][b]Imaginary:[/b] No longer obeying the laws, likely borrows axioms from the other forms to strengthen the base. [/list] [hr][center][h3]>Power Progression System:[/h3] >When acquiring new abilities, you will have the following options:[/center] [list][*][b]New Spells:[/b] You will be given the level of magic you can learn, you may learn two spells of that level or a single spell from the next level. If you learn a stronger variant of a previous spell, you may replace the weaker spell with a new one. [*][b]Imaginary Fighting Technique:[/b] An adaptation on your fighting style that allows you to utilize the Quasi-Real outside of magic in order to break natural laws with your weapon of choice. [*][b]Extraordinary Gift:[/b] An unnatural improvement to one's physical body. [*][b]//OCCASIONALLY// New Magic Form:[/b] Grants you access to learning spells of a new form, also grants you a Basic Kinesis and First Spell from that form. [/list] [hr][center][h3]>Personal Translations:[/h3] >Individuals are free to name their spells whatever they like. However, this database will assign them a standard terminology name.[/center] [b]"Sharp Points"[/b] > Minor Sharpening [b]"I Thought You Said You Wouldn’t Leave"[/b] > Minor Corpse Manipulation [b]"Turn stone to mud"[/b] > Minor Stone Softening