Dawn of a New Age - The Return of Magic
I. Intro
Many stories exist of ancient civilizations, of monsters, magic, and mayhem. But these are not just legends. 10,000 years ago, Magic was the dominant force on this planet, and was as common as science is today. There is a cycle that determines which force will be in control of civilization, but thanks to the actions of humanity at Atlantis and Babel, that cycle has been thrown askew, with Earth being cut off from Magic longer than usual. But now, something has changed.
People have begun experiencing visions of winged, angelic beings called Malakim, some beautiful, others terrifying, and some both. Shortly after, those who have seen these beings, whether in dreams or in waking life, began manifesting strange, supernatural gifts, gifts each connected to a facet of existence. These powers have attracted attention both good and bad, as the world's governments have sought to capture and contain these 'Magi'.
In a world that is growing worse, the chaos caused by the Return of Magic might yet unravel an already tense situation...but the Malakim do not want Humanity to destroy itself, and so have given additional guidance to a group of Magi, asking them to turn the tide, to arrest the headlong decline of the world into a 'crapsack' state. Will you answer the call? If so, let the world enter the next phase of its destiny...
Welcome to Dawn of a New Age, the RP. In this RP, magic has begun appearing in the modern world. Your characters are a group of 'Firsters', some of the first people to develop magical abilities. You will be forced onto the run from the US Government, who is looking to acquire your powers and use them as a weapon of war.
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Note; this RP was originally made by Flamelord, but he gave me permission as long as no one, and I repeat no one mentions him.
II. Magic
There are six disciplines of Magic:
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
Signup Form
Name: What’s your characters name?
Age: How old is your character?
Physical Description: What does your character look like?
Place any photo’s here.
Important items: What possessions are important to your character?
Short Bio: Tell us your characters story up to this point.
Skills/Flaws: What are your characters strengths and weaknesses? You need two of each.
Spell List: Six spells only!
I. Intro
Many stories exist of ancient civilizations, of monsters, magic, and mayhem. But these are not just legends. 10,000 years ago, Magic was the dominant force on this planet, and was as common as science is today. There is a cycle that determines which force will be in control of civilization, but thanks to the actions of humanity at Atlantis and Babel, that cycle has been thrown askew, with Earth being cut off from Magic longer than usual. But now, something has changed.
People have begun experiencing visions of winged, angelic beings called Malakim, some beautiful, others terrifying, and some both. Shortly after, those who have seen these beings, whether in dreams or in waking life, began manifesting strange, supernatural gifts, gifts each connected to a facet of existence. These powers have attracted attention both good and bad, as the world's governments have sought to capture and contain these 'Magi'.
In a world that is growing worse, the chaos caused by the Return of Magic might yet unravel an already tense situation...but the Malakim do not want Humanity to destroy itself, and so have given additional guidance to a group of Magi, asking them to turn the tide, to arrest the headlong decline of the world into a 'crapsack' state. Will you answer the call? If so, let the world enter the next phase of its destiny...
Welcome to Dawn of a New Age, the RP. In this RP, magic has begun appearing in the modern world. Your characters are a group of 'Firsters', some of the first people to develop magical abilities. You will be forced onto the run from the US Government, who is looking to acquire your powers and use them as a weapon of war.
------
Note; this RP was originally made by Flamelord, but he gave me permission as long as no one, and I repeat no one mentions him.
II. Magic
There are six disciplines of Magic:
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
Signup Form
Name: What’s your characters name?
Age: How old is your character?
Physical Description: What does your character look like?
Place any photo’s here.
Important items: What possessions are important to your character?
Short Bio: Tell us your characters story up to this point.
Skills/Flaws: What are your characters strengths and weaknesses? You need two of each.
Spell List: Six spells only!