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I am going with the race of elves that can shapeshift. Apart from that, they mostly use their universal magic/cosmic magic. Telekinesis, projecting illusions to mess with people, telepathic communication, potential teleportation at some point.

In Pokémon terms, Taeral is a Psychic type. xD


What were you thinking for the elemental affinity? I would suggest Air, because then they could eventually fly around as they're teleporting that would also pair well with telekinesis.
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He* is definitely going to need to reach that power fantasy later on as a goal both for himself and me. I think it will start out more of flavoring pyromancy as solar flames/heat rather than warping reality right out the gate. I think his initial/signature ability beyond the most basic pyromancy will be setting beacons of light that deal fire damage, and connecting them together with superhot lasers. Maybe he can have them orbit his body like a star system.


Yeah, totally! What we can probably do is play out their freshman year, go through all the holidays and classes and stuff, have the secret dark training for aspiring villains, and then have an epic climactic finale towards the end of the school year. Then, we can time jump to their graduation three years later and begin delving into a giant magical war brewing that sees them develop faster than average, ultimately culminating in them gathering the Vestiges of Bahamut to channel Chaos Magic and temporarily become like SUUUUUPER overpowered, LOL. To keep it under the Qrowdell name, we can say that once the war starts, the Academy is used as a secret headquarters for an organization similar to the Order of the Phoenix from Harry Potter.
So, to make everything simple and give everyone a clear idea of how basic or advanced various magical effects are, we'll go with this:

All abilities are split into three categories - Racial Traits, Innate Sorcery, and Arcane Arts.

Racial Traits: Biological functions tied to one's racial bloodline. Similar to mutations in X-Men.

Innate Sorcery: Lesser magicks from the four Elemental Planes that one can command at will like an extension of their body. Similar to Bending from Avatar: The Last Airbender and Legend of Korra.

Arcane Arts: Advanced disciplines requiring the use of runes from the Arcane Tongue to clearly define more complex magical effects and channeled through an Arcane Conduit, such as wands, rings, amulets, etc. Basically any item that you can engrave runes into marking it as a Conduit, or magical runic tattoos done with enchanted ink.

So, with that, the characters won't actually need the Conduit for the Innate Sorcery, only the Arcane Arts. As for levels of difficulty with magic, we'll just go with this:

Unlearned: No experience in this type of magic.

Initiate: Only recently began studying this type of magic.

Novice: A very basic understanding of this type of magic.

Intermediate: Considerable understanding of this type of magic.

Adept: Greater understanding of this type of magic, typically requires at least several years of formal education.

Expert: Advanced understanding of this type of magic, typically requires post-graduate training with specialized instructors and several years of real-world experience beyond just formal education.

Master: Complete mastery of this type of magic, typically requires many years of real-world experience using Adept-level spells beyond just formal education.

To keep us all on a similar level, I'm think everyone is an Intermediate in one of the four elemental magicks, whichever they are attuned to, and then they can be a Novice in one other magic or an Initiate in two other magicks. As for what type of abilities fall into which levels, I'll work on that and get back to you, lol.
I've got it. Using the faceclaim I posted last night, I'm going to roll up a Fire primary character who's invests a lot into learning cosmic magic, as a sort of astrologer. I'm thinking big AoE wizard type, covering the battlefield with burning motes of starlight arranged in constellation patterns, obscuring smokey nebulas, and other sun/star/space magic.


That sounds awesome, but some of that you may want to save for later after she progresses more. Since she's starting out as a freshman, I don't think the Professors would enjoy her throwing down motes of starlight everywhere which may flood the school with solar radiation if not done properly XD XD XD. How much of that were you wanting her to have right at the beginning of the RP? I'm fine with her having had some very basic training in Cosmic Magic from a mentor or relative, but as an eighteen year old who is only just starting her formal academic college education, I don't want her to be too overpowered compared to the other students.
So, for anyone wondering how to fit in your ideas from the original system to this new one, I'll translate the arts below:

Universal Magic now covers effects previously labeled under Cerebromancy.
Air Magic now covers effects previously labeled under Aeromancy, Electromancy, and Hydromancy (moisture droplets in the air/humidity).
Earth Magic now covers effects previously labeled under Geomancy and Ecomancy.
Fire Magic now covers effects previously labeled under Pyromancy.
Water Magic now covers effects previously labeled under Cryomancy and Hydromancy (larger quantities of water than used in Air Magic).
Infernal Magic now covers effects previously labeled under Necromancy, Hemomancy, and Osteomancy.
Cosmic Magic now covers effects previously labeled under Chronomancy and Psychomancy.




With this new system, we'll say some Magi learn basic Universal Magic from a young age, which covers any effects not tied to one of the four Elemental Planes, the Infernal Abyss, or the Cosmic Void. This can also cover minor healing abilities for mild surface injuries, cuts, bruises, burns, etc. Kind of like the magical equivalent of having an at-home first aid kit. For greater healing, people usually rely on Alchemy, which includes potions, herbology, and transmutation. Using that, they can brew healing elixirs and transmute damaged flesh back into healthy flesh. This would technically also fall under Universal Magic.

That being said, healing effects can also occur from using more advanced elemental affinities:

Air Magic can generate a healing water vapor that is inhaled and boost's one's own natural regenerative process.
Earth Magic can generate a healing bioluminescent light on the caster's palms that draws out or mimics the properties found within herbs used for regenerative potions.
Fire Magic can generate a healing flame that momentarily melts injured flesh and then restores it to a healthy state. However, this can be horribly painful if not done properly, so it's not often done outside a controlled medical setting or emergency situations.
Water Magic can generate a temporary liquid cast around an injured body part, drawing out the natural healing properties of the water and directing it to the wounded flesh.
I’m behind on the Marvel TV shows. I’ve only finished Wandavision. I’ve seen all the movies.

I’ll have to think about that one. 🤔


If you decide to have your character come from a race of shape-shifting elves, part of their society could be that everyone is treated as gender neutral when they're born until they get older and decide what gender identity best fits them (male, female, non-binary, genderfluid, etc).
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I can’t imagine why an elf would have that as a racial trait though.


Or another option is to have a specific type of elf race that has powers like Mystique.

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I can’t imagine why an elf would have that as a racial trait though.


Just gonna leave this here XD XD XD

I’m thinking for my Jedi wizard, her ability to cast magic will be based on a number of different mediums. For spell 1 she uses a magic stick, for spell 2 she writes a rune down, for spell 3 she does some somatic Naruto hand sign bullshit, etc. the reason for that is because she’s self taught/homeschooled. She just learned whatever worked for her.

Bit of a mixed bag when it comes to what she used as a focus, but her fancy wizard stick is generally what she’s accustomed to the most since she’s trained with it for years.


Hmm... Her hand signs could be one of the runic systems for the Arcane Tongue, kind of like a magical version of sign language. In written form, it could look something like Kanji, with different slashes and curves matching the formation of the hands and fingers. That would actually allow her to use magic that maybe she isn't able to write down, like: "Crap, I forgot my notebook!" and she uses hand signs to shape out the runes instead.

That being said, I've been thinking about the individual spells, and I'm wondering if it would be easier for storyflow to just lump similar effects together. For instance, instead of having stuff like Fireball, Burning Hands, Fire Blast, etc. as separate spells, maybe have those together like Firebending in Avatar: The Last Airbender. Manipulating existing Fire/Air/Water/Earth or converting Mana into those elements could be done at will, kind of like how powers work in X-Men, but through a Conduit. And then the more complex stuff could be where written spells in the Arcane Tongue come into play.

So, if you have a magic stick, you wouldn't necessarily need to have a specific spell attached to it, you could just use it to fling out Force Pushes at will or something. That was fall under Universal Magic, and if you choose Air Magic as your elemental affinity, you could jump and flip around like an airbender and also use lightning with your staff, kinda like this:



And you could also have Arcane Tongue runes tattooed on her arm or wrists to fire Force Pushes out of her hands like:

If you need help setting a server up let me know, I’m pretty good with it


I should be good, but thanks for the offer! I've set up a few servers in the past, so as long as the process hasn't changed drastically in the last six months or so, I should be fine XD. And since it's just a small group, I'm not worried about coding any chatbots or anything.
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