Post by WINTER on Mar 30, 2017 5:15:26 GMT
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MAGIC & MANA
MAGIC & MANA
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a witch's honor
a witch's honor
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magic, in starfall, will be kept magical. it's a fickle form of energy, and the staff does not agree with keeping any sort of boundaries like stat systems or others on the site. all battles that do occur will be entirely freeform-- techniques, affinities, scroll descriptions, and anything else are simply guidelines or bases from which you can draw your own creative conclusions. that being said, to keep everything in line with the lore and plot of the site, magic is divided into two types: elemental and affinity magic. All witches have access to both types of magic.
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Every witch has a familiar, which is a spiritual companion who can take on a physical animal shape. Familiars usually reveal themselves to their witch around the time of the witch's puberty, and allow for the witch to use certain types of magic. More detailed information can be found here.
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001. familiars have a true name which usually is made up of two different words, and a given name that the witch calls them by in the open. the true name is not usually shared with anyone.
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002. familiars and the witch are linked and pain felt by the familiar is felt by the witch. oftentimes gashes or cuts on the familiar appear on the witch.
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003. familiars, while confined to a base animal species, may be of different and unrealistic sizes or shapes, and have unique hides or other markings.
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004. familiars are sometimes (but not always) armored or wearing trinkets, though they hardly add to the actual defense and seem like a legitimate part of the familiar. they often 'radiate' their element.
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005. they are highly intelligent and are constantly aware of the witch's surroundings, whether in the realm of existence or not. they sometimes appear of their own will, and are mostly autonomous. however, when expressly told to, they must absolutely obey orders of a witch.
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006. familiars communicate either 'directly' to their witches via telepathy, or verbally to the surrounding witches. this speech is 'open' and can be heard by anyone nearby. this means that they can only speak privately with their witch.
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007: familiars over 10 feet (or familiars that are absurdly wide, etc) are given a special magical restraints when they are registered that 'compresses' their size within the walls of all major cities to a less destructive size.
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it is also called "familiar magic", and encompasses any magic that originates from your familiar's abilities. It may only be of seven types: fire, water, air, earth, ice, light and darkness.
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001. to use this magic, a witch must have their familiar out and about. the closer the witch and familiar's proximity is, the stronger the magic becomes. if the familiar is too far away, it becomes impossible to use. however the "range of strength" increases as the witch's skills improve.
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002. both the familiar and the witch can use this magic. however, using familiar magic exhausts the witch physically as it uses the witch's own mana pool.
[break][break]
003. this magic is usually stronger than the witch's affinities when honed, and is more intuitive, empathetic and natural.
[break][break]
004. paranoia, physical wounds, exhaustion, lack of love between the witch and familiar, continuous use, lack of proximity with the familiar, inexperience, and the witch lacking knowledge of the familiar's true name are its natural inhibitions.
[break][break]
005. to apply familiar magic in a particular way, a witch must have the required "technique." techniques are earned through missions and sometimes quests. they can be bought from the shop as well.
[break][break]
006. familiars do not have to be recalled by touch, but they do have to be in a certain radius of a witch to be recalled. the higher the rank, the farther a familiar can be before being dematerialized.
Any magic that comes from controlling mana outside of the witch's own pool (and therefore being non-elemental in nature) is affinity-related magic. Information on how affinities work and a complete list of available varieties can be found here.
[break][break]
001. unlike familiar-based magic, affinities are usually based on knowledge, focus, and practice. It exhausts the witch mentally as it requires great presence of mind.
[break][break]
002. distractions, half-knowledge, inexperience, uncertainty, mental fatigue, lack of sufficient mana in surrounding environments, presence of 'ruptures' (more info here), and others may be its inhibitions.
[break][break]
003. affinities are honed by receiving "scrolls" which enable unique applications of the affinity. they can be obtained through the completion of social threads, quests (sometimes), and the shop.
[break][break]
004. the familiar does not need to be out and about to use this type of magic.
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how to: magic
how to: magic
magic, in starfall, will be kept magical. it's a fickle form of energy, and the staff does not agree with keeping any sort of boundaries like stat systems or others on the site. all battles that do occur will be entirely freeform-- techniques, affinities, scroll descriptions, and anything else are simply guidelines or bases from which you can draw your own creative conclusions. that being said, to keep everything in line with the lore and plot of the site, magic is divided into two types: elemental and affinity magic. All witches have access to both types of magic.
[break][break]
[attr="class","stafftemptitle"]
familiars
familiars
Every witch has a familiar, which is a spiritual companion who can take on a physical animal shape. Familiars usually reveal themselves to their witch around the time of the witch's puberty, and allow for the witch to use certain types of magic. More detailed information can be found here.
[break][break]
001. familiars have a true name which usually is made up of two different words, and a given name that the witch calls them by in the open. the true name is not usually shared with anyone.
[break][break]
002. familiars and the witch are linked and pain felt by the familiar is felt by the witch. oftentimes gashes or cuts on the familiar appear on the witch.
[break][break]
003. familiars, while confined to a base animal species, may be of different and unrealistic sizes or shapes, and have unique hides or other markings.
[break][break]
004. familiars are sometimes (but not always) armored or wearing trinkets, though they hardly add to the actual defense and seem like a legitimate part of the familiar. they often 'radiate' their element.
[break][break]
005. they are highly intelligent and are constantly aware of the witch's surroundings, whether in the realm of existence or not. they sometimes appear of their own will, and are mostly autonomous. however, when expressly told to, they must absolutely obey orders of a witch.
[break][break]
006. familiars communicate either 'directly' to their witches via telepathy, or verbally to the surrounding witches. this speech is 'open' and can be heard by anyone nearby. this means that they can only speak privately with their witch.
[break][break]
007: familiars over 10 feet (or familiars that are absurdly wide, etc) are given a special magical restraints when they are registered that 'compresses' their size within the walls of all major cities to a less destructive size.
[break][break]
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elemental magic
elemental magic
it is also called "familiar magic", and encompasses any magic that originates from your familiar's abilities. It may only be of seven types: fire, water, air, earth, ice, light and darkness.
[break][break]
001. to use this magic, a witch must have their familiar out and about. the closer the witch and familiar's proximity is, the stronger the magic becomes. if the familiar is too far away, it becomes impossible to use. however the "range of strength" increases as the witch's skills improve.
[break][break]
002. both the familiar and the witch can use this magic. however, using familiar magic exhausts the witch physically as it uses the witch's own mana pool.
[break][break]
003. this magic is usually stronger than the witch's affinities when honed, and is more intuitive, empathetic and natural.
[break][break]
004. paranoia, physical wounds, exhaustion, lack of love between the witch and familiar, continuous use, lack of proximity with the familiar, inexperience, and the witch lacking knowledge of the familiar's true name are its natural inhibitions.
[break][break]
005. to apply familiar magic in a particular way, a witch must have the required "technique." techniques are earned through missions and sometimes quests. they can be bought from the shop as well.
[break][break]
006. familiars do not have to be recalled by touch, but they do have to be in a certain radius of a witch to be recalled. the higher the rank, the farther a familiar can be before being dematerialized.
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affinity magic
affinity magic
Any magic that comes from controlling mana outside of the witch's own pool (and therefore being non-elemental in nature) is affinity-related magic. Information on how affinities work and a complete list of available varieties can be found here.
[break][break]
001. unlike familiar-based magic, affinities are usually based on knowledge, focus, and practice. It exhausts the witch mentally as it requires great presence of mind.
[break][break]
002. distractions, half-knowledge, inexperience, uncertainty, mental fatigue, lack of sufficient mana in surrounding environments, presence of 'ruptures' (more info here), and others may be its inhibitions.
[break][break]
003. affinities are honed by receiving "scrolls" which enable unique applications of the affinity. they can be obtained through the completion of social threads, quests (sometimes), and the shop.
[break][break]
004. the familiar does not need to be out and about to use this type of magic.