We encourage each user to flex their creative muscle and invent their own unique forms of magic. They can be element-based or nonelemental, caster or holder-type, and the like. If you can imagine it (without making it gamebreakingly OP) you can make it a reality.
On the subject of Magic Types, there are two in canon.
The first is "Caster Magic." This type of magic is stored in a person's body, and channeled and expelled through said person without the usage of a medium.
On the contrary, "Holder Magic" is magic which requires the usage of a magical item, or a "medium". This item serves as the basis for a character's magic ability. Without it they must rely on a secondary source of magic (attainable at a higher rank) or physical skills to engage in combat.
Next, we will go over the elements.
SPELL GUIDELINES: ELEMENTAL
FIRE
Fire is dazzling, yet unpredictable. (much like my ex-girlfriend). In a sense, it is the only element which is "alive". Knowing this, fire wizards must exercise caution when casting powerful spells so they do hurt those closest to them or damage their surroundings without intention. Powerful users of this elemental magic can raze cities to the ground without breaking a sweat, leaving nothing but charred remains. Any type of magic which inflicts a burn or emanates heat could be considered a "Fire" magic, including Magma, Plasma, and Sun-based magics.
EARTH
The element of nature, Earth-based magic encompasses skills relevant to... well, the Earth. (What did you expect?) These magics rely on strength and sturdiness, as well as patience and respect for living beings and the laws of nature. Being a broad archetype of magic, Earth encompasses Ground, Metal and Mineral-type magics, as well as Plant, Wood and Disease type magics. Magma, molten earth, could be considered a branch of this magic, although it is more closely associated with the Fire archetype due to its burning capabilities.
AIR
Air magic represents freedom and open-mindedness. Its versatility makes it a useful type of magic for all situations. Raging gales and tempestuous whirlwinds can shred and blow away enemies. Meanwhile, walls of wind block projectiles, and gusts increase and potentially maximize the movement speed of the caster. In its versatility, the Air archetype can become incredibly useful- if one is smart with it. Subtypes of Air magic include Wind, Sky, and Mist magic.
WATER
Water is the element ofBALANCE; it revolves around the principles of push and pull, yin and yang. As stated by a famous martial artist, water can crash and rage, but it can also flow. Its fluidity (pun intended) in combat and its unique versatility can give its users the strategic edge in battles. Subtypes of Water magic include Ice, Mist (also affiliated with Air) and any liquid-based magic.
LIGHTNING
A shocking element, Lightning represents speed, efficiency and precision. Its users are able to call down wicked thunderbolts from the sky, and channel electric energy through their body to be used in various creative ways- offensively, defensively, and even as a utility. Though Lightning is technically a type of plasma, due to its unique usage and large sum of differences from fire it is its own element. Lightning has synonyms and alternate aliases (.ie Static or Discharge magic), but not many subtypes, unless you can be creative. One of the few subtypes is Electromagnetism.
LIGHT
Light magic is typically viewed as a holy magic. It has healing tendencies, and can be used to blind and burn opponents. Some light mages have even turned their light energy into a tangible form and used it as a solid projectile. It's really up to the caster. An important thing to note is that not all users of light magic are innately good by heart. Some evil wizards use light magic, as well. Subtypes of Light include Holy magic and Sun-based magic.
DARKNESS
Darkness is an element that mostly encompasses and amplifies the chaos and destruction that lies within the world. It is an element deeply connected and rooted to shadows and other unholy magic and/or beings. More often than not, this magic relies upon a person's inner emotions, although it is important to note that the magic does not necessarily make the person evil. Subtypes of Darkness magic include Chaos, Shadow and Unholy magics.
Keep in mind that not all magics are elemental. Some are nonelemental- namely Telekinesis, Summoning, and the like. As long as the magic is plausible and not gamebreaking
On the subject of Magic Types, there are two in canon.
The first is "Caster Magic." This type of magic is stored in a person's body, and channeled and expelled through said person without the usage of a medium.
On the contrary, "Holder Magic" is magic which requires the usage of a magical item, or a "medium". This item serves as the basis for a character's magic ability. Without it they must rely on a secondary source of magic (attainable at a higher rank) or physical skills to engage in combat.
Next, we will go over the elements.
SPELL GUIDELINES: ELEMENTAL
FIRE
Fire is dazzling, yet unpredictable. (much like my ex-girlfriend). In a sense, it is the only element which is "alive". Knowing this, fire wizards must exercise caution when casting powerful spells so they do hurt those closest to them or damage their surroundings without intention. Powerful users of this elemental magic can raze cities to the ground without breaking a sweat, leaving nothing but charred remains. Any type of magic which inflicts a burn or emanates heat could be considered a "Fire" magic, including Magma, Plasma, and Sun-based magics.
EARTH
The element of nature, Earth-based magic encompasses skills relevant to... well, the Earth. (What did you expect?) These magics rely on strength and sturdiness, as well as patience and respect for living beings and the laws of nature. Being a broad archetype of magic, Earth encompasses Ground, Metal and Mineral-type magics, as well as Plant, Wood and Disease type magics. Magma, molten earth, could be considered a branch of this magic, although it is more closely associated with the Fire archetype due to its burning capabilities.
AIR
Air magic represents freedom and open-mindedness. Its versatility makes it a useful type of magic for all situations. Raging gales and tempestuous whirlwinds can shred and blow away enemies. Meanwhile, walls of wind block projectiles, and gusts increase and potentially maximize the movement speed of the caster. In its versatility, the Air archetype can become incredibly useful- if one is smart with it. Subtypes of Air magic include Wind, Sky, and Mist magic.
WATER
Water is the element ofBALANCE; it revolves around the principles of push and pull, yin and yang. As stated by a famous martial artist, water can crash and rage, but it can also flow. Its fluidity (pun intended) in combat and its unique versatility can give its users the strategic edge in battles. Subtypes of Water magic include Ice, Mist (also affiliated with Air) and any liquid-based magic.
LIGHTNING
A shocking element, Lightning represents speed, efficiency and precision. Its users are able to call down wicked thunderbolts from the sky, and channel electric energy through their body to be used in various creative ways- offensively, defensively, and even as a utility. Though Lightning is technically a type of plasma, due to its unique usage and large sum of differences from fire it is its own element. Lightning has synonyms and alternate aliases (.ie Static or Discharge magic), but not many subtypes, unless you can be creative. One of the few subtypes is Electromagnetism.
LIGHT
Light magic is typically viewed as a holy magic. It has healing tendencies, and can be used to blind and burn opponents. Some light mages have even turned their light energy into a tangible form and used it as a solid projectile. It's really up to the caster. An important thing to note is that not all users of light magic are innately good by heart. Some evil wizards use light magic, as well. Subtypes of Light include Holy magic and Sun-based magic.
DARKNESS
Darkness is an element that mostly encompasses and amplifies the chaos and destruction that lies within the world. It is an element deeply connected and rooted to shadows and other unholy magic and/or beings. More often than not, this magic relies upon a person's inner emotions, although it is important to note that the magic does not necessarily make the person evil. Subtypes of Darkness magic include Chaos, Shadow and Unholy magics.
Keep in mind that not all magics are elemental. Some are nonelemental- namely Telekinesis, Summoning, and the like. As long as the magic is plausible and not gamebreaking
Last edited by Bacon on Mon Nov 16, 2015 8:30 pm; edited 1 time in total