Post by Jonok Coldfury on Oct 23, 2007 15:41:22 GMT -5
Unlike many magic systems where anyone can do almost anything, we the minds of Gorgraz, after years of research and development, have decided on a new system. Orbs. Magic Orbs. Orbs that grant the owner control of the Orb’s specific element. These elements are Water, Fire, Wind, and Earth. All other magic falls into a different category of magic that is explained further down.
But before we go into the orb business, you first need to know about Han. A person's Han is their magical energy, but it can only work inside the body, not outside. An Orb channels the users Han out of their body and condenses it into a specific power, be it elemental or arcane. Different Orbs have different abilities connected with them. Some have many abilities, some may only have one. This breaks Orbs into two categories; General and Basic. True General Orbs allow the caster to do anything within the realm of its magic form. These Orbs are very rare. True Basic Orbs contain a single ability and will never be able to do anything else. These Orbs are fairly common.
Now, on to ownership of an Orb. When an Orb is dormant, or unowned, it is covered by an impenetrable metal case. Upon finding or being given an Orb, one must unlock this metal casing to unlock the power within. Once unlocked, the Orb will remain bound to it's master untill is death or until he willingly gives it away, whereupon it would seal itseltf back up. When an Orb is not dormant, or is owned by someone, it appears as a perfectly clear crystal sphere with colored smoke within.
On the subject of magically enchanted weapons, there are two ways a weapon can become a magical weapon. One can use an enchanting orb on it, or an orb can be woven into it (like Frostwater), the second of which is more powerful but much harder to do. Only a master Orb Weaver can accomplish this task. The only only Orb Weaver left who can accomplish this task is Talrot Firestorm, the Cereashian Orb Weaver, one of the three last Orb Weavers.
Orbs are made from magic crystals. The crystals would be found and brought to orb weavers who would refine the orbs into there finished state.
General orbs are rare, but what about the crystals? The unrefined crystals are unstable but can still be found around Gorgraz, but why would you want them? Its true there not at there best, but the crystals can bring out some magic just not as safely. Such as a lightning crystal could blast a bolt of lightning, but theres a possibility of it misfiring, backfiring, or just not firing at all. Crystals are unstable and can lead to disaster, but they can get you out of a pinch... Pluse it offers more verity for players and provides more opportunity's for comedy in posts.
General orbs are indestructible (for the most part) can be used as much as the owner wants within his physical limits. General orbs are as such Water (which contains ice as well), Air (which containers lightning), Earth (which contains nature), Fire, Darkness, Holy, and any unique orbs a player can think of that an admin approves.
Specific orbs are also indestructible and can be used in the same way as general orbs, but contain only one purpose such as starting a fire, blasting out a bolt of lighting, breathing underwater, or any other singular ability can be found in a specific orb.
Orb shards although orbs are said to be indestructible there have been rumors of orbs breaking when confronted with an orb of equal power... But this hasn't happened very often and if it did the orb shards would contain the same ability as the orb it came from, but with only a fraction of its power
Crystals depending on what kind of crystal can contain a verity of magic, but they are unstable in the way of they could hurt you or not work when you want them to... or even work when you don't whant them to
Crystal shards are even more unstable than crystals and are highly problematic... many times causing explosions or some other form of magical trauma.
Other forms of Magic:
All non-elemental magic falls into this category, which is further divided into three sub categories, Holy/White, Neutral/Red, and Dark/Black. Unlike the elemental orb magic, these magics are learned, taught to the first wizards and magi by the gods who have passed it on through writing and teaching. This magic is easier to come by but harder to master.
Although there are three schools, mages are not limited to learning spells from all the schools. Most spells span all three schools, with each school having it's own forms of healing and some school specific spells.
White-"Good" Magic, inspired by Palador and positive emotions, these wizards dress is white and tend to have a strong knowledge of spells that smite evil.
Red- "Neutral" Magic, insprired by Zargon, impowered by the "Doors" due to the lack of a true neutral emotion. This wizards tend to be flashy, and their ethics can be at times questionable but they are neutral and tend to follow laws.
Black- "Evil" Magic, inspired by Fabian and negitive emotions. Secretive and dark, these wizards have no morals and with do whatever it takes to gain the power the so desperatly seek.
Note: It is possible to learn elemental magic just like those magics listed above, but it takes years of study to master the basics. The reason being that the gods meant for their people to have the magics they gave them, but did not stop them from learning other ways of using magic.
But before we go into the orb business, you first need to know about Han. A person's Han is their magical energy, but it can only work inside the body, not outside. An Orb channels the users Han out of their body and condenses it into a specific power, be it elemental or arcane. Different Orbs have different abilities connected with them. Some have many abilities, some may only have one. This breaks Orbs into two categories; General and Basic. True General Orbs allow the caster to do anything within the realm of its magic form. These Orbs are very rare. True Basic Orbs contain a single ability and will never be able to do anything else. These Orbs are fairly common.
Now, on to ownership of an Orb. When an Orb is dormant, or unowned, it is covered by an impenetrable metal case. Upon finding or being given an Orb, one must unlock this metal casing to unlock the power within. Once unlocked, the Orb will remain bound to it's master untill is death or until he willingly gives it away, whereupon it would seal itseltf back up. When an Orb is not dormant, or is owned by someone, it appears as a perfectly clear crystal sphere with colored smoke within.
On the subject of magically enchanted weapons, there are two ways a weapon can become a magical weapon. One can use an enchanting orb on it, or an orb can be woven into it (like Frostwater), the second of which is more powerful but much harder to do. Only a master Orb Weaver can accomplish this task. The only only Orb Weaver left who can accomplish this task is Talrot Firestorm, the Cereashian Orb Weaver, one of the three last Orb Weavers.
Orbs are made from magic crystals. The crystals would be found and brought to orb weavers who would refine the orbs into there finished state.
General orbs are rare, but what about the crystals? The unrefined crystals are unstable but can still be found around Gorgraz, but why would you want them? Its true there not at there best, but the crystals can bring out some magic just not as safely. Such as a lightning crystal could blast a bolt of lightning, but theres a possibility of it misfiring, backfiring, or just not firing at all. Crystals are unstable and can lead to disaster, but they can get you out of a pinch... Pluse it offers more verity for players and provides more opportunity's for comedy in posts.
General orbs are indestructible (for the most part) can be used as much as the owner wants within his physical limits. General orbs are as such Water (which contains ice as well), Air (which containers lightning), Earth (which contains nature), Fire, Darkness, Holy, and any unique orbs a player can think of that an admin approves.
Specific orbs are also indestructible and can be used in the same way as general orbs, but contain only one purpose such as starting a fire, blasting out a bolt of lighting, breathing underwater, or any other singular ability can be found in a specific orb.
Orb shards although orbs are said to be indestructible there have been rumors of orbs breaking when confronted with an orb of equal power... But this hasn't happened very often and if it did the orb shards would contain the same ability as the orb it came from, but with only a fraction of its power
Crystals depending on what kind of crystal can contain a verity of magic, but they are unstable in the way of they could hurt you or not work when you want them to... or even work when you don't whant them to
Crystal shards are even more unstable than crystals and are highly problematic... many times causing explosions or some other form of magical trauma.
Other forms of Magic:
All non-elemental magic falls into this category, which is further divided into three sub categories, Holy/White, Neutral/Red, and Dark/Black. Unlike the elemental orb magic, these magics are learned, taught to the first wizards and magi by the gods who have passed it on through writing and teaching. This magic is easier to come by but harder to master.
Although there are three schools, mages are not limited to learning spells from all the schools. Most spells span all three schools, with each school having it's own forms of healing and some school specific spells.
White-"Good" Magic, inspired by Palador and positive emotions, these wizards dress is white and tend to have a strong knowledge of spells that smite evil.
Red- "Neutral" Magic, insprired by Zargon, impowered by the "Doors" due to the lack of a true neutral emotion. This wizards tend to be flashy, and their ethics can be at times questionable but they are neutral and tend to follow laws.
Black- "Evil" Magic, inspired by Fabian and negitive emotions. Secretive and dark, these wizards have no morals and with do whatever it takes to gain the power the so desperatly seek.
Note: It is possible to learn elemental magic just like those magics listed above, but it takes years of study to master the basics. The reason being that the gods meant for their people to have the magics they gave them, but did not stop them from learning other ways of using magic.