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Posted: Wed Nov 25, 2009 5:46 pm
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Posted: Thu Nov 26, 2009 1:04 am
The Teacher
Name: Tristan Thaddeus Zyane (Prefers being called Thaddeus or Mr. Zyane) Age: 50 Gender: Male Species: Human Height: 6' Build: Thin Hair color: Black with small lines of grey coming in.
Personality: Takes everything a bit too seriously when it comes to his subject, though he is friendly and over dramatic over the simpilest of things. He believes knowledge is power and is often found with his face in a book. He will never discourage a learning opportunity even if it may be dangerous.
Specializes in: Dark arts, necromancy, often refers to himself as warlock. Can perform: A large spectrum of spells (not just dark ones) but tends to be better/more informed of his speciliazation.
Past experience: He often worked by himself and dallied in his works in his own home. Often called on for excorcism's he was self employeed until he discovered that this coperaton D-corp needed a magic instructor.
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Posted: Thu Nov 26, 2009 1:06 am
Classroom Rules:
1. Arrive early if not on time for your scheduled class. 2. Class will start without you if you are late. You will have a penalty chore to do at the end of class if you do arrive late. 3. Listen and write notes, asking questions is encouraged, rudeness is not. 4. There are no desks in the main classroom, sitting on the floor cushions will be provided to sit on. 5. If you are caught using any of the skills gained in any of these classes in a violent manner you will be spoken with. 6. Take home assingments must be handed in two weeks after given. You may leave them on Mr. Zyane's desk. 7. All grades are final. If a gaurdian or parent would like to set up a meeting to dicuss the mark they must contact Mr. Tsuziki to schedule an appointment.
OOC rules:
1. Once the classroom is set up you have a week to reply before you are considered being late for class. 2. Try and post once per posting order, though more is encouraged. 3. You are given a week to reply before your child is considered inactive in class, this will severaly hamper their grade value. 4. If the teacher does not reply at least once a week, there will be acceptions to the above rules (basically more leeway cause life may of eaten me) 5. Do not sign up for a group class if you know you are going away on haitus in the next few weeks. This will just hold everyone up not to mention give your child a terrible mark. 6. You will be given 3 weeks to respond to a class, if you do not you will be automactically given a failing grade and the chlid must retake the class again to get a passing mark. 7. You can post an haitus if you are doing a one on one class with the teacher. The class will merly be put on hold until you get back. YOU MUST LET THE TEACHER KNOW you are going on haitus. I can't read minds you know >> just send a pm my way.
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Posted: Thu Nov 26, 2009 1:07 am
Types of Studies:
Offensive Magic:
As it sounds this type of magic is used Offensively, usually dealing heavy damage and tends to be ranging from a wide variety of spells; from elemental to arcane.
Classes include:
*Long Cast Range Spells - these tend to deal the most damage but consume a lot of time and energy from the caster. Type Chanting: General Spell difficulty: Easy (just a lot of memorization)
* Lingering spells - these typs of spells tend to do minimal damage but consistantly over a breif period of time. A good way of wearing down your opponent slowly. Only one type of these spells can be applied to the opponent at at time. General Spell Difficulty: Moderate
*Instant Cast spells - these spells don't normally deal as much damage as their but are good to use in a tight spot. They are tricky to learn as it tends to need a lot of magical talent. Geenral Spell Difficulty: Moderate
*Advanced Long Range spells - you learn to use a key power word in your cast, making the chanting up to one or two words instead of the whole spell. It also helps reduce your casting time (will vary from spell to spell). General Spell Difficulty: Hard (requires a LOT of focus from the student)
Defensive Magic:
As it sounds magic that is used Defensively, can range anywhere from slowing spells, stuns, or sheilding spells.
Classes Include:
*Sheilding spells - these types of spells can vary by using the elements around them or the arcane to protect them. A large range of types of sheilds from physical use (ice sheild as an example) to arcane barries (think of invisible bubbles around your person). General Spell Difficulty: Varies from Easy to Moderate depending on the type learned.
*Slowing Spells - these include a variety of methods to slow your opponent down. Using ice, earth ect to hinder your opponent. Causes minimal/slight damage varying on the type used. General Spell Difficulty: Easy
*Interrupts - Using a variety of methods from manipulating sound to light to distract your opponent thus breaking their concentration. General Spell Difficulty: Easy
*Stuns - Used to 'stun' your opponent for a brief period of time. Not always effective it is used primarily to gain time to the caster to cast more powerful spells. General spell difficuly - Moderate
Enhancement Magic:
This spells generally are self cast only. Cannot effect others as they are meant to enhance one's performance in battle or casting.
Classes include:
*Buffering - Increasing ones physical prowress by means of magic. Strength, speed as well endurance can be effected by these. Usually only lasts a specific amount of time, self cast only. General Spell DIfficulty: Easy - Moderate depending on the intesity of the spell.
*Channel Casting - Decreases the likeliness of losing ones focus or being interrupted. Enhances magical spells by making them more powerful. General Spell Difficulty: Moderate
Misc Spells:
These spells generally can be used in all of the major catagories of spells and its purpose can be applied to all manner of spells.
* Area Effect spells - these types of spells are used to effect a certian range or area in front of the user. Caster must be able to see the spot where casting and cannot be interrupted/distracted or the spell will fail. Such spells can be used offensively and defensively. General Spell Difficulty - Intense
The Grey Area:
These spells tend to overlap several catagories rather than just one. For example Spells that would be considered a self cast only, yet it causes damage to the opponent if the caster is struck would be considered a Defensive yet Offensive spell.
Classes include: To come....
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Posted: Thu Nov 26, 2009 1:16 am
Advanced Spells (Teen + only)
Cerimonial Magic - is a broad term used to encompass a wide variety of long, elaborate, and complex magical rituals; it is named as such because the works included are characterized by ceremony and a myriad of necessary accessories to aid the practitioner.
Talisman magic - Often consists of any object intended to bring good luck and/or protection to its owner. An magical item infused with magical power.
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Posted: Thu Nov 26, 2009 1:18 am
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Posted: Thu Nov 26, 2009 10:14 am
Types of Magic - discovered when finding out your magical alignment . The different types of magic are determined purely on your characters genetics, although personality can be a great influence on what magic is best suited for the child.
Magic is typically devided into different groups both elemental and misc. Each type of magic often has its own subcatagories.
Elemental:
Earth - Is commonly associated with qualities of practicality, restraint and materialism. It was also associated with the physical, sensual aspects of life. Earth is both cold and dry. Earth personalities tend to be calm, practical, hard working, wise, stable, patient and sensual; however, they can also be stubborn, possessive, jealous, nearsighted and very harsh. ~ Metal
Fire - Is associated with the qualities of energy, assertiveness, and passion, also tend to be extroverted, rebellious, passionate and enthusiastic; however, they can also be moody, hot-tempered, snappy, uncontrollable and angry. ~ Heat
Air - Is often seen as a universal power or pure substance linked with intelligence and soul , air is considered to be both hot and wet. Air personalities tend to be kind, intellectual, communicative, social, and helpful. However, they can also be cold, superficial, impractical and very insensitive to other people's emotions. ~ Wind
Water - commonly associated with the qualities of emotion and intuition. Water is also considered to be passive, although like the tides it also has the capabilities of being deep, nurturing, sympathetic, empathetic, imaginative and intuitive; however, they can also be sentimental, over-sensitive, escapistic and irrational. ~ Ice
Miscellanious types:
Light - ~ Divination: is the attempt to gain insight into a question or situation by way of a standardized process or ritual involving magic.
Dark/Black - ~ Necromancy: is a form of magic in which the practitioner seeks to summon "operative spirits" or "spirits of divination", for multiple reasons, from spiritual protection to wisdom. It has come to be associated more broadly with black magic and demon-summoning in general.
Aether - to be the pure essence of magic, raw and powerful. It has no qualities (was neither hot, cold, wet, or dry), was incapable of change (with the exception of change of place), and by its nature moved in circles. ~ Arcane
Chaos - refers to the formless or void state of primordial matter preceding the creation of the universe or cosmos. The notion of a moving, formless mas, and the use of chaos is to be derived sense of complete disorder or confusion. ~ ???
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Posted: Fri Dec 11, 2009 10:54 am
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Posted: Fri Dec 11, 2009 10:56 am
Spell Archive: (Spells he has taught)
Summoning your magic - allows you to discover your natural magical abilities. Usually pure white when you first summon it, magic does have the ability to choose you. So earth, fire, wind, ...dark and light ect.
Manipulating ice into snow - in essence taking what you learn in summoning ice shards and making it a more narrowed and focused so one is able to recreate snowflakes. In short. Learning to make snow balls.
Icey Maiden - Using the power of ice, you make a path of ice along the ground to encircle your target. Once encircled you can have spikes of ice raise up to entrap or harm your target.
Ice Spray - Forming a ball of ice on the ground this spell can be triggered by thought or if someone disturbs it. Like a land mine it will then explode into a hundred thousand shards of ice of varying sizes.
Blind - A simple spell using Dark magic to cause temporary blindness in an opponent. If the caster is concentrating on this spell it can last upwards to a minute ir not usually thirty seconds.
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Posted: Wed Dec 16, 2009 10:32 am
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Posted: Wed Dec 16, 2009 10:34 am
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