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Ruins of Eidolon

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A unicorn breedables shop 

Tags: Unicorns, Fantasy, Roleplaying, Breedables 

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Ancients of Eidolon

Vice Captain

PostPosted: Sat Jan 12, 2013 7:06 am


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Magic Overview
All unicorns are able to use their magic to levitate and manipulate small objects, allowing them to perform simple tasks such as stringing beads onto a necklace. This skill only works on objects within a few feet and most unicorns have very limited dexterity—multi-part activities like braiding another unicorn's mane require much practice to master.

In addition, unicorns are gifted one primary magical talent by the Wind that is blowing at the time of their birth. Many unicorns honor the Four Winds as gods (usually personified as unicorns, but sometimes as Ancients instead), while others believe that they are non-sentient founts of magic located at the cardinal centers of the earth, their power borne like pollen on the breeze. Most unicorns begin to demonstrate their gift by one year of age. With much dedication, some unicorns can hone their gift to the powerful level of adept.

Sundering
A unicorn's magic is channeled through its horn; thus it is considered a terrible act to sever, or Sunder, another unicorn's horn. Sundering is reserved as a dire punishment.


Boreas, the North Wind
Usually depicted as a muscular white stallion with a scarred hide, Boreas is known for his strength and decisiveness, especially in battle. However, he is also defined by bitterness and a violent temper. The North Wind blows throughout most of winter, and occasionally during the spring and autumn.

  • Berserker: Berserkers temporarily infuse themselves with the strength and resilience of the mountains, rendering them immensely powerful and nearly impervious to pain and injury. Adepts can sustain the berserker state for much longer. Almost unstoppable in battle, they are known to be able to cleave stone in two with their hooves.
  • Stormcaller: Stormcallers summon the harsh weather of the North, bringing driving wind and hail down upon those who oppose them. They are also prized for their ability to invoke nourishing rain during droughts. Adepts in their element are a fearsome sight to behold, wielding lightning and tempests with deadly force.

Sylva, the East Wind
Usually depicted as a graceful, golden-haired mare, Sylva is known for her creativity and independence. However, she is also defined by capriciousness and vanity. The East Wind blows fairly often during spring, and every once in a while during every other season.

  • Artisan: Unicorns' rudimentary ability to manipulate objects with their magic is enhanced a hundredfold in artisans, enabling them to craft complex items like cloth and metal or stone jewelry. Artisan adepts produce finer, more detailed work, and can even fashion heavy things like armor or create and play musical instruments.
  • Enchanter: A mysterious and arcane art, enchanting involves altering the composition of inanimate objects to lend them magical properties; for example, turning a stone invisible or a scarf waterproof, preventing a flower from decaying, or making a necklace glow. Adepts can work extremely powerful, long-lasting enchantments.

Alaunus, the South Wind
Usually depicted as a handsome, red-haired stallion, Alaunus is known for his bravery and integrity. However, he is also defined by stubbornness and pride. The South Wind blows throughout most of summer and occasionally during spring and autumn.

  • Healer: Healers use their magic to encourage the healing of wounds, soothe pain, and ease fever. Upon reaching the rank of adept, healers can cure terrible injuries and diseases within a matter of minutes. However, healing does not always work perfectly; sometimes the will of the Winds intervenes in mysterious ways.
  • Archon: Revered as guardians in dark times, archons have the ability to cancel out others' magic, especially if it is harmful in nature. Adepts can extend their sphere of influence over a wide area, protecting entire herds from danger. Those who wish to face an archon in battle must do so honorably, without the aid of magic.

Undine, the West Wind
Usually depicted as a dark-eyed mare with a long black mane, Undine is known for her intelligence and open mind. However, she is also defined by secretiveness and melancholy. The West Wind is the rarest Wind, blowing only occasionally during autumn and once or twice during spring.

  • Mesmer: A mesmer can deceive the mind and senses by summoning illusions. Many use this skill for artistic displays rather than sinister purposes. Mesmer adepts can summon more powerful illusions and directly influence the minds of other unicorns, altering their memories and emotions.
  • Diviner: Rare and respected but often misunderstood, diviners catch random glimpses of the past, present, and possible futures while dreaming or gazing into reflective surfaces. Adepts may discover long-forgotten secrets and even predict the future. Unfortunately, some go mad as a result of their visions.

Though unicorns do not get to choose which gift they receive from their birth Wind, you can pick it OOC.
PostPosted: Sat Jan 12, 2013 7:08 am


MAGIC PROFICIENCY

All unicorn in Eidolon have their magic skill, or proficiency, rated on a scale of 1 to 10, with 1 being novices and 10 being the absolute pinnacle of magical prowess. The limitations of each level can be divided into three major categories, with each level having progressively better control over its magic.
A vast majority of unicorns will begin at 1, although some rare occasions may see unicorns with a higher rating be given away or born.

In character, while some unicorns are born with more raw talent for magic than others, every unicorn is theoretically capable of training their gift to the level of adept.

Profiency Levels
  • 1-3: Unicorns with a magic skill of one to three possess very basic abilities. While they may find their gift somewhat useful in day-to-day life, they cannot perform significant or long-lasting feats of magic and channeling magic makes them grow tired easily. They typically don't define themselves by their gift (for example, a unicorn with minor healing abilities wouldn't introduce herself to others as a healer). The vast majority of unicorns in Eidolon fall into this category.

  • 4-7: Unicorns with a magic skill of four to seven possess moderate to impressive abilities (depending on exact placement on the scale). Unicorns in this category are usually well known and respected for their gift and, if within the 6-7 range, may have far-reaching reputations across Eidolon. They often consider their gift to be an important part of their identity as well as their trade, and will introduce themselves to others as a healer, archon, etc.

  • 8-10: Unicorns are known as adepts when they reach this range of magical power. Very few adepts exist in Eidolon, and they are revered for their extremely powerful magic. Attaining a proficiency of 10 automatically "unlocks" the second gift of a unicorn's Wind, though they cannot reach the same level of proficiency with their second gift as their first (they can attain a maximum of around 5 on the scale). Becoming an adept always involves an immense level of dedication and training.


Leveling Magic
• All roleplays used to level magic must reference the unicorn using their gift.
• You may not skip magic levels, even if you meet the requirements. You must go from 1 to 2, 2 to 3, etc.
• Once you've met the requirements, post the form below to have your request approved and your cert updated!
• Please do not roleplay your unicorn as having a higher magic skill until you have received his or her new cert.

  • Raise magic to 2 or 3: Each magic level requires one roleplay.

  • Raise magic to 4 or 5: Each magic level requires two roleplays.

  • Magic skill is currently capped at 5!
    We will raise the limit in the future once we've gotten a better feel for how the requirements are playing out.


[size=10][b]Unicorn's name:[/b]
[b]Current magic skill:[/b]
[b]New magic skill:[/b]
[b]Link to RP thread(s):[/b][/size]


Ancients of Eidolon

Vice Captain

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Ruins of Eidolon

 
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