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Magic Folk (Mages, Clerics, Necromancers, Witches)

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PostPosted: Sat Sep 21, 2019 3:37 am


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Magicians are an ancient race who have magic running through their veins. Their magic is ruled by their energy and stamina, once their levels are depleted, they are left in a fatigued state of vulnerability. There are several different variety of Magicians, ranging from those who fall under the "good" category and those who fall under the "evil". Such variations are below,


Mage β—™ A younger wizard who does not know their full limits. They possess great power for their spells due to their natural energy levels in their youths, but lack the ability to use magic for longer periods of time.
Cleric β—™ one who possesses advanced healing magic and can teleport short distances.
Wizard β—™ The most advanced form of mage, their magic is amplified through the use of blessed tools such as staffs, wands, and crystals. Their strength is increased, but the toll the spells take is far greater.
Witch β—™ there are several varieties, ranging from a White Witch who controls nature and holy magic to Rune Witches
(link to Rune Magic) who use runes to amplify their magic, to Griommoire Witches of which only one person has lived through the learning process; Kamawanaiyo Ootma.

Necromancer β—™ one who possesses the abilities to raise the dead, telepathically speak to the dead, manipulate their bones and blood, and have access to basic black magic. Few can tolerate the mental burden these powers take, and many have committed suicide as a result.
Medium β—™ one who possesses the abilities to talk to the dead, see their ghosts, and have access to clairvoyance as well
Priest or Priestess β—™ Those who have undergone a path of religious training and serve in one of the Great Temples across Istrea. One cannot choose which temple they will be in, they must undergo years of training before taking their final test, where their skills and personality determine where they will be placed. It is a high honour to be given the title of Priest or Priestess.
Gypsy β—™ a travelling race of men and women who have a connection to magic in ways uncommon to other Magic Users. Their abilities range from divination, premonitions, precognition, clairvoyance, charm casting, and trickery. They are not ones who use violence, as it is against their religious views.



Holy Magic, the kind that clerics and white witches can use do have a toll that it takes on the user. They have to sacrifice something in order to heal and use magic that alters dark magic. With each spell that they use, they use their own life-force and risk their own life to save another. Smaller spells do not take a huge toll, but multiple spells back to back or powerful spells can leave them at the risk of death. They can give themselves more life-force by living on a diet rich in nutrients and lacking β€œheavy foods” like meat and carbohydrates (a vegan diet, in a way). The downside of this is that they lack physical strength and energy as a result of the diet that gives them more life. Valkyrian Magic is the strongest form of this magic and they have less side-effects of this magic as the Gods blessed them with immortality so long as they remained faithful to them.

Dark Magic, different from the Grimmoire Arts, is a magic that is immensely powerful but drains someone of their memories and mental health with each spell used. Smaller spells only alter the way memories are remembered, but stronger spells take these memories away completely. Some users of dark magic who want to remember their memories and thoughts place them in mirrors to reflect on them later. Necromancers are notorious for losing their minds and becoming insane. Many who use dark magic constantly kill themselves to end their suffering. Some spells that do not take memory result in physical pain, so it is a magic type seldom used by many users as the negatives outweigh the positive. Many who use this magic have to eat high amounts of protein and iron to make up for the blood they lose when they manipulate their own blood.

Grimmoire Arts, the most forbidden type of magic across all of Istrea. No person has ever been able to use this magic and live. Any who tried were stripped of all their strength and physical strength and left as husks. It is not a magic that any are born with or can learn through spells alone, but a force of it’s own that chooses a worthy holder to possess it, like the Phoenix Force from X-Men. Kamawanaiyo Ootoma is the only person who has survived to control the Grimmoire Arts, and she was left so physically weak that a light punch could break her bones. However, the power granted to a user is stronger than any other type of magic, the Valkyrian Magic being second to it.

Rune Magic is a special kind of magic that requires carving special markings into objects (such as the wood of a staff or wand) or one’s body that allows the use of certain spells attached to the rune. There is a type of Blood Rune Magic that the Orcs use that have different markings but are easily wiped away and the effects of the spell dissipate. Normal rune magic relies on the emotional stability of the user, and any fluctuations in their emotional state result in the magic losing its effectiveness. Females show a stronger ability to control this type of magic than males, as men tend to lose themselves to anger as battles progress.

Gypsy Magic is a type of magic that relies on psychic abilities and charms and tricks. Gypsies are a travelling people who do not believe in violence and are a peaceful people who make their lives earning money telling fortunes. They have powerful premonitions and precognitive abilities and this stems from their faithfulness to their beliefs and traditions.

The Priests and Priestesses of the Temples of Istrea possess different magical abilities, depending on their race. No non-Magic Folk has ever held the position of Priest or Priestess because it is a role that requires immense magical training. Each Priest or Priestess is chosen depending on their abilities and how it would lend to their role in the temple and what the temple represents.
 
PostPosted: Mon Sep 23, 2019 7:27 pm


Rune Casting



is a special type of magic used by certain kinds of witches and warlocks that uses runes. These runes must be carved into something to work. Common practice is to carve or etch specific runes into the body of the user to allow instant access to the spells rather than drawing them out onto other surfaces. There are vast numbers of runes and many can be created from scratch, but it is not recommended as many have tried and killed themselves as a result.

The Runes are as follows:
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Past ᡜᡜ this rune is used in time-travel spells. Using this rune allows one to travel back, but users are unable to alter anything. It is commonly used to allow more information to the castor on past events, thus allowing them to change the course of the future upon returning.
Present ᡜᡜ although many do not use it, for they do not know it's meaning, it is used by castors to amplify other runes. Because so few magic users know that it can be used as such, many who use this must be discreet to not let the secret out.
Future ᡜᡜ this rune is used in any psychic spells as it allows the castor to amplify their own divination abilities. Many uses of this rune are to allow precognitive dreams to foretell the events of the future.
Air ᡜᡜ an elemental rune used for such spells.
Earth ᡜᡜ an elemental rune used for such spells.
Water ᡜᡜ an elemental rune used for such spells.
Fire ᡜᡜ an elemental rune used for such spells.
Rebirth ᡜᡜ this rune is often not used as it can backfire to the user and cause them permanent pain, disfigurement, and even death. It is used to revive the dead. To many who use Rune Casting, it is a forbidden rune.
Soul ᡜᡜ this rune is used in any healing spells. The strength of the healing magic depends purely on how the user feels about who or what they are healing.
Sun ᡜᡜ this rune is used for any weather spells. The reason for that is because the sun is often responsible for many weather conditions.
Moon ᡜᡜ this rune allows levitation and flight. The reason for that is because the moon is out in the cosmos, floating in space.
Black ᡜᡜ this rune is used to conceal that which one wants hidden. This can include things such as memory erasing/altering to spells that conjure pocket dimensions.
White ᡜᡜ this rune is used to discover that which is being hidden from the user, in terms of the truth being withheld and so on. It acts as a truth serum in a sense.
Journey ᡜᡜ this rune is used in any teleportation spells. It can also be draw to bless the wearer with good luck on travels, but it only works when drawn on someone else. It can also be used in astral projection spells.
Creation ᡜᡜ this rune is used to summon creators and other items through means of magic.
Eternity ᡜᡜ this rune is used alongside Past, Present, and Future as it is a time-based rune. Many use this when trying to communicate with spirits as well.
Protection ᡜᡜ similar to the Journey rune, it is used to bless people or items to allow them protection from harm. Unlike the journey spell, it can be used on the castor themselves, but it is not as strong when used in such a way. It can also summon an energy-like shield to protect those within it.
Love ᡜᡜ used in any empathic spells. As given by it's name, it is also used when making love potions. It's effects do not last long.
Hate ᡜᡜ used in spells that alter someone's feelings to the opposite of what they originally are. If used too frequently, the effects can become permanent and it can alter their mental state and cause psychosis.
Destruction ᡜᡜ used in spells that directly relate to destruction. This includes spells like disintegration, explosive energy, and so on. It is a hard rune to master as it causes constant pain while in use.
Magic ᡜᡜ the most commonly used rune. It is used in any spell to amplify the effects. Often used more so with large groups for greater effect.
Life ᡜᡜ a rune that can be used in healing spells, but only recommended for skilled sorcerers who know their limits. This rune uses the life force, not the magic abilities, of the user.
Death ᡜᡜ another "forbidden rune" as it is used to kill those struck with it. It is otherwise used to cause pain to opponents, but when used can alter the emotions and state of mind of the user.
Rhythm ᡜᡜ used in spells relating to music or sound. This spell can also be used like a siren's song to lure people to the conjurer.
Good ᡜᡜ a good luck rune. It is a rather weak rune and not used as often, or by those with little magic abilities.
Evil ᡜᡜ a bad luck rune. Like the Good Rune, it is not used as often by stronger magicians as it is not as strong.
Weakness ᡜᡜ a rune used to decrease the magic of the opponent. The effects often only work on other magic users and not those of other races. as their bloodlines are different from witches and mages. It can also be used to try and detects the physical or mental weaknesses of an opponent.
Power ᡜᡜ a rune used to amplify the wearers physical strength. It cannot be used to amplify magic. There have been cases where this rune can be used to amplify the abilities of other races, however.
Faith ᡜᡜ a rune used to destroy spirits or other "unholy" things such as reanimated corpses. It can sometimes be called a Holy Rune, but when used as such it is to be a barrier to certain places rather than to protect a person or people bestowed with it.
Fate ᡜᡜ a rune used to clear a clouded mind. It is often used alongside the Future Rune to clear their mind from any disturbances to allow perfect psychic abilities. When it is used alongside the Future Rune, it actually acts as a type of shield to protect the user.


 

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PostPosted: Mon Sep 23, 2019 8:59 pm


Blood Rune Magic

This is a magic that is used only by the Orcs and cannot be used by other species. Each rune links to a respective God or Goddess, or a tradition of the Orcs, and has a specific type of magic that can be used. Runes can only be drawn in blood, and if the rune is damaged in any way, the spell loses it's effectiveness. Few orcs have shown this ability, and mostly females use it, as male Orcs find magic "distasteful in battle" and prefer brute force. Male Orcs do, however, ordain their armour with blood runes.

The Runes are as follows:
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DUEL ☬ This rune is based on their God of War, Mazorn. Once drawn, it gives the user enhanced bodily function (strength, speed, endurance, stamina); kinetic transference (the ability to store energy from damage then release it with twice the force given); and a higher pain tolerance. This is one of the more common Runes used, specifically by male Orcs.
SLEEP ☬ This rune is based on their Goddess of Night, Shadbak. Once drawn, it gives the user Dream walking; Nightmare Manipulation; and Sleep Inducement. it is one of the weaker runes for fighting and is more useful for distraction or information gaining.
HOME ☬ This rune is based on their God of Travel, Targhed. Once drawn, it allows the user Short distance teleportation; and Tracking (the ability to see the footsteps of a person if an object of theirs is held). This rune drains a lot of energy from an orc and is therefore used only in emergencies.
FACE ☬ This rune is based on their God of Trickery, Vrikdarok. Once drawn, it allows the user Illusion casting; Weapon manipulation (the ability to morph their hands into weapons); and Confusion casting. It requires immense mental focus to use, and is therefore not suited for many orcs who rely on their strength over anything else.
DEFENSE ☬ This rune is based on their Goddess of Protection, Dura. Once drawn, it allows the user force field generation; metal skin; and healing abilities for those within a shield. When using this skill, one has to remain completely neutral when it comes to emotions, for if they act out of any emotion the magic is ineffective.
LOVE ☬ This rune is based on their Goddess of Fertility, Batul. once drawn, this rune allows the user Empathy; Clairvoyance; and immunity from Black magic spells. These abilities stem from love being the opposite of hate, which black magic stems from. It requires a very positive mind-frame and thus female orcs use this more.
SHIP ☬ This rune is based on their God of Storms, Pergu. Once drawn, it allows the user weather manipulation; and safety when travelling over water. Orcs are very superstitious of travelling across water, as their natural abilities are Earth based and therefore weak against it.

TRIBE ☬ This rune is not based on a God or Goddess. It is a rune that, once drawn, allows one the ability to draw strength from their own kind to use in battle. It requires a strong bond with the person one is drawing magic from, and both require the runes drawn on one another for it to be effective.
ALTAR ☬ This rune is not based on a God or Goddess. It is a rune that, once drawn, allows one temporary use of Holy Magic , a magic type that is hard for Orcs to control as they are more elemental-based people. This rune requires a lot of mental focus but drains their power extremely quickly, leaving them vulnerable.
BUILDING ☬ This rune is not based on a God or Goddess. It is a rune that, once drawn, allows one fire manipulation and metal manipulation that are used to forge weaponry. It requires a lot of time and patience and is therefore seldom used in battle.
MOUNTAIN ☬ This is a rune not based on a God or Goddess. It is a rune that, once drawn, allows one earth manipulation and is used to boost their own geokinetic abilities.
MARRY ☬ This is a rune not based on a God or Goddess. It is a rune that, once drawn, allows the user premonition dreams that show them who they will be with later in life , but it is often a shadowy figure and not often clear enough. Many couples draw this rune on one another to test if they are soul-mates.
HUNTING ☬ This is a rune not based on a God or Goddess. It is a rune that, once drawn, allows the user animal telepathy; stealth; and strengthens the use of the HOME rune. It is commonly used when stealth is needed over force.
LABOR ☬ This is a rune not based on a God or Goddess. It is a rune that, once drawn, allows the user cloning abilities and is used to get work done faster. It draws a lot of power from the user and the more clones made the quicker the strength is drained from the user.

The following are all based off of Xnurl, the God of Death.
EXECUTE ☬ This rune allows the user the ability of death by contact, but takes a significant amount of time to do so.
HAND ☬ This rune allows the user the ability of poisoned claw generation. If the poison isn't transferred to an opponent, the user will receive its effects.
EAT ☬ This rune allows the user the ability of poison immunity and poison detection. It is often used when travelling to foreign lands where orcs are hunted and food cannot be trusted.
FIST ☬ This rune allows the user the ability to summon a stone gauntlet that can release lava blasts. This rune takes a lot of magic strength just to begin, and uses a lot of magic throughout it's use. Few orcs have ever been able to get more than one lava blast and stay standing.
KNIFE ☬ This rune allows the user the ability to be unaffected by stab wounds. Physical and magic attacks are still effective against this rune.
TRAP ☬ This rune allows the user the ability to summon pocket dimensions often used to trap enemies within or store items. Anything kept within these dimensions are safe even if the rune is damaged.
BLOOD-THIRSTY ☬ This rune allows the user the ability to cause rage amongst those touching the ground where the rune is placed. Any person capable of flight or levitation is unaffected and if the rune is damaged the ability loses effect.

These Runes are based on Ulumpha, the Goddess of Life.
AXE ☬ This rune allows one the ability to bless other weaponry with more strength and effectiveness.
FISH ☬ This rune allows one the ability to breathe underwater.
TRAVEL ☬ This rune allows one the ability to grant others short-distance teleportation, as well as levitation for short periods of time. One can also teleport items between locations if two of this rune have been drawn.
HE/SHE ☬ This rune allows one the ability to swap the souls of two people if the rune is drawn on each. The body swap only lasts for twenty-four hours if the rune is not removed, but if the rune is removed the souls return to the original body no matter how far apart.
DEATH ☬ This rune allows the user to prevent death through a Kiss of Life. Many use this rune thinking it causes Death, while that ability belongs to the EXECUTE Rune.
TREE ☬ This rune allows the user to manipulate plants. It also can summon sentient tree monsters.
FIRE ☬ This rune allows the user to be immune to fire-based magic. It can also amplify the effects of the BUILDING Rune.

These Runes are based on Sogugh, God of Time.
LOOKING ☬ This allows the user the ability to see through the eyes of anything with the rune drawn on their back. Many orcs place the rune on birds and use this rune for spying.
HOURGLASS ☬ This allows the user the ability to slow or speed up time for a specific moment, but requires immense magical skill and focus. It cannot be used to alter time but prevent serious injury in battle.
BOW ☬ This allows the user the ability to freeze someone in place if shot with the silver arrow. The effects of this only last for a minute at the longest and drain almost half of an orcs strength.
PREY ☬ This allows the user the ability to summon an opponents darkest fear to chase them for five minutes at most. The user is paralysed while this rune is in effect. It can only be used on up to ten people at a time.
YOU ☬ This allows the user the ability to temporarily bestow others the ability to look into the future or the past for a few moments.
I ☬ This allows the user the ability to astral project. It can only be done by the most emotionally detached of the orcs and as a result is rarely used. If one does not return to their body before an hour is up, they will die.


COOKING ☬ This rune allows the user the ability to find the items they need; have the right portion size; and have luck when hunting.

 
PostPosted: Mon Sep 23, 2019 9:07 pm


Necromancy Magic
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Necromancers have the abilities to raise the dead, telepathically speak to the dead, manipulate their bones and blood, and have access to basic black magic. They can summon different kind of "dead", from skeletons that are destroyed with little damage, to corpses that can swarm enemies and are destroyed with moderate damage, to dead creatures like golems and giants that require heavy damage to destroy. They possess black magic which takes an immense mental toll on them, so many necromancers commit suicide as a result.

Necromancers are at their strongest during the night, and can recharge their magic by staying in graveyards. They can increase their magic during overcast days or eclipses, but are weakest in direct sunlight. They are weak against Holy Magic and light-based attacks. because of their preference for night, they are pale and can also see in the dark.
 

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