Magic

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Magic in Rune-Midgard

Magic is a loose catchall phrase referring to the supernatural powers that are utilized by many of the more mystical classes: wizards, priests, monks, and even bards and dancers.

Magic is extraordinary in that it offers so much more versatility - and sometimes power - than other mundane methods at hand. However, it is not without its drawbacks, and there are three main things to keep into consideration when utilizing magic.

Parts of Magic

1. Concentration.

Nearly all forms of spellcasting, especially that of arcane magic, requires an intense amount of willpower to achieve and concentration to see it through - concentration that can easily be disrupted by things as simple as a shove or push, let alone direct enemy attacks. No (normal) wizard can cast spells at the speed of light, and certainly not while being pinned and grappled by a warrior twice his size. Obviously, the greater power of the spell in question, the more concentration it demands and the less leeway it allows for distractions.

2. Constitution.

Magic is extremely draining on the mind, just like melee combat can be training on a fighter's strength. Casting a spell may be akin to someone swinging a blade, but having barriers up while simultaneously using telekinesis to manipulate objects and casting offensive spells is like a knight trying to perform a swords dance using the Pronteran fountain as a weapon. In general, a spellcaster's resources become that more strained while multitasking, and the degree of power on his or her various spell effects are taxed appropriately. Having defensive barriers up at all times may SOUND reasonable for a mage in theory, but that would in practice leave said mage with little ability to do anything else and with tremendous mental exhaustion by the end of the day.

3. Ability.

This seems the most obvious of them all, but not every mage can channel enough spell energy to annihilate a building, or erect nigh-invincible barriers. If your spells are producing grander effects than mundane things in fantasy and in the RO world, you most likely warrant errata. Keep in mind that some classes are better at certain things than others - no one would argue a bard being the better spellslinger than the wizard, for example - and that you don't know every spell library in the world.


Mana

So what exactly powers magic?

All magic derives from an unseen source of energy, commonly called mana.

Magic, in its most basic definition, is nothing more than a conversion of energies. Many terms have been coined for the source it draws upon - as we have said, most modern scholars refer to it as mana, and older tomes have called it quintessence - but all roughly speak of the same thing. Mana is a natural energy - much like the light from the sun or electricity from a storm cloud - that exists within many things: living beings, not-so-living beings (ghosts and spirits, anyone?), and even inanimate objects like golems and artifacts.

In any case, to question why mana exists where it does - for instance, as stated before, in all living beings - is as futile as questioning why the sun gives off heat or why electricity emits from a lightning bolt.


The Types of Magic

Three (arguably four) "schools" of magic are well-known in Rune: Erg and Eko, arcane and psi.


Erg and Eko

Positive and Negative Energy Manipulation

Erg is the energy of 'life force', it is found in any living thing in differing qualities and quantities. Eko is the energy of the spirit, which is segregated from life-force as a manifestation of will power.


Everyone has their own flow of Erg and Eko, however select individuals are actual 'manipulators' of these. Mana is the energy of elements, and is often drawn from wellsprings outside of the caster. Erg and Eko is something that is brought from within, and manifested by the user. In this respect, the users of Erg and Eko can very well resemble those who manipulate Psi energy. It also resembles manipulating Mana, as Erg and Eko are 'latent energies'. On the other hand, rather than following an element, they merely exist as either a 'positive' or a 'negative' force.

This is not to imply 'good' or 'evil' though some may define it as thus. Just as fire is not 'evil' (though it can be viewed as destructive in nature), it is merely a tool. View the energies of Erg and Eko to both have their self contained principles of 'Yin-Yang'. Theologists may imply that the Positive is the presence of Saolamae in his children, while the Negative is the presence of Bashan having his will in 'taking'. This is not to mean that only followers of these two gods can manipulate these- but merely a philosophy many of those in the field of faith believe to be reasonable.

The reason these two are often mentioned in the same breath is that it is hard to have one without the other. Some may use predominantly Erg, but they still understand Eko manipulation. The monk cannot manifest his Erg without his Eko, and the priest shepherds Erg within the wounded with his Eko. In the end Priests, Monks and Crusaders all use the same tools, it's how they are wielded that seems to define these professions.

When it comes to the Yin-Yang aspect of the energies, individuals only manipulate one current. Attempting to channel both ends up disastrous and never with desired outcomes. A positive energy user could encourage the 'positive Erg' within the wounded, and lend their own which would appear as miraculous healing. A negative user could encourage the 'negative Erg' within the wounded to be expelled into a new host - which would take on the form of a wound transfer from the wounded to the caster.

Since everyone contains a path of Erg and Eko one could assume that anyone could manipulate them. It is true someone could spend their life diligently learning the arts of Faith Magic, but many not born with a 'knack' for it and properly instructed from a young age would find their uses extremely mundane at best.

Erg and Eko, though flexible and one of the most controlled forms of supernatural forces (coupled with it's extremely oft ritualistic execution), can be just as dangerous to misuse as any other force. One must consider you are manipulating the very energy of your life when using it, therefore quite literally putting your life on the line when using it in abundance. Note as well, that Erg and Eko manipulation works in fractions. Just because an Elf has a longer life than a Human, does not mean he has more 'Erg' to dispose of than a 'Human'.

Examples of Positive Energy Uses: Healing (of the positive variety aforementioned) Blessing (invigorating a comrade, resilience to weather, etc) Holy Barriers Exorcism Examples of Negative Energy Uses: Wound Transfer (could be from Victim A to Victim B- mind all manipulations of this sort require stationary subjects and contact, including the positive variety) Curses (Make someone feel fatigued, entice supernatural fear, etc) Necromancy Certain tasks require both those of a negative and positive following. One of these is 'Resurrection'. Since one person obviously cannot channel both (and should not) usually tasks such as this require two or even more proficient users of Erg and Eko of both variations.


Arcane Magic

Basic Elemental Manipulation


Arcane magic is the mystical power of imagination.

The sorcery that wizardly types practice, arcane magic is most likely the catch-all category that people refer to when they use the term "magic". The arcane is both a scholarly and an intuitive art, as while knowledge and theory assembled over time may lead to a greater understanding of something as a whole, it requires a spark of imagination - the innate talent to wield the arcane - to believe, to draw upon whatever power may be and will it to existence which defines arcane magic.

As such, arcane magic is often spectacular in its debacles, and appears to have no real limits as to what it can do - anything from fireworks to the creation of base objects to Armageddon-esque battle spells all bear the trait of the arcane. The limiting factors are one's own ability to channel such power, and one's ability to apply it by willing it so: the trademark talent of a wizard. With this boundless possibility comes a price, though, as arcane magic is easily the most volatile of all known magic in general; backfires occur frequently with spellcasting, even amongst experienced archmages, when distractions or otherwise unfavorable circumstances enter the mix - an unfamiliarity with a certain spell or effect can spell disaster, and mastery over such errors take years of practice.

Arcane magic commonly utilizes elements that mimic phenomenons in nature - fire and water, for example.


Psi

Supernatural Powers of the Mind and Sensory


Definition of Psi quoted from wikipedia.com: A term used to demarcate processes or effects associated with cognitive or physiological activity that fall outside of conventional scientific boundaries (ESP, for example).

'Psi' would be used to explain anything that is supernatural but not related to spiritual or elemental energy. These are powers expressed by the mind. Examples of people who fall under this category would be psychics, telekinetics, mind readers, illusionists, empaths and numerous others. Psi users are a tricky category as they can easily get out of hand, but with a few simple guidelines they can be playable, but manageable.

First off, you cannot auto-hit no matter how much you think you're within your right to. If people can dodge bullets, then they can dodge your attack on their mind. They might even brush it off without a second thought. This may be aggravating, but you need to consider that role-play is a consensual thing. Both parties must be enjoying the shenanigans, so proceed with courtesy in mind when playing someone who's invasive on the mind. The role-play should be dynamic with a 'give and take'.

Secondly, psi energy is understandably taxing. Likely the most taxing of any school of supernatural power. The incredible focus required by the user, not to mention the mental constitution needed not to let it get out of hand is absolutely tremendous in potential. Play on this, and realize that exercising the mind in this manner is far more wearing than a physical action and can quickly drain the stamina of the user.

Thirdy, a telekinetic should not be able to manipulate any more than they could physically. If you are only able to physically lift 60lbs, then you should only be able to manipulate 60lbs. You should NOT be able to lift two ton boulders. Not to mention the user should remain constant eye-contact on the object of manipulation. The more you divide the concentration, the less control you have. For example, if you lift two 5lb rocks at the same time, you are dividing your attention between the two, and can only manipulate one at a time. Not only that, since it's divided, you can only apply 25lbs of pressure per rock if your max capacity is 60lbs, since you're splitting your ability between the two. So no, you can't perform a rain of arrows down upon your victims. The focus to manipulate multiple objects and the pressure needed to even make such an attack effective is nigh impossible for any mind to achieve.

Also, you must be able to completely 'surround' the object. You cannot manipulate 'parts' of something. You can't twist someone's finger off, or make their eyeball explode in their head. No ripping off branches from a tree one by one. The object must be a 'whole' to control. Also, sentient creatures and things attached to sentient creatures bear a natural resistance to telekenetic manipulation. So no tearing someone's clothes off their body with the voodoo powers of your mind, or making their glasses explode in their face.

Fourthly, we must touch on mind readers. This relates to the 'auto-hit' point. You can't assume you invade someone's mind and pluck the information you want to use, or force the illusion you want them to see upon their mind. The player you are attempting to manipulate should be able to resist, and there should be an open OOC communication between player A and player B on how to work the situation out. Also bear in mind that as you invade someone's thoughts, there is a potential that they can invade yours. Yes, you are forming a connection, and not everything is one way. You're creating a channel of thought between yourself and your target, and you can just as easily fall pray to mental invasion, or even succumb to your own illusions. Mind tricks are a dangerous practice. With illusions, you're painting with your mind. So you must have studied an object intently to make an accurate copy of it. However the more you believe in the object and it's accuracy, the more likely you could fall prey to your tricks.


The last thing to keep in mind, is that these people are extremely sensory. Moreso than any normal person. Anything can set them off, and without a constant state of maintained calm they can easily become too influenced by the surroundings. It's not a far-fetched idea that someone with psi energy avoids physical contact, or eventually secludes themselves for the sake of their own mental stability. This isn't to say they all do- but it gives a sense of the problems and shortcomings of such a profound gift.

Alternate Magical Traditions

As magic is such a varied and dynamic force not all interpretations of how to cast, or even of what magic is essentially, are covered above. Listed below are player created magical 'traditions' that offer new flavor to the same basic concepts described above.

Iriem- According to the belief prevalent in the eastern parts of the Fire Plains, the Lace is a network of elemental energy flows, spanning throughout the land, sky and water in a complex pattern.

Jhriem- A true naming caster tradition from the Fire Plains that centers around passion and essence as a way to manipulate and invoke and manipulate arcane effects.

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