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Magic

Oct 20, 2016
Magic
  • Mage Primer
    There are 2 types of magic: Congenital Magic, which is based on one’s affinity, which is determined at birth and lineage or race and Acquired Magic which is obtained when one receives the Falna (blessing) from a God or Goddess one chose to serve.

    Magic is incredibly rare; it does not manifest in the majority of people. Given this, mages are either regarded highly or feared. Many magic practitioners tend to be from a bloodline of mages or is one of the Races that favors magic (e.g. Elf).

    Those who could use magic may have anywhere from 1 to 4 natural slots for spells. This number is determined at birth. OOC-wise, pure mages may obtain up to 4 spells. Although there is a cap for natural spell-slots, one may increase spell slots with Grimoires. Reading these incredibly rare Grimoires will unlock additional spells.

    Pure Mages start with 2 spell slots. Hybrid mages start with 1 spell slot. During a Level up, you will have to choose between taking a a spell, a development ability, or a skill.

    *To stay true to the source material (DanMachi), we will refer to mana as “mind”

    Spellcasting
    In order for magic to be activated, the mage must recite a chant specific to that spell. Chants are unique to its owner, as such, two mages who cast extremely similar spells will each have their own chant. Some spells have no chant or a one-word chant, but as a consequence, they are weaker than those that are activated by a proper chant (e.g. fireball vs a firestorm).

    While chanting, the mage must be completely stationary, putting all of their concentration into their chant as they channel their mind (mana) into a glowing focal point. This is an incredibly difficult task given that a single mistake is enough to end the spell prematurely, wasting all of the time and mind (mana) invested in the spell.

    For chanted spells, the power of the magic correspond with the length of the chant. Casting powerful magics thus require a great deal of preparation and time. Spell power may be empowered by extending the chant; but you cannot make a spell weaker, because it's not possible to cut a chant short without ruining it. In a fast-paced battle, chanting exposes the mage to danger, which makes it impossible for most mages to venture into the Dungeon alone.

    Terminology

    Mind: Mind is the source of your magic, an energy that exists in those who are born with magic. Mind is quantified by your Magic stat, the higher the rank, the more abundant it is. Pure mages are known to have a much bigger mind pool than hybrids. Depleting your mind feels the same as if you were losing stamina. In fact, you lose stamina as you expend mind to cast magic.

    Mind Down: Emptying one’s mind reserve will trigger this condition. As you get closer to expending all of your mind, you will beging to feel weary. Once the reserve is nearly or completely empty, you will lose consciousness for however long it takes for mind to regenerate. Post-recovery, expect a massive headache.

    Ignis Fatuus: The other danger of magic which occurs when you are unable to control the power of magic while using magic. This disrupt the flow of mind and will cause you to self-destruct once you can no longer contain it. Many inexperienced mages die from Ignis Fatuus and will often also kill the people near them.

    Concurrent Chanting: A high-level technique where one cast magic/chant while fighting or moving around. In using concurrent chanting, it is extremely easy to trigger Mind Down or Ignis Fatuus. Pure mages should never perform concurrent chanting; due to their high magical output. This technique is extremely difficult to learn and master.

    Spell Crafting

    You get very few spells in Dungeon RP, make sure it’s the kind of magic you want to stick with. To begin, we’ll break down the 5 components of a spell. Mix and match them and see what you come up with. Be absolutely surethat you follow this format and do not put your own Property into the brackets [element, target, type, chant length]. The spell drawback should be in the description.

    If you would like help coming up with a spell, or would like someone else to make you a spell, visit the character resource forum.

    Element:

    • Fire – elemental
    • Water – elemental; includes ice
    • Earth – elemental; includes gravity
    • Lighting – elemental
    • Wind – elemental
    • Arcane – non-elemental energy manipulation
    • Nature – plant magic
    • Light – divine magic; healing magic is only available under this school
    • Dark – vile magic

    Target:

    • Single-target – spells that target only one person is much more powerful and precise
    • Area-effect – spells that cover a large area is weaker and less precise, to cover this weakness, these area spells tend to have a long chant

    Type:

    • Offensive – powerful direct attacks
    • Defensive – powerful defense spells
    • Enchant – (buffs) empowering others at specific things. It may also be protective but the effects are less powerful than defensive spells. Enchantments persist for a set amount of time. Heals belong under Enchantments are smaller heals-over-time.
    • Bane – (debuffs) reducing the target(s) ability to attack or defend. It could also cause some sort of mental harm or drain life/mind. Banes also persist for a set amount of time.
    • Disrupt – spells that impede your target's movement, or disrupt them in a way that makes it difficult for them to perform actions; e.g. stun, slow, blind, deafen, confuse, interrupt, etc
    • Summon – summoning some magical lifeform for a set among of time.
    • Heal – a burst of healing that help the target recover from their injury
    • Utility – anything not covered by the categories above

    Chant:

    Determines how powerful the spell is. The longer the chant, the more powerful the spell. Lengthy spells also cost a large amount of mind/mana.

    • No chant – weakest; one-word activation
    • Short chant – weaker; around 3-8 seconds
    • Medium chant – average; 9-19 seconds
    • Long chant – stronger; 20-60 seconds
    • Extended chant – strongest; 1-10 minutes

    Weakness:

    Take extra care when you consider this category. Powerful spells should have equally high drawbacks. It is the best way to get them approved.

    • Caster – these spells leave some kind of negative effects on the user during or after the spell is cast
    • Spell – these spells have some kind of weakness be it control, precision, or some other imperfections
    • Conditional – these spells may only be cast when certain conditions are met (e.g. an enchant spell only applies to the caster)

    Banned Magic:

    • Time manipulation – traveling back or forth in time; slowing or speeding up time
    • Intelligent mind control – mind-controlling an intelligent creature; dumb creatures CAN be mind-controlled
    • Teleportation – long or short distance
    • Resurrection – bringing living things back from the dead
    • Reverse-casuality

    Example Spells

    The chant is completely optional. It is up to you whether or not you would like to put it into your profile. Format: [element, target, type, chant length]

    Rea Laevateinn: [fire, area-effect, offensive, long] Wide area annihilation Magic, however, drains extra mind after the caster finish chanting.

    "The flame will soon be release. Creeping war, unavoidable destruction. The horn of battle sounds aloud, the cruelty of conflict will envelop all. Come, crimson flames, the ruthless inferno. You are the avatar of hellfire. Completely sweep, bring a close to the great war. Burn them through, Sword of Surtr - my name is Alf"

    Noah Heal: [light, single-target, heal, medium chant] Magic that surrounds the target in a gentle healing light. It requires maintaining touch with the contact.

    "The song of a now distant forest. The nostalgic song of life. Please bring the mercy of healing to those that seek you."