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MAGICK
Mana Wars
Rated Mature for Suggestive language, nude anthromorphic beings and the ever so sweet VIOLENCE!
Based on “MAGICK” by ~DR Studios
Ralph McKinzie didn't know what to think. As he and his assistants, along with some local guides, stared at the exhumed chamber. They waved their lights around the cavern, in awe at the complicated symbols and runes etched. The locals stayed at the doorway, reluctant to venture inside.
“Amazing,” McKinzie said, awestruck.
“Look at these symbols.” one of the students commented. “So complicated, perfectly circular designs.”
“They don't look like any kind of writing we studied,” said another.
“These symbols,” one of the guides commented. “Are not meant for mortal eyes.”
The group turned towards them. “These are the etchings of the gods... powerful spirits. Do not get involved in their affairs.”
McKinzie went back to the symbols. Superstitions, ancient mythologies. He was here for knowledge, history of an extinct civilization. Even their beliefs, as archaic as they were, should be recorded. A quick note in his field book and he went back to work.
The archaeologists spent the next hours in the muggy room, sweat rolling down their necks and backs. Lights illuminated the walls as they continued to work, taking pictures, drawings, trying to find out which culture used these symbols, and what they meant.
“Professor, we've been at this for hours. None of these are matching any of our known writings.”
“Exactly,” McKinzie replied, smiling. “Something like this makes careers dear. Good thesis material, and eventually an expert in your field.” He smiled bigger. “Finds like this come once in a lifetime.”
“Doc!” someone called from the back of the chamber. “I think I've got it!”
The researchers rushed over to where a large man sat on the ground, several books open around him. Long hair tied behind his head and glasses threatening to slide off his nose as he read. His light was focused on a large mural with various pictures, heiroglyphics. Murmurs of curiosity echoed in the chamber as the student started to describe the images on the wall.
“There was a great war. Many people had fought and died against this massive god or spirit. The spirit could steal something.. something from them that often killed the victims. It left the land barren, dry. I think it's supposed to be their soul or spirit. Anyway...” as he flipped through texts and papers. “Other powerful beings rose up against it and... sealed it away. And it was left here... where it was sealed.”
“Sealed here?”
“From what I can tell... yeah...”
“Amazing. It's probably some sort of grave. A tomb for a respected enemy.”
“Does it have a name?”
“Um...” the student flipped through the books and tried to find the closest approximation. “Mi-Ni-Yock? Yick? Myon Yok?”
“Funny.”
“I wish it were.”
“So what? Let's just open the thing!” A student grabbed a large hammer and headed towards the wall. Three feet from it, the symbols started to glow and he was thrown back against the other wall.
Everyone else stood up in surprise as the symbols and circles illuminated the entire chamber. Fluctuating colors of the rainbow, filling everything. There was something else, something that they hadn't felt before. A deep throbbing presence, vibrating within their very being.
Then a voice. A deep pulsing voice echoing in their minds.
“Who.... Disturbs.... Me?”
Confusion started to click in amongst the excavators as their heads throbbed with the voices every word. The guides were long gone.
“Who?”
“Some.. Some kind of trick?”
“I...Am... No.... Trick!” The voice left the people trembling. “Long.... Time... So... Long....Without...”
“What is it?”
“I dunno!”
“Mana...”
“What did it say?!”
“MANA!”
The doorway was closed. An invisible field kept them from leaving as the symbols glowed brighter, frantic students pounding against it. Moaning in pain as they felt their essence draining away, being absorbed into the sygils and circles. Their bodies drained until they remained nothing but dried husks of human beings. Eventually, the bodies reduced to dust, and then nothing at all.
Outside, the forest in south-east Asia began to shake. Birds took to the skies as animals ran away, howling, from the new danger they sensed. A cloud of dust kicked up into the sky as energy crackled and sparked.
As the forest reacted to the shaking, trees started to wither and die around where the temple had been, leaving a forest of death and destruction. It spread slowly through the forest, the lush green withering to a dead brown. Then it stopped, and the forest was silent.
Something started to rise from the dust cloud of where the temple had been. Human in size, humanoid in form. A smirk crossed it's mouth.
“So long.... So long since I've tasted such sweet mana...”
* * *
PLOT
Mana is everything to a Magi. They use it to cast spells, keep their Dæmon Familiar's healthy and functioning, and understand it's eb and flow. They know of Mana's connection to the surrounding world, and how everything needs Mana to grow and flourish.
Mana. It's in so much abundance that modern Magi can hardly conceive of a world where Mana is scarce, or non-existent.
WITH THIS SEAL, MAGICK IS UNLEASHED
But a ancient menace has arisen, and Mana is being drained. The Leylines of Mana throughout the world are being re-directed towards this threat, draining the world. As Magi around the world scramble to discover a response to this ancient power, they find themselves loosing their access to Mana faster and faster. Their Familiars disappear from the world, unable to sustain themselves.
LET THE SEAL
The Magi, now powerless in a dying world, must rally together to face this conflux. Magick or not, if they don't save the world. It will be destroyed.
BE
And reformed.
BROKEN
In Niyok's image.
* * *
The World:
Mana, a nearly intangible energy source that ties everything together. In some occasions, organisms can tap into this source, allowing them a sense of increased strength, clarity, stamina, and so forth. They cannot constantly tap into this force as a conscious decision, however.
There are those that can tap into Mana, and know the power it holds. Mana comes in many flavors, the basic elements of the earth and universe itself. Mana forms and pools in areas where their influence is highest, sometimes affecting animals and even manifesting itself in the world.
Creatures of myth and legend were beings formed of Mana in a time where Mana was more plentiful in the world and humans were sensitive to such fluctuations and rhythms. These beings were called Dæmons, and were allies, lovers, and instigators for those that could sense and manipulate the Mana.
Humans who could feel and use Mana were called “Magi.” Each had their own inkling for an Affinity, an inborn affinity or alignment. They channel Mana subconsciously, storing it until use. However, many require a Dæmon Familiar to give some of their Mana too, unless they become so saturated that they can “burn” from their own Mana. Fire Magi can spontaneously combust, Light Magi explode in a burst of light, and Vitali Magi become so healthy that they can die from their bodies rejecting any food that is not natural or healthy for them. These are just a few examples
Mana is a powerful force, but too much, or too little, and the Magi can die.
MAGI
There are four known Aspects of Magick: Element, Illusion, Invoke, and Weave. Every Magi has an innate connection to an Affinity, a specific type of spells and abilities one can have within an Aspect. As a Magi gains power, he can share Mana and information with other Magi to gain a broader understanding of what Magi and Magick are capable of. The highest ranked Magi, Archmagi have access to most if not all Aspects of Magick, as well as a general understanding of their Affinities.
Every Magi has a Dæmon Familiar unless otherwise stated. Only Archmagi seem to be able to go for long stretches without a Familiar of some sort.
The raw forces of nature at the command of the Magi. Perhaps one of the most common types of Magi, they are also the most powerful. Focusing on small to large scale effects with their spells. Summoning jets of flame, white river rapids, gusts of 30 mph wind, or earth uplifts. Elemental Magi channel Mana of their specific type, but can share Mana with other Elemental Magi in access to those other elements. A Fire Magi with some Water Mana could create a bank of steam for cover. Or a Wind Magi with some Fire Mana could make a twister of raw flames.
After enough training, an Elemental Magi can use mana of any Affinity besides their own. Until then they have to share the Mana with their fellow Magi of a different Element Affinity until they learn how to. Those that can are known as Elemental Keji or 'masters.'
Fire – Fire Symbol Raw power, passion, unhinged desire. Fire is at one the most inspirational and most destructive element. Most often an element of anger and rage, it it also an element of desire, passion, and love.
Water - Water Symbol Ever flowing and constantly changing, Water is both a giver of life and a smooth flowing body. While calm on the outside, it can also turn into an engine of destruction quickly.
Earth - Earth Symbol Hard and sturdy, the earth has endured much, and will continue to endure. Stubborn and steadfast, the Earth Affinity is hardy and more than often take the most damage before falling. As long as there is ground (concrete can count) the Earth Affinity can survive.
Air - Air Symbol Free-spirited, lively, active, these are some of the characteristics of the Air. From frigged temperatures to scorching heat, the air element controls wind and weather. Of the other Affinities, Air can create ice and snow by reducing the temperature, but it is more potent when combined with Water mana.
The sleight of hand known and practiced by mortal magicians may be quaint in comparison to Magi, the Illusion Aspect makes those tricks reality. While both Affinities have their own offensive spells, they also deal with tricks that few other Aspects cannot learn. Techniques such as Vanishing, teleportation, and penetration are used by both Affinities, however the methods and appearance of the spell are carried out either by light or shadows.
Light - Light Symbol The Light Affinity is just as it sounds. While historically it has been attributed to healing the sick and damning the sinners, the actual Light bears some and yet none of the hype. Light spells are varied in their capabilities, however most are defensive or as boosting abilities to the Magi and allies.
Shadow - Shadow Symbol Despite its trademark for evil and malevolent purposes, the Shadow Affinity is no more evil than the Magi who practices it. Used primarily for sneaking and taking advantage of a situation, Shadow has more offensive spells than Light, and any 'boost' spells deal more with 'hamstringing' the opposing force than giving allies an increase in their abilities.
Mana makes up and has hold over many things. Invokers can channel into that connection and use it for various purposes. While both Affinities of Invokers do similar things, the method differs. A Shaman calls upon and channels Dæmons (most often Pneuma) through her, while a Conjurer summons a Dæmon of any kind to fight alongside or for him.
Shaman - Shaman Symbol Shaman, unlike other Magi, have no familiar, instead allowing various spirits to follow them, and absorb the Mana they collect. The Shaman's abilities rely in channeling the abilities of spirits of animals and items for their power, flexibility, speed, or wisdom. Those who can see the flow of Mana, can also see collections of spirits follow the Shaman. While not a dæmon familiar, the Shaman may pick one of the spirits to act as a Mana reserve similar to a regular familiar.
Conjurer - Conjurer Symbol Conjurers are summoners that make pacts with various Dæmons, marking them with their mana. Summoning them to preform tasks, fight along side, or for the Magi. A dangerous Magi to be, they are even more dangerous if they can handle it. Choosing this path can be dangerous, as many Dæmons do not wish to be bound by deals or pacts. Any Everse will try to squeeze out of the contract, while Fae may hold up the deals literally.
To see the strands that bind everything together, these are the Weavers. The Weave have two Affinities, Alchemy and Vetali. Like two sides of the same coin, one deals with the inorganic while the other deals with the organic make up of organisms and substances. Those that find themselves as Weavers seem to have an innate ability to see how something is put together, why it's broken and how to fix it.
Alchemy - Alchemy Symbol Alchemists are potent Magi who are able to break down an object and reconstruct it for a different purpose. Many can craft weapons or items useful for their fellow Magi, and can focus their mana into objects while making a transmutation. They can craft weapons out of rocks and wood, even supplementing various materials into a versatile weapon. Their skills are more useful when given time, as 'on-the-fly' alchemy may not be as potent or sturdy, but some have mastered the abilities to make items on the fly.
Vitali - Vitali Symbol While Alchemy deals with the inorganic items, the Vitali deal with the organic. Known as healers and doctors, the Vitali are highly sought after for their knowledge and skills in healing the body of both Magi and Dæmons. Some may lap over with Shaman in their abilities to see the web of Mana that connects everything together. Other spells that can heal or increase aspects of ones physiology are common.
Dæmons
Beings made of Mana come in different types and collectively called Dæmons. Dæmons, include a menagerie of creatures formed from Mana. Mythological creatures of ancient legends are made of Mana, and many such Dæmons are passed down through family lines of Magi or are “born” when the Magi realizes their potential and can tap into Mana on their own. The concentrating Mana giving a common animal the intelligence of a human, becoming that Magi's Familiar.
Dæmons commonly have three forms that they have access to. Animal, which is a normal animal, or appears to be, easily overlooked by normal humans. The Animal form requires the least amount of Mana to maintain, usually a single mote will keep the Dæmon going for weeks at a time. Anthropomorphic, which is a human with various features associated with their other forms, such as wings, a tail, slited eyes, different ears, claws, ect. This form requires a little more Mana to maintain, but isn't unreasonable to keep it for extended periods of time. Their third form is considered their 'true' form, Legend. A being fused with Mana and a monstrous fright to behold. Such a form burns through Mana constantly, and is considered one of the most powerful, and costly forms a Dæmon could take.
Devos: The Devos are the creatures of legend and antiquity. Back when Mana was plentiful and humanity young, these Dæmons are those that have had myths born of their being. Dragons, werewolves, vampires, griffins, and other such creatures fall into this category. As Dæmons they allow for more potent Mana manipulation and spell casting, and these are commonly the ones handed down through several generations. Some Devos have even blended in with humanity, keeping their heads down so not to draw too much attention, while others live like hermits in the wild woods to avoid any and all human contact (even with Magi). The few that have been claimed as familiars serve several generations depending upon the original agreement with the first Magi they serve.
Everse: While not evil persay, but more along the lines of self service and self indulgence, the Everse are Dæmons who resemble demons. Dark entities, but not evil by default, they view the world as a place to satisfy their own indulgences. Succubi, incubi, demons, devils, imps and goblins are some of the kinds of Dæmons that make up the Everse. Their favored method of regaining Mana is through making deals, and many come through to weak willed or ignorant humans with promises of power and strength in exchange for their 'soul.' Whether or not the humans know that the Everse are draining their Mana is not up to question.
Fae: Faeries, elves, sprites, elves. Primarily alien in the way they deal with humans and problems, the Fae refer to any form of contract, verbal or written, to the most literal of sense. Dealing with the Fae brings it's fair share of problems, however their own potency cannot be ignored through their fickle ways and dealings.
Lumos: When a Magi awakens to their legacy, many times there is not a Dæmon nearby to take the Mana quickly flowing into them. As such, the Magi may instinctively reach out with her mana, picking an animal that is compatible with them. These animals turned Dæmons are referred to as Lumos, or enlightened. Enhanced by Mana to human intelligence, these Dæmons serve their Magi faithfully, and mostly come from domestic stock, although Lumos that were wild are not unheard of.
Pneuma: Dæmons of spirits and the material world, these are the most abundant and diverse Dæmon known. Generally weaker than other Dæmons, the Pneuma have their own spheres of influences that allow them to survive. Since everything can have a spirit, the types of Pneuma are varied beyond imagining. While considered one of the weakest types of Dæmons due to their short lives, they are some of the most tenacious as they struggle for their survival.
Wraiths: The most dangerous type of Dæmon. Wraiths care not for human or Dæmon concerns. So starved for Mana that they drain everything and everyone that they can in the name of survival. Shapes and forms differ, but the common element is hunger. The Wraith is always hungry for Mana of any type, from anyone, and anything. All will go to great lengths to get it by any means necessary.
Æther
The Æther is a place separate, yet connected to the reality that we perceive. Mana that ties the world together also ties the universe together as a common strand. In the Æther, a Magi can find their own use of Mana amplified, and their Familiars do not have to resort to Mana-efficient forms due to the simple fact of abundance. One’s strength of mind is how they reflect themselves in the Æther, and can imagine themselves to look like anything their mind can conceive. However, they can’t make themselves a member of the opposite sex, or else they end up with some interesting clashes of anatomy.
Home to the true safe haven of Magi, the Æther houses the massive landmasses that appears to float through the universe, observant but unaffected by the laws of physics and biology. Such a thing has the truest haven for any Magi, and the only place where they can truly be themselves without fear of discovery, or death.
The main landmass in the Æther is known as Etheria, and has old structures that seem to indicate a population older than man once thrived there and used Mana. This, however, is a debate among Magi scholars and historians. With Etheria are other large landmasses floating around in the same area of 'space.' Each land mass is like a planet, housing it's own distinct ecosystem and ties to the four various Aspects of Magick, as well as the Affinities there of.
RANK
Rank is at once a simple concept, and yet the hardest to consider among Magi. When a Magi first gains access to her powers and the ability to manipulate Mana, she is considered a Initiate, for convince sake. As a Magi grows in power and knowledge, she rises up in rank. This isn't an easy thing to recognize, and it's not a caste system by any means. Being able to know someone's rank as a Magi involves being able to see their Magick Array, the complex array of circles and shapes that appears when they cast a spell. The more complicated the array, the higher the Rank.
Each Affinity also has it's difficulties in power, or levels. All Magi start at Level 1 Magick, and as they become accustomed with their Affinity, their level increases. Granting them access to stronger spells through experimentation and stress, and increasing their ability to manipulate Mana. The highest level in any Affinity is 3, and this can also show up in the Magick Array when a Magi Casts.
The Ranks:
1) Initiate: Has just discovered Mana and their familiar. Know few basic spells of their Affinity (Level 1, 1-5 spells).
2) Novice: More experienced than Initiate. Knows stronger spells, and has a better handle on Mana manipulation and control that they start to look into the other Affinities of their main Aspect. This can last from Level 2 to Level 3 Spells (Level 2-3 main Affinity, Level 1 other Affinities of the same Aspect, 6-18 Spells).
3) Scholar: Many experienced Magi are considered Scholars, those that survive that is. Magi reach this Rank when they start branching out into other Aspects, to better learn the flow of Mana and other spells. Some magi are this rank for most of their life (Level 1 in some Aspect's Affinity, Level 3 in Personal Aspect and Affinity, 19-?? Spells)
4) Archmagi: The highest level of Magi. There are a total of 15 known Magi who have achieved this rank, and thus are considered the highest honor of governing the Magi among the Magi Council. The spells they know are unknown, and many have been around for hundreds of years. They resemble some famous mythological people, as they probably birthed those legends themselves. (Rank 2 or Higher in any and all Affinities, Spell count unknown)
Note: Magick Array:
The Array does nothing per say, but acts as a manifestation of a Magi's abilities. The Array starts out as a simple pentagram with the Magi's Personal Affinity overlapping the star. As the Magi grows in knowledge and power, the Array changes as well, marking the increase in power in a noticeable form. The Array only appears when a Magi casts a spell. However, the degree of which it appears depends on the strength of the spell and the strength of the Magi in question.
For example: A Initiate Magi casting the strongest spell she knows (Level 1) may make her entire Array light up like the sun if she puts enough Mana into the spell. While an Archmagi using a Level 1 spell with little Mana may make only the area around his feet illuminate with the Array, even if the total Array may be the size of a city block.
Only Magi can see another Magi's Array when they cast a spell. However the breif appearance isn't long enough to give the other Magi a clue as to what one knows. There are some Magi who can see the flow of Mana, and can see the Array, even if the other Magi isn't casting a spell. Although this is a rare ability, even among Archmagi.
For Example: Here
This isn't something I want everyone to describe, it's more a cosmetic effect and something nice and showy to add a bit more dramatic scenery to the RPG. So don't go describing it unless you really want to. A suggestion though, pictures would be easier.
ARTIFACTS:
Throughout history there have been items that held miraculous power. Excalibur, the Holy Grail, Thor's Hammer, the Golden Fleece, these are some examples of Artifacts. While many modern day Magi may not have the Sword of Kings or the God's Hammer, Artifacts take shape in more subtle form. Books like hand written journals, tomes, or Grimores can serve as artifacts, so can simple jewelry.
Artifacts are commonly handed down through family lines, but those lost to time can also be found by curious and brave Magi.
An Artifact gives an extra boost to the Magi's spells, increasing their potency. If an Initiate Magi happens to receive an Artifact, often they can't cast Magick without it. Using it as a focal point for their spells. As they grow in power, holding and using the Artifact becomes more an issue of habit than necessity.
RULES:
Familiars and Dæmons are generally nude. No one can see them, and so they don't have human ideals of decency. Temperature extremes can affect them, just at higher levels than humans. Just don't go explaining every aspect of their anatomy in detail please.
You can play a Dæmon without a Magi. That's fine.
MAGI INFO
Name:
Age: (their age) [The higher the rank, the older the Magi can be]
Sex:
Rank (No Archmagi)
Main Magick Aspect: (Elemental, Illusion, Invoke, Weave)
Main Magick Affinity: (Fire, Water, Earth, Air, Shaman, Conjurer, Alchemist, Vitali)
Other Known Magick: (Levels and number of spells in each)
Artifact: (not required, but if you so wish. What is it, how did you get it, and do you really need it?)
Personality:
Appearance:
History:
Familiar: (Include second form)
Spells: (What types of Maigck spells does your character know? You don't have to list every single one. Level 1: . Level 2: . Level 3: .)
Relationships:
Other:
DÆMON INFO
Name:
Age: (Some have been around for a loooong time)
Sex: (M/F)
Type: (Devos, Enverse, Fae, Lumos, Pneuma, Wraith)
Affinity: (Dæmons only have one Affinity)
Magi: (if applicable)
Spells: (Dæmons are exempt from having to write spell Level, since they are made of Mana, they can use any level of spell so long as they have the Mana to sustain themselves)
Personality:
History:
Appearance: (Include Animal, Anthromorphic, and Legend)
Relationships:
Other:
~Mew Master
ASB Battle Art
Bring your Battles to Life
Mew Master on "Tracer" Well at least I make you happy with my character's impending downward mental spiral.
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I need to re-read some stuff, but count me in Denz :3 Sign up for you soon~
X-rated since April 2012!
Weasel Overlord says:
JIZZ EVERYWHERE
Crystal Tears: Shut. Up.
Or i will hog tie you
and ram you
with my train