Hidden Realms
Welcome, Guest. Please login or register.
Did you miss your activation email?
September 07, 2010, 05:18:28 PM

Login with username, password and session length
Search:     Advanced search
Welcome to Hidden Realms!
Click Here to learn about the Entar setting.
Click Here to submit a character.
190504 Posts in 9001 Topics by 1452 Members
Latest Member: Ratan
0 Members and 1 Guest are viewing this topic.
 Pages: [1]
  Print  

Author Topic: Primal Magic: First Draft  (Read 124 times)
Aina
Newcomer
*
Offline Offline

Posts: 1




« on: July 28, 2010, 08:23:36 PM »

Hi there Hidden Realms! I was building my first character and felt that none of the magic systems available suited me. So I build my own. This is my first draft, I was hoping for some constructive feedback, thanks!


Primal Magic

Classification: Sorcery

Casting Method: Invocations

Considered outdated by some, Primal Magic is basic in concept but difficult in execution. The power for the spells used taps into multiple sources depending on the spell. The most basic rely only on the casters own power, while the more advanced draw energy from nature, the natural leylines that run through the planet, and other sources. Despite what one would think, this art is very different from Faith magic. For one thing, the power drawn is just power. No higher power or spirit is supplying it, it’s simply there for those who can reach it and shape it. In theory Primal Magic could be used as a form of faith magic, but the process would be so complicated and convoluted with the way the two would have to be mixed that you might as well just learn faith magic from the start.


Using a Spell

To invoke a Primal Spell, there are several steps to take. Some are unavoidable, while some can be skipped when ones skill grows enough to not need them. Some of these steps have given Primal Magic the nickname “The Dramatic Magic” because of how overdramatic and cheesy it can look in a non-serious situation.

The spell will have phrased to speak, motions to make, energy to gather, and finally activation of the spell with its naming. The chant will help shape and channel the magic, as will the hand gestures. For example, here is a simple beginner’s spell:

Orb of Light
Source of Power: Self
Difficulty: Very Low
Gestures: Held together palms with fingers wrapped together. As the spell is cast one should remove the top hand and raise the now cupped bottom hand aloft.
Incantation: “O great light, cast your illumination upon the darkness before me.”
Result: An apple sized, incorporeal orb of white light will appear above the casters cupped hand, floating about 4 inches over its surface. The light level produced is determined by the amount of energy invested.
Advanced: With great skill, the orb can be made to hover about free of the caster with simple mental commands, freeing one’s hand for other tasks.
Cost: Generally minor. The initial casting will have a small drain, and to maintain its existence requires a very small but steady energy supply.
Danger: None, other than sudden darkness if the spell fails.

All these steps play a part in the spell process and result. Gathering the energy is done through a combination of ones will own energy, which is the first thing a Primal Sorcerer must learn to do. The incantation and hand gestures shape and change the gathered energy into what is desired. The name of the spell itself is said at the end of the incantation to trigger its activation.


Shortcuts and Consequences

As seen above, the spell can be rather complicated process. Every Primal spell has these steps to channel the power used into its desired form. Naturally, since all spells in this class take at least a few seconds to cast a way to speed the process up is highly desired. This can be done, but not without cost.
As a Primal Sorcerer casts the spell frequently over time, the way the magic is channeled and shaped is committed to memory. In time the caster can attempt to forgo the incantations or hand gestures, or both, by doing it all on willpower. The result is faster spell casting, but there is a price to pay. The energy needed to use such spells will be higher, and the results will be sloppier and less powerful. A good general rule is if you see how well they can cast the spell normally; the version without incantation will be several steps behind that.

Eventually after mastering the original spell to its fullest potential, the shorter version will close the gap in usefulness. However, no matter how skilled the caster or how well they know the spell, the shorter version will never be quite as good as the full one. For this reason Primal Sorcerers usually take the long way when they have the time.


Casting Method

A primal magic spell’s effectiveness and chance of success can be determined by five factors. These are critical to keep in mind, especially with the higher level spells where failure could have catastrophic results. They are as follows:

1. Energy Investment: The amount of energy places into a spell can affect its results. A light spell will be brighter and a fire spell hotter with more power pumped in. Some spells carry a danger with this technique, since too much energy and they can literally blow up in your face. There is also the issue of using one’s own spiritual energy as a fuel source. (See below)

2. Control: how well one can bend the energy’s at their command to do as they say. This is a combination of willpower and practice, and generally will build as time passes. Ones skill with a particular spell will grow only with its use; while a caster’s general control will grow with the use of any spell. After a time ones general control will only grow in a noticeable way when using higher level spells, since the basics can only show so much.

3. Incantation: These are the signature of Primal Magic. By speaking the words aloud it seems to almost command the energy to do as it is told. The spell will work in any language as long as the meaning and intent remain the same. It’s not the words themselves, but what they represent that matters.

4. Gestures: The energies channeled need to go somewhere. Hand movements in sync to the casting help produce the desired result. This is the reason why Primal Sorcerers generally don’t use wands or staves, to do so would be to integrate a new element into an already delicate system. Of course, that doesn’t mean they don’t like to find some way to boost their spells. (See Amplifiers below.)

5. Spell Level: Some spells are inherently more difficult than others. Either because of larger more dramatic effects or because of added complexity or both. The ease with which one can use a spell, or if they can use it at all, is often set by how complex it is.


Dangers and Drawbacks

Despite the orderly manner in which a spell is properly cast in this art, risks and consequences do exist for its use. Lesser spells draw on one’s own energy to function, while higher level ones use it as a medium to channel in greater power sources. Over time ones personal energy reserve will slowly grow to meet the demand, but even then risks abound. Physical weakness, dizzy spells, nausea, blacking out, and other such things can result from over exerting yourself. In rare cases with the really high level spells, a Primal Sorcerer can actually kill themselves from using up too much of their own energy.

On top of that, many spells can do some nasty things to the caster if control is lost. That is another reason leaving out the incantations and gestures should be done with great caution. This is especially true for the really high level stuff. There are a few spells at the top that could instantly kill you if you make a mistake. One would have to be either very powerful or very foolish to attempt them without going through the whole ritual.


Amplifiers

Gathering magical energy from the sources used is not always easy. Sometimes it takes longer to gather the energy than speak the incantations. Again, the issues get harder the higher up on the spell list you go, until you get to the point where your throwing everything you have into being able to call on the power fast enough for the high end spells to be of any practical use.

To this effect, a variety of items called Amplifiers were created. Because Primal Magic usually doesn’t mesh well with a wand or staff due to the interference with the hand motions Amplifiers are used instead. Generally something attached to the clothing or even wrapped around the body somehow, most Amplifiers are ‘hands-off’ as a rule.

Generally an Amplifier will be some charm, a gem of some sort, or some other piece of jewelry. The object should generally be solid and not easy to break. The Amplifier or Amplifiers, as there can be more than one so long as they are synced to each other, are activated with a simple incantation and a slight spark of energy to jumpstart the process.
The Amplifier will then supplement the casters own power with its own from wherever it is drawing it from. The result is faster and larger amounts of energy gathered to use in spells. There are a few spells that you pretty much need Amplifiers to be able to cast.


Difficulty
Primal Spells come in several levels of difficulty, with the higher level ones needing much greater control, power, and practice to use right. For your convenience here is a quick overview of those levels.

Very Low: These are the most basic of all the spells, and can be picked up with ease. Used as practice for basic techniques.

Low: These spells take a little effort to do right, but generally can be learned without too much trouble

Medium: These are the average spells, and where things get interesting. It takes some skill and investment to get these down but the reward is well worth it.

High: These spells are for one reason or another harder than your average incantation. They take careful practice and study to use.

Very High: These are the big ones, the spells that can incinerate a room or worse. At this level messing up a spell has become a very real threat, so anything at this level should be treated with care.

Extremely High: Very rare, and very VERY hard. Although the reckless might tell you otherwise, only a master of Primal Magic should handle these. Watch yourself, one slip could bring disaster. You also might need an Amplifier to use some of these at all.

Nigh Impossible: The very height of Primal magic. Drawing power from places best left unfathomed, conjuring powers hard to even comprehend, these are the things that shake the pillars of heaven. No one, not even the greatest masters of the art would ever take these spells lightly. Amplifiers are basically a must, using incantations and proper gestures are also pretty much required. You need everything you can get to control these. Beware Sorcerer, here there be monsters.


Spell Examples

Orb of Light
Source of Power: Self
Difficulty: Very Low
Gestures: Held together palms with fingers wrapped together. As the spell is cast one should remove the top hand and raise the now cupped bottom hand aloft.
Incantation: “O great light, cast your illumination upon the darkness before me.”
Result: An apple sized, incorporeal orb of white light will appear above the casters cupped hand, floating about 4 inches over its surface. The light level produced is determined by the amount of energy invested.
Advanced: With great skill, the orb can be made to hover about free of the caster with simple mental commands, freeing one’s hand for other tasks.
Cost: Generally minor. The initial casting will have a small drain, and to maintain its existence requires a very small but steady energy supply.
Danger: None, other than sudden darkness if the spell fails.

Flare Bolt
Source of Power: Self
Difficulty: Low
Gestures: Firing hand should be held diagonally across chest, index and middle finger extended. Upon spells triggering the fingers should be thrust at target
Incantation: “Spark of the eternal flame, scorch my foe.”
Result: A small but rather fast bolt of fire is shot out from ones fingers in a straight line
Advanced: Practice will enable the user to throw multiple bolts from both hands, either all at once in an arc pattern or in rapid succession.
Cost: Relatively low. Each bolt uses a minor amount of energy, although frequent and rapid use may cause some drain.
Danger: Losing control may result in misfires and mild burns.
Logged
Ganek
Realm Representative
Myth
*****
Offline Offline

Posts: 1189

Account: Ganek

"Davin, lets commune through the medium of battle"

Race: Reaver
Class: Battlemaster
Alignment: Chaotic Evil



« Reply #1 on: August 15, 2010, 12:14:01 PM »

Hello there Aina,

As you've likely not seen me around yet I'd like to say welcome to Hidden Realms and will be helping you with this write up.

First of all it should be noted that unless you are pushing the magic system forward for public use (As in everyone can use it for their character), you don't actually need to get it approved formally. It can simply be included with your character's application and will be reviewed in equal measure with everything else by the Gate Keepers. So really there was no need to post it here. Tongue

Secondly as I can see in your write up you mention that the Arcane classification is 'Sorcery', which is actually what it seems most suited to as you can see in the library here. You also make use of physical objects as channels for your spells, which is actually pretty common practice amongst mages; especially via the use of gems. So I'm not quite sure what you mean when you say that none of the available systems seemed to suit you, as you seem to already know which classification you fall into.

Ignoring this for now I looked over the main body of the write up and certainly everything to do with the set up seems to fall in place quite nicely with balances worked out and a level of complexity involved. Again the spells individually that you put into your write up will be assessed by the Gate Keepers when that time comes. Your main problems seem to be inconsistent spelling errors throughout the piece and the occasional vague reference. For example there is no Heaven, Hell, Angels nor Demons within the setting of HR. Also when you mention that the powers are drawn from unfathomable places you must bear in mind that while the character may have no idea, you as the writer should and so we will need to know these things.

Quite simply my advice is that for now you don't worry about the magic system. Include a write up for the spells you want your character to know and the methods in which they are cast with your character application. The Gate Keepers should be able to smoothly guide you through the rest.

Logged


 Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.8 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 0.154 seconds with 25 queries.