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Post by Saline-Base on Oct 3, 2014 19:39:18 GMT -5
The Unified Magic Theorem Used for categorizing all known magics. Natural Magical Ley Lines - These lines of pure magical energy within the ground is known as Ley Lines. Ley Lines is where all magical energy lays, and is siphoned into us when magic is cast, shoot, shield, and modify us. They are not in physical being, however, they are invisible and intangible, only seen when a pony is given special ocular sight to the world of magic aura. The source of Ley Lines are unknown, and have been seen in other dimensions, worlds, and planes of existence. Some beings have 'merged' with ley lines, creating ethereal beings, simply known as beings that are totally magic based. They're commonly seen in culture as 'ghosts.' Unicorn Magic - Unicorn cast magic is the symbol of all magic, and is the main way that magic is cast. It is a primordial form brought into being through a unicorn's sensitive horn, filled with neural endings that conduct magical energy into it. Magical Law has classified all magic into four main classes: White magic, usually seen to heal, protect, or otherwise benefit a being or object; Black Magic, to hurt, harm, cripple, stun, or otherwise affect something negatively; Blue Magic, known to modify, warp, change, and teleport beings and objects; and Red Magic, known to summon, pull, push, bring into being, usher in, or to basically bring something to the caster. The field of magic is constantly growing with new experiments being created every day. Runes - Runes (also sometimes known as glyphs, sigils, or seals) are pieces of a language long forgotten by time. Hardly any ponies alive today even know of their existence, let alone practice them. What makes them truly 'activate,' though, doesn't come from the Rune, itself. It comes from the magick drawn from the world around, instead of horned conduction. Sadly, not much is known about the Runes, or the civilization it came from, but one thing is for sure: they are powerful, and they are dangerous. Only small motes of knowledge and even smaller populations of beings know how to use runes, but there have been whispers of great power and even greater risks with it. Mantra - Though widely kept a secret from any other race except for zebras, Mantra is in every single carbon based being. Mantra is, simply put, the 'good' energy in all beings, it represents the body and mind's will, and is used to balance all magic, which helped categorize 'white' and 'black' magic. With it exists a parallel, Gohma. Gohma is represented as 'evil,' commonly known to help keep all things neutral. Zebras have been known to 'tap' their mantra, binding them to it, and with it, the urge to destroy Gohma. Users are usually seen normal, unless brought near beings or objects of high Gohma, where they'll be put into a zealous attitude, and a severe need to destroy it. This is done by calling unto their mantra to gain strength to destroy, or purify, the object in question. The very same can be used with Gohma, which is commonly seen today as 'The Eternal War between Good and Evil,' as are most wars. (More will be added as more things are made in this canon; remember, have fun!)
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Post by Sugar Sweet on Oct 27, 2014 7:00:44 GMT -5
Whilst I may not agree with your ideas on Zebra magicks, I think your general idea is sound. However, I believe that it could be expanded further into something a bit more complex, but a bit better (In my opinion). This is my idea:
Unicorn Magic Categories
Schools of Magic: Several basic schools of magic exist in order to categorize the different magicks used throughout Unicorn Kind. These Schools are those of the four basic elements; Earth, Air, Fire and Water, And the more complex ideals behind Healing arts and Black Magicks, as well as the persistently perplexing paradoxes of Chronology and Arcanists.
We shall start with the Elemental Schools.
Earth: The most well known ideals behind earth magic is that it is purely defensive, though this isn't strictly true. Earth based magic does draw a lot of power into the ideal of defence, but many spells are also used offensively, normally to crush foes under enormous weight, or to hold them in place with implacable stone. Practitioners of Earth Magic can learn to level mountains should they have the strength, though few have ever been able to do so, and those that have have often gone into isolation to contemplate the meaning of such power, and the ways of the world. Such spells as Earth Wall, Stone Shards, Comet Strike and Six Fingered Cage are common Earth type spells.
Fire: The flashiest of the elemental schools, but by far one of the most exhausting, Fire manipulation is a aesthetically pleasing, if not powerful school. The power one can wield with flame can backfire however, and must be treated with the respect it deserves. Powerful spells require large reserves of energy to cast, considering many of the spells require rapid vibration of atoms and molecules in the air in order to create the blaze first. Fire magic now is an offshoot of ancient pyromancies, which once only required a caster's energy to create the flame, a spell known as Hearthfire, which has long since been lost. Spells such as Dragon Flame, Fire Spear, Whipflame and Combustion make up a Fire mage's repertoire of deadly combat spells, with few support spells such as Warmth thrown in to assist. Most fire spells are meant for combat.
Water: The school of water is commonly mistaken as a purely supportive school consisting of healing and other gentle spells, but they would be wrong. It can be used as some of the most deadly combat spells known to Equestria that aren't dark. Experienced casters trained in the school of water can dehydrate foes, or use their own blood as a weapon if need be. However, it is true some of the best and most efficient healing spells do come from the school of water. The water school will never be at a loss for casting either, as water exists everywhere, if one only knows where to look. Spells such as Drench, Drown and Dehydrate can make up a Water caster's spell range, as well as the larger spells around bodies of water such as vortex or riptide. Multiple casters working together are capable of making rain as well, though it is tiring, and not as efficient as their pegasi brethren's method.
Air: The least flashy, but the most dangerous and taxing, it is also the most underestimated school of magic. Whilst many don't know the limits of Air magic, the practitioners are fully aware of just how dangerous playing with the air can be. Allowing the air to play with you is one thing, but manipulating the air is tiring, taxing and incredibly dangerous. Simply displacing the air in one place can cause a rush of air so powerful that it can bust down a brick wall, but such a spell can take tremendously exponential bursts of energy dependant entirely on how much one is displacing. Protective spells are powerful enough to deflect arrows, boulders, even fiery infernos and watery tsunamis at great magical cost. Combat mages of the air school are users of spells such as suffocate, haemorrhage and explosions, whilst support mages can cast great walls of air, or suspend ponies in powerful vacuums to protect their friends. Beware the Air mage, as they can make a mistake that could be fatal should their emotions get the better of them during casting.
And now we look at some of the more complex areas of magic, such as 'White' and 'Black' magicks. Let us start with White.
White Magicks: The magic of healers and clerics, White magic draws aspects from many of the elemental magic schools to create it's own unique style, as well as its own type of magic thrown in. A white mage can heal other ponies using nothing but their magical energy, grafting flesh together to heal even the heaviest of wounds, all at great cost to the caster. It is, however, the best healing magic in all the schools, and can even heal broken bones. The removal of poisons and venoms can also be attributed best to this school, for the least pain and best results. However, White magicians have their own brand of combat magic, and it is very flashy, calling great pillars of fiery destruction from the sky upon their hapless foes, and binding or silencing their foes with light. Powerful Magic, with powerful consequence. Many say this is the price they would pay, to have the power of their goddess Celestia, or to have the power of their monarch if they did not believe Celestia a goddess. Spells such as Purify, Heal and Cure make up many of a hospital's repertoire, and paladins or battle mages may have spells such as Searing Light, White Bindings or Sunstrike.
Dark Magicks: The opposite, but not evil version of white magicks, Dark Magicks are much more subtle than their brethren. They tend to manipulate shadows, or hide their practitioners within the darkness in which it lives. Princess Luna is especially fond of this magic, and Lunarian unicorns tend to stick to it to be closer to their beloved dark princess. Practitioners can call upon their power to blind their foes, veil their forms and silence their hoofsteps, as well as call down healing light from their symbol, the moon. Healers of this type of magic can know such spells as Lunar blessing, Expulsion and Dull Senses. Battle mages may know Shadow Stitching, Silence and Pale Orbs. This school also calls upon multiple elemental magicks to form its basic spells.
Now, for the much misunderstood Black Magick.
Black Magick: Black magic is not inherently evil first and foremost. The school itself was started by mages who wished for strength to better protect those they love, and in order to do it they were willing to give everything. Many dark spells call upon the caster to sacrifice something of themself to cast the spells, and it has some of the most powerful healing magicks known to date. Spells such as Bloodletting, which allows one to give their lifeblood to another in order to heal even the most grievous of injuries. But over time, corruption lead to more powerful combat spells, and spells to gain more power. Spells such as Soul Siphon, which rips a pony's magical essence away, and adds it to the caster's own pool of magic, ripping away the life from everything around them if not contained. Schools such as Necromancy, Summoning and Spiritualism call often upon these powers, though there are, of course, exceptions.
Now, Chronology.
Chronology: As misunderstood as it is understood, Chronology is a paradox all of its own, and nopony truly fully understands it. Spells are hideously expensive to cast, and often backfire in the form of horrendous migraines, and sometimes comas. Spells such as Fire spear, which calls upon the fire element to make and is technically still in that school, call upon Chronology to form the spear, to prevent it from falling apart. Powerful, and incredibly dangerous. Chronology is warned very strictly against being studied in anything but theory.
Now, you've included Runic magic, which I quite like, and you included the Leylines, which I appreciate, it means I won't have to explain them in my version. However, your explanation of 'Red Magic' also doesn't really click in my mind. It sounds like you're trying to shove both Conjuration, Summoning and aspects of your 'blue magic' into one sort of broad generalization. Lets start on that.
Summoning: A powerful magic tree that draws from aspects of several magical schools dependant on your choice of summon. The most common decision is summoning Angels or Demons to the mortal plane, which is dangerous in and of itself. Demons must be bound in glyphic circles or the caster runs the risk of letting a live demon loose upon the world, or be bound to an object, ever to obey the owner. Angels are the opposite, though one must have reason to summon one, or risk having their magic ripped from them to feed the angel's requirements to return to their plane. Though, it is possible to summon spirits and other such things as well, an aspect Necromancy and Voodoo call upon liberally. Sometimes, when a summoning is not performed properly, one can summon an Eldritch Abomination, which will kill you, anyone close to you, and anyone within a small area before dying and rotting very quickly. Their survival, it seems, depends on killing and consumption, so it is not long they normally live.
Conjuration: Another kettle of fish entirely, Conjuration is the creation of something from nothing. A powerful tree of magic, and an offshoot of alchemy. A conjurer can create many things dependant on their energy reserves and their knowledge of the object. Shields, weapons, they can make for formidable opponents in battle, and powerful allies to their friends. Conjurers are rarely seen, but are often coveted when they appear.
Now, your blue magic. I don't really agree with that either. Allow me to say my version.
Arcane Magicks: Arcane magicks are basic, simple and most often used. Arcane magic is, simply put, raw power bent to a unicorn's will. Telekinesis, teleportation and raw magic blasts are perfect examples of Arcane magic. Most unicorns only use this magic, and never feel the need to learn any others, and it is powerful in its own right. All unicorns (Save for Spirit Weaver, who is medically considered deceased) can use this magic on instinct, to varying degrees of success. Twilight Sparkle is, primarily, and Arcanist, though she is capable of using other forms of magic just as effectively. Spells such as Arcane Orb, Magic Blast and Spell Sealing (used to seal doors and other surfaces, reinforcing them with magic) are common combat mage spells in terms of an Arcanist.
Now, my opinion of Mantra is well known, if not from before but definitely now. I'm not fond of it. I simply can't see zebras as religious fanatics, or moral fanatics, as a race. I'm certain there'd be fanatics in the race, as all races have, but I can't fit Mantra in without disagreeing to it.
I see Zebras more as spiritual beings than zealots. The idea of calling upon the spirits of their ancestors to lend them strength is much more to my liking than religious zealotry. Calling upon spirits full stop to help them in fact. Binding spirits to objects for enchantments, calling upon a spirit to curse another being, that sort of thing. It also fits much more with the vibe they had going with Zecora, with the ancient masks that she says are from her country, to the inside of her hut, complete with cauldron. It just suits the vibe more, and feels more appropriate. I can see practitioners of Voodoo and other Shadow magicks and Spiritualism being enacted, but not religious zealotry like Mantra.
I mean absolutely no offence by this post, regardless how harsh it sounds. I swear, I'm just very blunt when it comes to voicing my opinions, and I don't mean any, and I mean any, offence whatsoever. Anyone can feel free to call me out on anything they don't agree on as well, I won't be mad or disappointed. In fact, I'd be more than happy to add to my constantly expanding ideas on the concept of magic.
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