Game Sign Up Magic Association - Registration Thread

Discussion in 'Community Games' started by The Everdistant Utopia, Jan 12, 2018.

  1. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    Welcome to the Magic Association's Registration Board! Please do check the other threads!
    So, the basics of the idea are:
    • You're in a world where there's magic. Magic was a thing in the past, but due to some events, it completely disappeared of the world. Some centuries ago, it started reappearing in the world, although it's still quite primitive;
    • To promote the research and development of magic, the search for knowledge of the old about magic, control the extermination of beast only mages can deal with and to keep harmful mages or mage groups, every kingdom decided to create their own Magic Association;
    • You're a freshly graduated apprentice from an unnamed magic school, from the Kingdom of... Nuffia... Alcovia... I don't know, you name it. Anyway, you're a freshly graduated noob, and decides to enter the Kindgom's Magic Association.
    For more information about Magic and the World, check those posts:

    That is the the hang of it, but let's go to the special details to be noted before you jump into it:

    Rules and Guidelines:
    • When creating a character, please keep the setting in mind. The staff may give suggestions for changes when necessary, but we'd like people to exercise their common sense;
    • Please read the second and third posts for information. If your questions weren't answered with those posts, you can tag a staff and ask for better clarification of any part of it;
    • While most of the population of the world is human, there are non-humans. They, just like the humans, suffered from the same catastrophe that happened to magic, and are also still recovering themselves, thus don't have any head start. If any, better physique than a human;
    • And lastly, but it's just a suggestion, try to not make an OP character... because, well, the setting and all. And they can get pretty boring;
    Character Chart:

    Name:
    Race:
    Sex:
    Age:
    Position: Member (Don't change this)
    Rank: E (Don't change this)

    Equipment: Like weapons and etc. You can just simply give the name, like saying "Simple Wand" and etc. or give some details if you want. Remember to be reasonable regarding this part.
    Inventory: Things that go into your travel bag and the like.

    Specialty: In what you specialize at with magic.
    Spells: At least 2, at most 5~ Use the space wisely~

    Backstory:
    Appearance:
    Personality:
    Magic Origin: (See on second post)

    Spell Name:
    Spell Type: (See second post)
    Spell Description: Here you describe what the spell does. It can be simple as, "the magical energy is gathered in a sphere form and is shoot" or you can give a more detailed description. Your choice~
     
    Last edited: Jan 16, 2018
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  2. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    Details on Magic
    Magic is the ability to materialize a desired phenomena, the ability to connect your will to nature, as a means of interfering with it, and transfiguring the surrounding world at will, in accordance to your intentions, within some limitations. It works with the fundamental basis of “converting Magical Energy to transform the external world” through a Spell. This process is tied to some limitations, like the basic concept of Equivalent Exchange, Inviolability of the Soul and the Interference of the World, but it’s mostly a free territory. Generally, magic can be categorized in two types:
    • Systematic Magic is the magic used by magicians. They’re magics based around magic theories, working through specific processes to realize magic. The one thing in common with them, is that systematic magic is the process through which one communicates with himself to manipulate the laws of the world, the elements, to their will, therefore it’s not a natural process. It’s a type of self hypnosis that happens through chants, runes, formations.
    • Wild Magic is the magic used by witches. They’re magics based around the natural sense of the world, working by imitating how some magical beasts use magic, through the communication with the world to align it to their will, a natural process guided by the world. Different from Systematic Magic, the most widespread magic in the modern world, Wild Magic has been around since some years after the return of magic. It has many risks due to its nature. Users of this kind of magic have marks in their bodies. It’s a type of magic slowly being lost and/or turned into Systematic Magic.
    • Military Arts are specially developed magics who use Od to cast magic in a really simplified way. Due to its simplicity, it doesn’t exactly requires talent to be used, being usable with enough hard work in training and determination. Although they’re a simple system of magic, it doesn’t means that they’re weak. They’re extremely versatile in combat, due to their instinctive methods of activation, and can turn the tides of a battle if in the hands of an experienced fighter. Due to Od being the energy that keeps your body in shape, the overuse of those techniques can be quite detrimental.
    Magic Spell is a process necessary to trigger magic. It’s the method through which the magic user conveys his will to the world, it’s the act of using your will to make the world to distort or change in a intended way. It's a process that can happen through many different ways, either by chanting, by using symbols or the like or by using hand signs.

    Spell Types are the classifications given to spells. Some spells might fall in more than one classification, though. The classifications are:
    • Offensive-Type: Offensive are spells focus on manipulating magic to cause harm.
    • Support-Type: Support are spells focus on providing help for the caster or his allies, or to support the needs of the caster.
    • Barrier-Type: Barrier are spells focus on defending against harm.
    • Healing-Type: Healing are spells focus on the recovering of wounds, physical or spiritual, dispelling of curses and other harmful effects.
    • Summoning-Type: Summoning spells are spells who allow the caster to summon from other place or plane.
    • Creation-Type: Creation spells are spells that assist the creation of items, creatures or enchantments.
    • Curse-Type: Curses are spells who focus on disabling the enemy, or tying him to some condition.
    • Control-Type: Control spells are spells who allow a person to directly control non-living beings, such as dolls and golems, but also spells who enhance the connection between the caster and a familiar.
    • Misc-Type: Misc spells are spells who don't fall in any of the other categories.

    Equivalent Exchange dictates that in order to create something, another object must be given as a price. In the case of magic, that which is given in exchange is the Magical Energy and the catalysts, when needed. The greater the effect, the greater will be the amount of magical energy consumed.

    Inviolability of the Soul dictates that magic is unable to manipulate the soul of the living without the target’s permission, unless it’s your own. It is, however, possible to manipulate the soul of the dead. Due to the inability to affect the soul without permission, magics that cancel magic are impossible, as magic comes from the soul. It is impossible to interfere with the conversion of Magical Energy in magic, but it’s possible to interfere with the spellcasting, or counter the magic with a suitable magic, for example using a water wall to stop a fireball.

    Interference of the World is a rule that dictates that anything which could affect the world as a whole, positively or negatively, is resisted and denied by reality. The world actively employs counter forces to destroy the source of such threats.

    Although magic is the manifestation of the magician’s will magic does not think for itself. It follows some commands, but unless its a Spirit, magic does not possess a will of its own and thus can't, for example, auto-track targets or differentiate between friend and foe. For it to do such things, it needs a process through which it can overcome such limitations.

    Magical Origin, otherwise known as Magical Attribute, is a property of the soul. It’s the property that defines the alignment of the soul to an specific element. However, it doesn’t has any major impacts on the act of doing magic, and only provides a person with a better understanding of the said element. The main meaning of the Magical Origin of a person is the representation of the most basic driving emotion that the said person possess.

    Mana is a substance that permeates the world and serves as life force for it. It’s produced by the world itself, and can be found in abundance in the air, for example. It’s the substance that serves as fuel to produce Magical Energy. Usually, the body of a magician initially doesn't accepts the absorbance of the raw mana coming from the air, thus some beginner magicians use mana crystals to facilitate the entrance of raw mana into the body until it's used to it and able to absorb naturally through breathing.

    Magical Energy is the energy that powers magic. It is the result of the conversion that happens inside a magician’s Mana Channels. The process of conversion happens during the spellcasting.

    Od is the life force of the lesser. While mana is the raw energy which fuels the world’s life, Od is the raw energy which fuels the life of the creatures who live in the world. Although it can’t be considered a variant of Mana, both share some degree of connection. Unlike Mana, it can be used even in its raw state, but it is unable to interfere with the world as much as mana do.

    Elements or Elemental Energies, are the dormant energies who form the laws of the world and maintain its balance. Unlike Od and Mana, they’re not energies that can be manipulated as easily, requiring instead for them to be roused by either of the two life sources (Mana and Od).

    Mana “Heart” is a pseudo-organ of a magician’s body, usually considered a ethereal organ which overlays the actual heart. It is the vessel of a magician’s soul. The Mana Heart absorbs the raw mana coming from the outside world and refines it into purified mana that will flow through the Mana Channels. It also serves as a storage for the magical energy of the body.

    Mana Channels are the channels through which the Mana flows and is burned out to be converted into Magical Energy. They’re analogous to muscles for a magician. There is a limit to how many Mana can be burned out and converted into Magical Energy, just like there’s a limit for a person’s strength, and if you try to go past this limit the channels will overheat since it can’t handle the amount of energy being converted. Just like muscles, they tire out. Instead of physical energy, they consume the mental energy, so a magician can’t use them constantly or else they’ll faint from mental exhaustion. And just like muscles, they can be trained to enhance their ‘strength’, being able to handle greater energy conversions, although every person has their limits. It's important to note that providing enough Magical Energy to power the spell is essential, so one needs to have suitable Mana Channels to cast the magics.

    Mystic Eyes are mutations on the Magic Channels around the eyes’ area. They attune the possessor’s eyes with a specific magic, making this spell be passively casted through them. Usually, they are limited to E or D rank spell, but in really rare cases, can be found with C rank. Although the output can’t be increased, with training, it’s possible to somehow reduce and adjust it, but not null it. The drawbacks on possessing them is that they limit the possessor’s ability to use magic and constantly drains magic energy. They can be found naturally on some magic beasts like Basilisks, but very rarely on races like humans, elves and etc...

    Magic Ranking:

    E Rank - Simple Action Level - A magic that makes a simple action, being creating a bit of fire, water, making small wounds heal, etc.
    D Rank - Action Level - A magic that makes an action happen. Just like warriors punch people hard, mages use Action Level magics.
    C Rank - Battle Level - A magic that can decide the outcome of a small sized battle, in a small group vs small group situation. Whether by weakening, or even defeating groups of enemies or strengthening allies. Usually area sized.
    B Rank - Tatical Level - A magic that can affect two to three small sized battles at once.
    A Rank - Strategic Leve - A magic of greater scale than Tatical level, usually being able to last days and affect up to the area of a fortress.
    S Rank - War Level - A magic that is able to affect a whole battalion, being able to possibly change the outcome of a war.
    SS Rank - National Level - A magic that can affect a whole nation. Lost magics.
     
    Last edited: Feb 23, 2018
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  3. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    Details on the World

    A short resume of the history:
    • The world was composed of three big empires who were constantly fighting;
    • Magic was common there, and technology wasn’t advanced, but magic covered for it at some points;
    • At some point, a catastrophe happened and magic started to die out;
    • The Empires ended up being swallowed by the chaos caused by it and the natural disasters happening;
    • The civilizations of the world came to an end, with only few survivors going back to a primitive way of living;
    • Gods died, magical beasts from that time either went to deep slumber or died;
    • Magic completely disappeared of the world;
    • Fast forward a milenia, magic started to come back;
    • First ones to be affected by it were the fauna and flora of the world;
    • Fast forward two centuries;
    • Magical beasts are assaulting the civilizations that were starting to recover from the milenia without magic. Crude magics start being figured out;
    • Fifty years prior to the starting point of the thread, a young woman dressed as a squirrel finally comes up with a functional, though crude, system of magic;
    • Thirty years ago, the main kingdoms and some minor ones started to create their own Magic Associations to manage the progress of magic.

    Items
    • Magical Items - Items who carry magical powers and can be reproduced with the current technology.
    • Magical Treasures - Items who not only carry magical powers, but some also the energy gathered by the stories regarding them. They can be items from myths, or simple tools from the old era, and thus can’t be reproduced with the current technology.
    • Magical Heritages - Magical items who have a special property of being tied to a person and their lineage. It cannot be used by someone who isn’t a descendant of creator of the item, or the creator himself. They’re born from accidents, and thus can’t be reproduced normally. Aside from being bound to a family, they’re no different from common magic items.

    Magical Beasts
    • Monstrous Beasts - Purely physical creatures with some magical powers.
    • Spirit Beasts - Beasts that are almost like spirits, manifestations of living magic.
    • Phantasmal Beasts - The mid term between the ones above.

    Known Nations
    [​IMG]
    Northern Continent:
    • Mystere Empire - One of the Three Big Ones. A authoritarian monarchy ruled by the Wizard King. It’s a mage supremacist country, and the common folk is treated as servants there. Different from other countries, most laws pertaining magic are quite loose in this kingdom.
    Southern Continent:
    • Republic of Bellifer - One of the Three Big Ones. A militaristic country which seeks actively to apply magic in warfare. Despite their superior military, they focus solely on dealing with magical beasts.
    Central Continent:
    [​IMG]
    • Schattenlicht Theocracy - One of the Three Big Ones. A theocracy that worships the Church of Light and Darkness. The rulers are the Pope and the High Priestess.
    • Nylia Queendom - A small Queendom that makes border with Nuffia. More details: https://forum.novelupdates.com/posts/3663166/
    • Kingdom of Novelias Foruim - Despite being the first one to figure out magic, it isn’t as powerful as the big ones. The kingdom we’re affiliated to.
    • Kingdom of Belgard - A forest nation to the north of Novelias Foruim. The Kingdom of the Shamans. More details: https://forum.novelupdates.com/posts/3713378/
    • Kingdom of Lzarier - A human supremacist kingdom which is constantly at friction with his neighbor, Belgard. Not much is know about them aside from the fact that they also worship the Faith of the Seven.
    • Marden Union - An alliance of many small countries, mostly composed of city-states.
     
    Last edited: Feb 23, 2018
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  4. Das

    Das Lazing around Devil's Luck

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    yup your insane , definitely another casualty of nuf
     
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  5. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    Sure I am. Either that or I'm just bored... Either way, not like I'll give this thread much attention, though....
     
  6. Naraku

    Naraku 『』『』『』

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    Why me though ? It's not like I am quite precise each time I am writing about magic in AG~
    I would have said that he is what we can call a normal nuffian.
     
  7. Das

    Das Lazing around Devil's Luck

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    Normal is very relative here hahaha
     
  8. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    You're insane like me. That's why.
     
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  9. Naraku

    Naraku 『』『』『』

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    Fair point.
    *rubs chin*
    Wait what since when I am insane ?! >.<
    *is on his way going back home*
     
  10. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    I'll leave that in the air...
    *sips tea*
     
  11. BattleNoob

    BattleNoob Founder of the NooB Sect

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    Nah It's mostly eccentrics I think
     
  12. BattleNoob

    BattleNoob Founder of the NooB Sect

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    Is he really insane
    Edit: I feel like this is going to be hijacked
     
  13. Naraku

    Naraku 『』『』『』

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    *totally didn't need to search what that idiom meant*
    Personally, I think I am not insane nor sane, like most people ~
     
  14. BattleNoob

    BattleNoob Founder of the NooB Sect

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    Well I don't know if your one of the eccentrics since I haven't been in much in the thread but welcome as of a late greeting
     
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  15. BattleNoob

    BattleNoob Founder of the NooB Sect

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    :hmm: hmm I can't tell since my name says it
    Edit I'll be back
     
  16. lichdeath

    lichdeath undead meatbun ^^

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    Name: Marcus Rayne
    Sex: Male
    Age: 37

    equipment:
    magic tattoos on face and hands his that have a hypnotizing effect to others
    magic robe: self cleaning robe that protects its wearer from cold, heat and other uncomfortable things
    Specialty:
    mind mage
    Mind mages are an extremely powerful branch of magic as long as they have access to the targets mind

    Spells:
    Mind Blast, offensive
    overload your targets brain into shutting down, permanently.

    Mind Shield, defensive
    protect your mind by forming a mental barrier

    Mirage, illusion support
    creates an illusion, generally always active even just for giving impresssions (and make the tattoos invisible to most)

    Mind Parasyte, support illusion
    slowly infect the target brain to do your bidding, with time the target falls under full control and doesnt question anything

    Empathy, passive
    attune to sense all minds around you, can bring an extremely heavy burden depending on your ability to sense
    can be focussed to read minds and emotions of target
     
  17. TiggerBane

    TiggerBane Always asleep yep yep yep| Canidae lover

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    Name: Cadmium
    Race: The periodics
    Sex: unknown
    Age: unknown

    Backstory: A being from the legendary era that has just recently re-awakened. Has no memory of his past and has awoke in the Nuffia empire and subsequently graduated from the Nuffia academy of magic.
    Appearance: Bluish white metallic humanoid.
    Personality:rapidly changes appears to have D.I.D. edit: this causes destruction of any illusion affecting Cadmium on a personality change unless stated as a part of effect or is indirectly affecting Cadmium.

    Equipment: Sword(unknown), yellow and grey robes signifying elemental affinity, Inquisitor badge and inquisitor red hat
    Specialty: Electric/metal magic
    Spells: Lightning (low), Metal rod creation (bluish white), poison powder and water spirit summoning + control.

    Lightning (low) type: offensive
    desc: An unknown source of energy is tapped into and creates weak sparks in the air.

    Metal rod creation type: misc
    desc: A metal rod which is made from the same material as their body rod is 3cm/2m/6cm.

    Poison powder type: misc
    desc: A mysterious powder appears and at users will can turn into venomous vapour.

    Water spirit summoning + control type: summoning
    desc: allows for the summoning and control of a water spirit of any type so long as enough mana is supplied. Water spirit is immune to any electric attacks and is drinkable. Types of water spirit include fairy, wolf, dragon, genie, penguin, water hound, Nessie, angel, demon, fish, cat, human, water spirit and many more all have different requirements for summoning but all have a spirit core and mental core if either destroyed or removed from body water spirit is destroyed completely. edit: Allows control via mental cores over any other water spirits magically created or not.

    Edit: Racial traits: Is immune to all water dot effects including drowning. However still needs drinks to survive. Body is made of a special substance that is highly resistant to negative energy damage or healing. Absorbs these things and can create a blast that pollutes the environments when reaching critical damage/build up from these moves restoring body to perfect state.
     
    Last edited: Jan 13, 2018
  18. Naraku

    Naraku 『』『』『』

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    Hmm... well, you may know or may not in the future~
    Thank you~
     
  19. The Everdistant Utopia

    The Everdistant Utopia Honorary Maou | Part Time Writer | Crau's

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    Nice idea~
    Though I didn't caught the reference that leaded to the water part, although I did got the rest...
     
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  20. TiggerBane

    TiggerBane Always asleep yep yep yep| Canidae lover

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    That's just because I love pure water and he's immune to water damage basically but he can still get thirsty so he learnt it in the magic academy.