The Classifications of Magic



This area is dedicated to providing a classification of the various magics of Serithor. Certain magics have certain effects, and that is how they are classified. Please remember that these classifications are general. They are only provided so that you have a better idea of what magic you want to give your character. If you come up with any new classifications, please E-mail them to me. As new classifications come up, I'll add them here. Please note that having a character with more than two types is rare. Characters with three or more magics are to be considered very powerful indeed. Please don't make every magic-user a master of a particular magic. Some characters can master a magic, and some who can master more than one magic, but that should be rare. Those who can master three or more magics should be considered experts or archmages. It is *extremely* rare for one to master every magic in existence, and those characters will have to be run by both GMs before approval, instead of just Kaitlin. Anyone who wants to use Time or Space magics have to be run by both GMs.

Earth Magic: Earth magic is the magic that enables control over the ground one walks on. Wizards strong in Earth magic can often create earthquakes, fissures, and rockslides.

Air Magic: Air magic enables control over the winds and the skies. Those powerful in this magic can create anything from slight breezes to deadly storms or flinging lightning bolts at an enemy.

Fire Magic: Fire magic is the magic of flame and lava. Those who master this magic are capable of flinging powerful fireballs at opponents or causing eruptions of boiling steam and lava to blast forth. It is powerful offensive magic.

Water Magic: Water magic is the magic of the oceans and seas. When one masters this magic, they become capable of using the force of the oceans themselves to wash away their foes.

Illusion Magic: Illusion magic is the magic of misdirection and confusion. Those who use this magic can create illusions to confuse their opponents. Sometimes, masters of Illusion magic can temporarily bring their illusions to life to attack their foes.

Ice Magic: Ice magic is similar to Water magic, but where Water magic enables control over moving liquid, Ice magic deals with the frozen form of water. Masters of this magic can use powerful arctic attacks against their enemies.

Light Magic: Light magic is the magic of light, both in a physical and a magical sense. A master of Light magic can not only generate and attack with physical light, but they can use magical fields of light energy to combat magical fields of dark energy. Light Knights specialize in this type of magic.

Darkness Magic: Darkness magic is the magic of darkness, both in a physical and a magical sense. Just as with Light magic, masters of Darkness magic can generate and attack with physical darkness, but they can also use magical fields of dark energy. Dark Knights in particular specialize in this aspect of Darkness magic.

Healing Magic: Healing magic is the magic of restoration of the body and mind. Those who have studied this magic are capable of healing themselves and others of physical wounds, as well as comforting them.

Mind Magic: Mind magic is the magic of the mind and thought. Those who can master this difficult and tricky magic can influence the minds of others at whim. There are those skilled in this magic that can even use telepathy.

Protective Magic: Protective magic, true to its' name, is the magic of protection and defense. True masters of this magic can create permanent barriers or shields (like the one that keeps intruders out of the Forest of the Dryads).

Lunar Magic: Lunar magic is the magic of the moon. Those who master this magic can make their enemies insane and influence the tides in their favor. The power of the Lunar Mage shifts and varies along with the phases of the moon. The magic of the moon is unpredictable, at best. Moon magic is best used at night, then it can be used during the day, just with less power and effiency. Moon magic is strongest when the full moon is out, but when the moon is obscured the magic becomes unpredictable and wild.

Solar Magic: Solar magic is the magic of the sun. Masters of this magic are known for the vast amounts of power that they can channel. Solar magic is quite potent, but unfocused it can be quite deadly. Solar magic works only in daylight, unless an eclipse occurs, but that is rare. When the sun is obscured the power of Solar magic is lessened and unpredictable.

Time Magic: Time magic is the magic that rules over time itself. This uses of this magic, like its counterpart Space magic, are unknown as the magic of time has been sealed from all uses, it being the magic of the gods themselves. Only the favorites of the gods can use this magic. Masters of this magic are unheard of.

Space Magic: Space magic is the magic that sustains and rules the cosmos. Like its counterpart, Time magic, Space magic is a mysterious and little-known magic, being a magic reserved for the gods as a general rule. Only the favorites of the gods can use this magic, and masters of it are unheard of.


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