02-23-2012, 07:37 AM
The Magic of Anyria
The world of Anyria is one of magic. Crystals are mined from the earth that allow people to harness incredible powers. Some use these magics for good, some for evil, and others just for their own entertainment. Knowing how magic works, though, is the basis for each and every character. Whether you decide to weave destruction through the use of arcane runes or sow harmony with blissful song is up to you.
The Power of the Crystals
Magic begins and ends with the crystals that are pulled from the soil. There are five elements and each crystal is tied to a single one of them. The five elements are Earth, Fire, Air, Water, and Lightning. In order for a mage to cast their spells, they must possess the right crystals.
Sadly, a mage can't simply load up on crystals and venture out into the world. The power of the crystal can strain someone who is not prepared for it and the acquisition of more crystals and, as a result, more powerful spells can be a lengthy one. Tempering the body to withstand the strain of many crystals is not something that happens overnight.
Each of the five magic-using regions of Anyria is rich with a given element, providing more crystals of that type than any other. While this plays a larger factor in a region's economy, it plays a bigger factor in a mage's ability to wield the elements. Those born in the Elmont region, for example, are naturally adept with lightning magic, allowing them to cast spells as though they are always in possession of a lightning crystal. The same is true for those born of other regions. Though birthplace is hardly the only thing that factors into a mage's skill, most site it as an important part of where they began their journey as a spellcaster.
The Casting Factions
There are three methods through which spells are cast. Some mages study a wide variety of spells, using each faction to provide themselves with a diverse array of incantations, gadgets and super-human abilities. Others will devote their study to a single faction, finding it easier to master certain spells over others. The three factions are called Tek, Song, and Ink.
Tek magic uses crystals in their most basic form, incorporating the crystals stones into the creation of tools, weapons, or other gadgets. These can then be used as conduits for magical energy. A common use of Tek magic is to place a crystal into the hilt of a sword or the back of a glove to create a powerful weapon imbued with one of the elements. More elaborate uses of Tek magic can provide mages with lumbering golems or guns that fire blasts of potent energy.
Songs of magic can be performed in one of two ways. The first involves creating a magic powder with a crystal and then inhaling it to imbue a mage's very voice with commanding power. The second way is to simply place a crystal into something like a staff or wand and then use it as a microphone for incantations. It is not an uncommon for a mage's words to command the earth to shake or lightning to strike.
Ink involves the grinding of crystals into actual inks that are then used paint runes or glyphs or even tattoo a person's body. There are many applications of magic ink, such as inscribing a weapon or shield with runes, painting explosive traps on walls, or imbuing someone's very body with the power leap over a building or punch through a wall.
Gearing Up
Casting spells requires Crystals and Crystals require open Slots to be equipped. With the exception of the "Region" Slot, Crystals can be placed in or taken out of slots almost freely. If you wanted, you could switch out Crystals between adventures and use entirely different spells. It's even possible to buy spells that require Crystals your character doesn't have, they simply won't be able to use them until they have the appropriate Crystals equipped. Having access to a wide variety of Crystals will let you create a diverse repertoire of spells.
Changing Crystals can only be done once-per-week, though (in Real Life time, not In Character time). This is to help keep things less confusing so you don't run into a character who uses completely different spells every single post. If you're writing on your own, this should come as, at most, a minor inconvenience, but if you're writing with other people, it will help keep everyone on the same page and keep things from getting overly complicated and forcing the staff to check timestamps to ensure that you actually had the right Crystals equipped when you wrote your character using a specific spell. Hopefully this doesn't seem overly bureaucratic to most people. The idea isn't to be limited, it's just to keep things manageable as your characters interact.
Crystals and empty Slots can be purchased in this thread.
The world of Anyria is one of magic. Crystals are mined from the earth that allow people to harness incredible powers. Some use these magics for good, some for evil, and others just for their own entertainment. Knowing how magic works, though, is the basis for each and every character. Whether you decide to weave destruction through the use of arcane runes or sow harmony with blissful song is up to you.
The Power of the Crystals
Magic begins and ends with the crystals that are pulled from the soil. There are five elements and each crystal is tied to a single one of them. The five elements are Earth, Fire, Air, Water, and Lightning. In order for a mage to cast their spells, they must possess the right crystals.
Sadly, a mage can't simply load up on crystals and venture out into the world. The power of the crystal can strain someone who is not prepared for it and the acquisition of more crystals and, as a result, more powerful spells can be a lengthy one. Tempering the body to withstand the strain of many crystals is not something that happens overnight.
Each of the five magic-using regions of Anyria is rich with a given element, providing more crystals of that type than any other. While this plays a larger factor in a region's economy, it plays a bigger factor in a mage's ability to wield the elements. Those born in the Elmont region, for example, are naturally adept with lightning magic, allowing them to cast spells as though they are always in possession of a lightning crystal. The same is true for those born of other regions. Though birthplace is hardly the only thing that factors into a mage's skill, most site it as an important part of where they began their journey as a spellcaster.
The Casting Factions
There are three methods through which spells are cast. Some mages study a wide variety of spells, using each faction to provide themselves with a diverse array of incantations, gadgets and super-human abilities. Others will devote their study to a single faction, finding it easier to master certain spells over others. The three factions are called Tek, Song, and Ink.
Tek magic uses crystals in their most basic form, incorporating the crystals stones into the creation of tools, weapons, or other gadgets. These can then be used as conduits for magical energy. A common use of Tek magic is to place a crystal into the hilt of a sword or the back of a glove to create a powerful weapon imbued with one of the elements. More elaborate uses of Tek magic can provide mages with lumbering golems or guns that fire blasts of potent energy.
Songs of magic can be performed in one of two ways. The first involves creating a magic powder with a crystal and then inhaling it to imbue a mage's very voice with commanding power. The second way is to simply place a crystal into something like a staff or wand and then use it as a microphone for incantations. It is not an uncommon for a mage's words to command the earth to shake or lightning to strike.
Ink involves the grinding of crystals into actual inks that are then used paint runes or glyphs or even tattoo a person's body. There are many applications of magic ink, such as inscribing a weapon or shield with runes, painting explosive traps on walls, or imbuing someone's very body with the power leap over a building or punch through a wall.
Gearing Up
Casting spells requires Crystals and Crystals require open Slots to be equipped. With the exception of the "Region" Slot, Crystals can be placed in or taken out of slots almost freely. If you wanted, you could switch out Crystals between adventures and use entirely different spells. It's even possible to buy spells that require Crystals your character doesn't have, they simply won't be able to use them until they have the appropriate Crystals equipped. Having access to a wide variety of Crystals will let you create a diverse repertoire of spells.
Changing Crystals can only be done once-per-week, though (in Real Life time, not In Character time). This is to help keep things less confusing so you don't run into a character who uses completely different spells every single post. If you're writing on your own, this should come as, at most, a minor inconvenience, but if you're writing with other people, it will help keep everyone on the same page and keep things from getting overly complicated and forcing the staff to check timestamps to ensure that you actually had the right Crystals equipped when you wrote your character using a specific spell. Hopefully this doesn't seem overly bureaucratic to most people. The idea isn't to be limited, it's just to keep things manageable as your characters interact.
Crystals and empty Slots can be purchased in this thread.
