Magic

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[edit] Basics

You must have a clear view of your target to cast spells, even for ranged ones. Spells consist of concentration, the ability to read the tome, and speaking the words written. What they say is not neccessarily important; they're mostly in a form of Kilian so old and specialized that no one can actually speak it anymore (although you can come to get the basic gist of the words), but enough to run your eyes over the words. If you're strong enough at concentration, you can cast spells without speaking, though they will be weaker. But unless you have the spell memorized -- highly unlikely -- you can't cast without looking at the tome. The tome also acts as a focus for the power.

Without any tome at all, you can do small tricks: a fire-trained elemental magic user would be able to light a candle, for instance, or keep a small fire burning, but that's about it. Practical magic usage is also possible, and more likely to be able to do without a tome focus for a powerful magic user [see; Reeve's ingenious magic usage ideas.]

It's also possible to design your own spells and write your own tomes, but doing anything incredibly large requires massive talent and practice.

The higher level the spell, the harder it is to cast. Casting a spell you don't have the power to cast can make the magic turn back on you and kill you, so people generally try to not let this happen. Light magic is the least dangerous to cast, with dark being the most difficult due to its need of great mental power. The first two levels of each type are unable to kill a caster if it goes wild, as there isn't enough power.

In GAME TERMS LOLZ you can only use the first two levels unpromoted. Possibly less if your character sucks. But, remember, basic logic is good, so flexibility is hawt. Promotion and classes are WAY more guidelines and basic concepts than ... yeah, you probably know what I'm trying to say. ANYWAYS.

Spells are staying FE names for an easter egg.

[edit] Schools of Magic

[edit] Dark

  1. Miiru
  2. Eclipse [Wounds badly and can be used from very far away, but rarely hits]
  3. Yotsumungand
  4. Fenrir
  5. Luna [Decimates enemy defences, rarely hits]
  6. Hel [More powerful than Luna, can hit from far away]

[edit] Light

  1. Lightning
  2. Purge [Strikes from long distances, usually hits, low damage]
  3. Aura
  4. Divine
  5. Rizziah

[edit] Elemental

Most characters will only be able to use the first two levels of elemental magic.

[edit] Fire

  1. Fire
  2. Elfire
  3. Volcannon
  4. Meteor

[edit] Wind

  1. Wind
  2. Elwind
  3. Tornado
  4. Blizzard

[edit] Thunder

  1. Thunder
  2. Elthunder
  3. Torron
  4. Tempest

[edit] Staves

Staves are a lot more flexible than tomes, as they're not written formulas but power put into rods. Concentration is used to draw the power out. They take more inner peace and strength of heart to use than magic, which is more ferocity of will to bend the power. Unlike mages who can use basic magic without tomes, Healers can't use any of their skills without staves and are incapable of healing themselves. While basic staves have classes and names, they're very rarely referred to as such. The 'special' ones and 'offensive' ones are often called by their names.

[edit] Healing

Once again, generally called 'powerful staff' or 'weak staff.' they're more classifications for the power of the staff than 'models' if that makes sense.

  1. Live
  2. Relive
  3. Reserve

[edit] Special

More difficult to use than the basics and very rare, expensive, and hard to get ahold of. Only rich and/or talented people have these.

  1. Libro [heals as much as a basic healing staff from a far distance, target must be in sight.]
  2. Torch [lights dark areas and brightens fog with a steady glow]
  3. Unlock [melts and reconfigures the workings of locks to open them]
  4. Restore [heals sickness and corruption. VERY VERY VERY HARD TO USE]

[edit] Offensive

These staves are very hard to use, very rare and completely forbidden from most healers, both of the religious and nonreligious sort. The higher members of the church of Megam have been trying to gain possession and control of all of those in existance for ages. A strong minded target can resist the effects.

  1. Sleep [causes the target to fall into a magically induded sleep]
  2. Poison [contaminates the target's blood.]
  3. Berzerk [causes target to fly into a mindless bloodrage where they will attack anything or anyone nearby until it fades.]
  4. Silence [mutes the target's inner voice used for casting magic.]
  5. Paralyze [causes the target's muscles to seize up.]
  6. Pain [makes the target believe they are experiencing severe pain by manipulating their brainwaves without actually wounding them in any way.]
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