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KingofGames5
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« on: 22 July 2004, 19:01:00 »

Just bringing dasson's work back

The School of Fire Magic



The School of Fire Magic, along with the Earth, Water and Wind Schools represents one of the four Elemental Schools of Magic taught in the Magical Academy of Ximax in western Santharia. Note that the Schools of Magic, their Spheres and Spell Classes, do not represent an objective "truth" on all things magical, but are only one of many possible categorizations, an arbitrary one as critics say, or an absolutely essential one as supporters confirm.

Within the Elemental Schools, the Fire School overall mainly tends to deal with aggressive and emotional fields (,such as love, hatred, fear, willpower, and domination). As a general note, this is the most dangerous school, due to its vast majority of its offensive spells. The term 'battlemage' most often refers to wielders of this magic calling, and it is almost entirely because of the violent users of this school that magic has become so hated in the ages since its conception. As the most violent and powerful (cross out and powerful?)school, it has often corrupted even the most sensible users, and even elves of the noblest tribes have fallen under the viel of invincibility oft granted by this teaching. (see the second paragraph on the fire school thats alrdy up and tell me which 1 u think is better)

Description. The Element of Fire Magic is a school of dealing in the intensity of being: comprised of ideas such as love, hatred, fear, willpower, and domination. Fire magic is one of the most chaotic elements, and though not quite as erratic as water, its chaotic counterpart, it is the most dangerous element, especially when left out of control. Understandably, the orcs native to Ximax and those who have learned the art of Elemental Magic are the primary and often best users of this sphere, though humans, dwarves and even some of the elves themselves have gained proficiency in this school. During times of war, the amount of users who deal in the flame tends to increase dramatically, reasoning for the term 'battlemage', which refers to the absolutely destructive potential of these mages on the field. It has been the reasoning of peasants for decades that if only half of the mages at Ximax Academy were proficient in this school, they could conquer, or even destroy the world. Ximaxian magi vehemetly disagree, though it is still a huge matter of discussion.

Fire magic consists of the feelings of the heart, emotions of love, hate, lust, destruction, and power. Users of this element wish to have a say, and won't sit back as the world changes around them. While this can be a good thing, it can also lead down dangerous roads, and one should be careful at how much they let their heart guide them. Fire is a dangerous thing, and it is advised that those who use it remember that dabbling in flame is a sure way to get burned!

Of course, as one would expect, a fire mage has the ability to create and control physical flames as well, and it is a common accident among beginning magi to set fire to their surroundings and let it get out of control. Magi of the water and earth schools have had quite the time having to deal with the occasional fires set to the grass fields, the Garden House, and the school itself.

Aside from creating fire balls and such, magi of the flame also deal with emotions and the inner feelings of the mind. Love and hate, trust and betrayal, courage and fear... by conquering this field of the mind, a Fire magi can literally hold complete dominance over his target. That, or accidentally create an unstoppable berserker.

One of the other properties of flame is a rather obscure and oft not realized ability to animate and control the dead and non-living, a term known as necromancy. By granting the fires of life to the dead, a fire mage can give birth to what is known as the undead, as well as give life to even stone, creating powerful golems. Necromancers can also dabble in the other necromantic magics such as the spells Fear and Fever of Nightmares. Some powerful necromancers who have training in the field of Xeua magic have even been known to fully revive a being, not just a mindless zombie.(again compare it to the description in the 1 alrdy written)


Spheres of Fire Magic. Like at all other Elemental Schools, there exist 3 Spheres in order to categorize the School of Magic:

I. The Sphere of Heat
The first sphere is commonly known as the Sphere of Heat, and deals with temperature of both touch and heart. Heat can both rise and fall, though of course a magi who concentrates on increasing the properties of fire is warned to do so gradually, in order to maintain control. Heat manipulates the intensity of flame upon a target, and by enough concentration, can even melt stone, or make the most callous of individuals swoon like a fool over an attractive mate.

II. The Sphere of Immolation
The second sphere is commonly referred to as the Sphere of Immolation, as it of course refers to the application of Fire unto objects, setting them alight with heat and flame. This is physical, moving the Fire Car'all around in order to achieve an explosion or such intense reaction, or spiritual, guiding one's emotions. It is entirely up to the caster whether this guiding flame grants warmth or light, or pain and terror. Necromancers oft go with the latter.

III. The Sphere of Combustion
The third sphere is commonly referred to as the Sphere of Combustion, and this sphere deals with the ignition of new fires. This is the most dangerous field, and magi who have little control over their chaotic element are urged to only work with a small flame if their level or skills are not satisfactory. Fire ball, the staple magic skill and most often used symbol relating to the arcane fields, falls within this sphere, as does animating the dead or non-living objects, by granting them once again or anew with the fires of life.


Spell Classification. Every Sphere of Magic within a School of Magic is subdivided into two Spell Classes, resulting in a total of 6 Spell Classes, as there exist 3 Spheres at each School of Magic. The first Spell Class always signifies the physical representation of the Sphere, while the second Spell Class stands for the spiritual representation of the Sphere.

The Spell Classes of the Fire Magic School can be summarized as follows (a few example spells are provided at each Class):

I. THE SPHERE OF HEAT

Spell Class 1: Pyrification (Physical Representation of Heat)
Pyrification spells affect how hot, or, in a broader sense, how destructive an object is upon physical contact, though more than just the sense of touch can be manipulated. Meaning, this sphere also controls the distortion of sight, by the controlling of ripples of heat or an object's ability to mimic the light of the Injera.

Spell Examples (Pyrification Class):
a) Searing - Causes a person's hands to warm or even erupt in fire, without harming the caster.
b) Boiling Blood - Heats up a person's blood, filling muscles with new energy to aid in work or battle.
c) Burning Regeneration - Speeds up a person's natural ability to heal by making the healing processes run faster.
d) Increase Flame - Causes a fire to increase in overall strength and burning power.
e) Light - Enchants an object to give off varying degrees of light. Can be used to light up a dark area, or give a seeming field of radiance off of a person, demonstrating nobility and increasing their charismatic appearance, similar to the natural light of the elves.

Spell Class 2: Fire Enchantment (Spiritual Representation of Heat)
The spiritual equivalent of Pyrification, Fire Enchantments are spells cast upon a specific being or group of beings, and generally affect the intensity of one's emotions and lusts, though they can also increase a person' natural charisma and force of personality, as well as fears.

Spell Examples (Fire Enchantment Class):
a) Extended Life - Through a long process of casting, this spell causes both mind and body to permanently lose a large amount of Fire cár'áll, extending the mage's lifespan by slowing down their body's growing speed, but often decimating their ability to cast magic and cause them to become cold in both temperature and mind.
b) Inner Light - Increases a person's own natural inner light - their personality quirks and charismatic actions. Those afflicted with inner light are very charming, and even the nastiest of orc would set down his coat to help a lovely lady cross a puddle dry.
c) Soul Burn - By increasing the force of tramatic events upon an individual, this spell can cause matters of hatred, betrayal, and (with) the death of a loved one(, it) become(s) three times as powerful.
d) Heat Sight - Target sees everything as if it were masked by the heat ripples of fire, thus causing him to miss seeing any details of importance, and somewhat blurring everything around him together, all but blinding him in the fact that he can’t make anything out.
e) Burning Desire - Increases the power of feelings of love, desire, and longing, and the target will often sacrifice his own life for the one (s/)he loves, even if s(/)he does not love him in return.
f) Fear - Increases the feelings of fear in a target, putting them into such a cowardly state that even the heartiest of warriors scream like little girls at the sight of their own shadow.


II. THE SPHERE OF IMMOLATION

Spell Class 3: Pyrokinesis (Physical Representation of Immolation)
Pyrokinesis refers to the physical movement of Fire and the applying of it upon physical objects, or even concentrating it in a specific place upon an object, either heating it to the point of warmth, or causing the burst of a fiery explosion at that location.

Spell Examples (Pyrokinesis Class):
a) Fires of Passion - Directs blood in the body to concentrate itself around the facial area of a person, causing him or her to blush profoundly.(spiritual?)
b) Explosion - Causes the cár'áll in naturally flammable objects to force an explosion by focusing the Fire cár'áll at a specific spot.
c) Divine Flame - Increases the height of any given flame, which in many cases increases the power of the flame, though by concentrating the flame to increase its height and potency, it thus covers less area.
d) Waning - Saps the life-force of any living being and transfers it to the caster, putting the target into a state of decay or even turning them to ashes at the spot. This thus in turn restores the caster's strength, and is often used as a sort of 'car'all battery' to allow the mage to cast more spells back to back.

Spell Class 4: Domination (Spiritual Representation of Burning)
The spiritual counterpart to Pyrokinesis, Domination deals with the directing of the will, or the removing of direction (to cause chaos). A mage can control whomever the target loves or hates, and the necromancers among fire magi particularly love the spells that cause the target to become a member of their personal army. A mage can also use this spell class to shift the allegiance of the target so that they attack their (former) allies.

Spell Examples (Domination Class):
a) Betrayal - Focuses the target's force of hatred on a second target of the caster's choosing. Pending on the proneness to violence of the target, this may or may not be an effective spell. Though it is a wonderful tool for breaking up an enemy group.
b) Endure Pain - Focuses the feelings of the heart to such levels that pain becomes only a minor inconvenience.
c) Hand of Love - Directs the feeling of love towards a desired entity, focusing the feelings of lust to such a height that the target cannot be stopped in the endless pursuit of their affection.
d) Revolt - Curses the target or targets into a revolution, forcing them to attempt to become as independent as they can possibly be by removing all opposition.


III. THE SPHERE OF COMBUSTION

Spell Class 5: Inflamement (Physical Representation of Combustion)
Physical representation of Combustion refers to the creation of pure and raw fire itself, adding Fire cár'áll to areas where none was before: for example setting a once cool tree aflame. This sphere of course works better with flammable objects such as wood, cloth, and parchment, though stronger Fire magi can set fire to hard to burn substances such as stone, water, and even pure air itself. Also, the physical representation deals with adding life: activity to that which is lifeless, including the undead and inanimate. While these minions can be destructive in their own right, they are often better used if the caster concentrates on maintaining control.

Spell Examples (Inflamement Class):
a) Rise Flame - Creation of a small flame upon a flammable object.
b) Fireball - Creation of a ball of flame that is then hurled at opponents.
c) Flame Wall - Creation of a wall of flame to block off a target's advance or retreat.
d) Rain of Fire - Causes fire to fall from the sky like rain.
e) Roast - Ignites a pillar of flame directly beneath the target, hence, cooking them.
f) Animate Dead - Restores life to the dead, granting them activity and life.

Spell Class 6: Chaotic Imbuement (Spiritual Representation of Combustion)
The spiritual class of Combustion deals with creating feelings of love, anquish, fear, and other such emotions of the heart, and then letting them to take manifest in a targets soul. A caster can create an utterly destructive force of chaos, but generally he does not have control over this force and should be cautious himself when in its presence. This sphere is particularly potent, though harder to cast on the emotionless and more serious of people, who often have little experience with their heart.

Spell Examples (Chaotic Imbuement Class):
a) Burning Hatred - This spell creates feelings of mindless hatred within a target, causing him to develop a bitter disliking of people and things around him.
b) Pain's Advocate - Curses a person to develop an urge to destroy, and causes the target to go out on a suicidal rampage with an intent to do harm.
c) Fever of Nightmares - Causes nightmares that are dire enough to cause fatal psychological effects upon an unfortunate sleeping target.

Reagents. A short list of possible Fire School reagents includes the following:
Ash
Charred substances
Coals
Flammable compounds
Sulfur, arsenic, and various other Gnomish chemicals
Lorahough seedpods
Red cloth
Rubies, bloodstones, and various other gemstones
Orc hair
Toenails
Orc flesh
Blood
Bones
Stone

Edited by: KingofGames5 at: 7/24/04 1:19
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Kikhku
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« Reply #1 on: 22 July 2004, 20:03:00 »

Well this entry seems somewhat out of date to me.  I am fairly sure that gathering an object's fire car'all in one point would not cause it to explode.  But there are a few things that we should do to change the entry.

First of all, this entry completely leaves out one of the most basic fire spells, the light spell.  If this entry were authoritative, there would be no way to create a cool source of light.

Second, I am not sure if normal fire based necromancers are going to be able to create full fledged golems.  The terminology under that part of the entry should probably be adjusted.

"Fire magic consists of the feelings of the heart, emotions of love, hate, lust, destruction, and power. Users of this element wish to have a say, and won't sit back as the world changes around them. While this can be a good thing, it can also lead down dangerous roads, and one should be careful at how much they let their heart guide them. Fire is a dangerous thing, and it is advised that those who use it remember that dabbling in flame is a sure way to get burned!"

This bit should probably be explained.  Does using fire magic actually change the emotions of the user?  Or does the power the weild over the untrained put them on a sort of power-trip?

"Necromancers can also dabble in the other necromantic magics such as the spells Fear and Fever of Nightmares. Some powerful necromancers who have training in the field of Xeua magic have even been known to fully revive a being, not just a mindless zombie."

Fever of nightmares is water, as it should be.  And there is no way to fully revive a being.

I believe that the fire magics would be much simplier of the three spheres of fire magic delt with light, heat, and motion within a body (necromancy) (See An Oun of a Proposal).

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KingofGames5
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« Reply #2 on: 22 July 2004, 20:21:00 »

hey i didn't write it Dasson did, but i will go back over it tomorrow and make changes. right now i have to go to sleep becuz they won't let me stay up late (where i live its 10:20):(  

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Kikhku
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« Reply #3 on: 23 July 2004, 05:50:00 »

Erm, don't bother making changes just yet unless you're sure you know how the magic system works.  Keep the nitty gritties the same for now, they'll be altered later.

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KingofGames5
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« Reply #4 on: 23 July 2004, 06:25:00 »

i'll add parenthesis around the my changes and still keep the original work there.

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isaraldor glamthail
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« Reply #5 on: 30 July 2004, 08:00:00 »

guys come on i know fire is almost finished but work still has to be done. any1 have suggestions.

remember that we have to do fire AND earth

May the wind cast you to your doom evil ones

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Silfer Darkflare
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« Reply #6 on: 30 July 2004, 10:09:00 »

Sir Isaraldor, do be so kind as to check the "Magic once again" thread.

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Artimidor Federkiel
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« Reply #7 on: 30 July 2004, 12:55:00 »

Yup, we have to finish important issues first concerning magic in general before we can move on to any schools, Isaraldor. Until then: Set school rewrites please on hold, and don't develop any spells, but follow the discussions going on at the moment if you want to get back to such an entry later.


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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