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Shadow
Shadow magic is a much more smooth, intricate magic than others, and only the most advanced can use it in any sort of offensive manner. Otherwise, it’s used to form tendrils of darkness that some warrior-mages use to help stabilize their weapons. It’s also not uncommon for thieves to use shadow magic to help incase themselves in darkness, making them so much harder to notice than before. Overuse of shadow magic can result in the loss of senses and blackening of blood and veins, as well as a sensitivity to light.


Light
Light magic is one of the more pure magics, and is simply the fine-channeling of light down to a focused, concrete beam of light. It is one of the sure-fire ways to harm demons or darker beings - including werewolves and vampires - or corrupted beings, such as undead or those with soul-corruptions. Overuse of light magic can lead to loss of vision and whitening of flesh, as well as a sensitivity to darkness.


Void
Void magic is one of the newest magics to have been discovered. Based upon using the energy of the space laying between realms, Void mages are few and far between. What has been noted is that void magic is primarily used for displacement and manipulation of objects, allowing more powerful wizards to phase objects in and out of existence. Void magic has little margin for error, the consequences usually resulting In being completely phased out to whatever lay beyond.


Hellfire
Hellfire is a rather dangerous and deadly magic that can only be used on its own by demons, though regular magic users are able to use it to bolster their own magic, at the cost of dangerous - possibly permanent - damaging of the soul. When combined with any other magic, it bolsters the sheer intensity and strength of the magic almost twice as much, purple flames licking from the sides of the spell, be it ice or light. Elves and other ‘holy’ beings (priests, templars, crusaders, etc.) find a natural sickening feeling when near Hellfire. Overuse results in the sheer loss of soul and possible self-incineration.


Dark Ice
Similar to Hellfire, Dark Ice is almost exclusively used by demons, though it is less damaging to the souls of its mortal casters. Dark Ice is its own material entirely, seemingly a mixture of ever-flowing ice, tinted a dark black (hence the name). Elves and other ‘holy’ beings (priests, templars, crusaders, etc.) find a natural sickening feeling when near Dark Ice. Overuse results in flesh being turned into patches of Dark Ice and loss of soul.


Psionics
Psionics is a new, rather experimental magic that very few have any sort of experience in. Those who have managed to tamper with it successfully - called Laborants - seem to do so by finding the connection to the arcane energy within a being and hitchhiking on along it to fiddle with the individual. While it is an extremely draining magic for both parties involved, it is quite effective when used properly. A Laborant has the possibility of cloaking themselves to the eyes of the individual, or even making them believe they’re something else entirely, though mind manipulation is still a fickle thing (For use of server, rolling against one another will be used for psionics)


Nature
Nature magic is favored by Druids, Shamans, and most Elves - in fact, it’s one of the first magics that had been founded after the discovery and mastery of Arcane. Nature relies on a connection with both animals and the use of things like vines, plants, etc. Due to this, most Nature magic users are able to flawlessly navigate through dense patches of woods, using their magic to shift the path clear ahead of them, though the more powerful users are simply aware of the location of those connected with nature around them at all times, allowing their footing to be sure. This naturally means that hunters and Huntsmen seek out Nature mages in times of need to help locate a certain creature. Overuse of Nature magic leads to the degradation of sanity as one believes themselves to be nothing more than another part of nature.


Necromancy
While no magic is inherently evil, Necromancy is usually seen as the worst of the worst, due to its lack of uses other than summoning forth the dead and spirits from beyond. Even those who aren’t touched can use necromancy, so long as they follow the proper techniques on building summoning circles and give forth the proper sacrifices. Due to this, there’s a large influx of power hungry necromancers who happened to summon up a couple of zombies or a flesh golem to bully others into submission, giving Necromancy the evil aura it has attuned with it. Granted, actual master Necromancers are able to summon forth undead with little use of summoning circles or rituals, in some cases even able to call up minor demons of Belial, due to their connection with death. Practitioners of Necromancy often put out a rather nasty feeling aura to those who are ‘holy’ or pure. It’s worth noting that with each use of Necromancy, a bit of the soul is chipped away. Overuse of Necromancy leads to necrosis of the caster, as well as loss of motor functions and vision, though the Necromancer should be able to keep themselves together and moving with their own magics.


Kinetic/Telekinesis
Kinetic and Telekinetics are the hammers of the magic world, allowing the caster to connect their own arcane energies with that of an object or simply the air around them, forming a bridge between that allows them to manipulate the items. Telekinetics drain energy based on how heavy the object is and how powerful the caster is, meaning that, yes, one can call possibly lift a boulder with the TK, though it is likely that they will drain energy rather rapidly. Kinetic magic, on the other hand, is the manipulation of energy, channeling it forth, and projecting it out, causing a ‘wave’ of force to be sent out from the caster. Overuse can lead to damaging of muscles and tendons, as well as heavier fatigue.


Metal
Metal magic is often considered a sub-division of Earth magic, and rather hard to find a user of. More often than not, blacksmiths will be metal-mages, allowing them to easily manipulate their metals to fit the orders, though once in a blue moon, a Metal mage will step forth and out of the predetermined comfort zone. Metal magic can be used to influence, well, metal, and is often combined with fire magic to help weaken the metal so the metal mage has an easier time with the manipulation. Manipulation includes bending and breaking of metal objects, as well as melting and solidifying, if the mage is powerful enough. Needless to say, it’s a rather hard skill to find purpose for in combat as it does require contact or close proximity, and rather taxing at that. Overuse can lead to blood turning to molten metal, as well as stiffer movement.


Alteration
Alteration is a preparation and ritual magic, giving it almost no purpose in combat or anything other than craftsmanship. Alteration magic can be used to change objects into something of similar build by shifting about the arcane energies within to mold the object to the mind’s eye, though a circle of power is usually required to keep enough energy held within to allow such a harrowing task. An instance of this would be, say, a large stick and piece of forged iron set out within the circle, and over time, the caster forming the two into a wooden spear with iron bands and an iron tip. Overuse can lead to intense fatigue, loss of focus, and even loss of body parts and flesh if one tries to force a change without the proper materials.


Rejuvenation
Rejuvenation is one of the most widely sought after magics, due to the ability to heal wounds. High-tier Rejuvenation magic has even been reported to allow the mage to re-attach limbs, so long as they aren’t mangled too badly and it hasn’t been too long since they were lost. Rejuvenation can be draining, depending on the intensity of the wound, and can be used on the caster them self. Overuse can lead to intense fatigue and development of tumors.


Blood
Blood magic is a much more taboo art, usually frowned upon in most societies and used by assassins or pirates, though healers tend to find a use for it as well. Blood magic requires an open source of blood - say, a cut across one’s wrist - and the mage can then begin to increase, decrease, or even clot the wound as needed, so long as their focus is kept. Overuse can lead to thinning or thickening of the caster’s own blood, as well as much more fragile skin.
     
 
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