Sept 10, 2023 2:31:52 GMT
Post by YGGDRASIL on Sept 10, 2023 2:31:52 GMT
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Magic in the world of « ΔRK // FANTASY » is widely used by the inhabitants of Empyrea. It is divided into base elements and power tiers. In order to learn increasingly complex spells of a certain element, Players must first possess the appropriate base spell of the element desired. The eighth 'element' is unaspected magic known as Aether, and does not possess a base spell. You can find a comprehensive list of available spells here, and submit your own spells to the compendium here.
[break][break]
This tiered magic system for elemental spells accessible to anyone is widely accepted by the nations of Empyrea. As a general rule, most common NPCs found within the world are not able to grasp spells above Tier II in complexity, with the most renowned NPCs capable of Tier III.
Magic is considered to be one of three powers achievable by Players alongside Talents and Magicraft. While the tiers of magic determine the complexity and destructive potential of a spell, the damage it ultimately does is determined entirely by a Player's MAG stat. A high MAG stat allows a spell's full potential to be unleashed, while a low MAG stat may lead to spells going out of control or missing its intended target.
[break][break]
There is no limit to the number of spells a Player is able to learn; but spells can only be cast one at a time without the help of skills. In game lore suggests that a tier of magic higher than five exists known as Sixth, Super Tier Magic, or 'magic of gods'— no individual has been known to achieve this level of mastery over any element.
The most common level of magic, many practical spells are included in this tier. Anyone can cast first tier magic by training, though it takes much more time and effort for those without natural inclination (unlike Players, who are universally talented in magic). This is the most common goal of the regular civilian to achieve, as those who are able to cast even the most basic of spells are more often than not sought out for skilled work. All Aether spells fall under this tier of magic.[break][break]
Tier I spells have no cooldown period unless otherwise specified.
Only those considered the 'brightest' among non-player characters seem to achieve this tier. Second tier magic casters are considered rare among the rabble, and those that are able to often find themselves in positions of teaching, leadership, or management. It is, however, exceptionally easy for Players to learn and grasp casting spells of this level, which are slightly more nuanced in complexity— though not by much.[break][break]
Tier II spells have a one post cooldown period unless otherwise specified.
The highest tier even the most skilled NPC acolytes have managed to reach under guidance and intense training. Those who have achieved this tier are considered to be near or at the pinnacle of magic knowledge by the world around them, although Players often find no issue reaching this level of skill. Spells of this tier have a fair amount of complexity, and require more concentration to cast than those of lower tiers. NPCs who are able to cast any spells of this tier are usually ones who have devoted their entire lives to the pursuit of magical knowledge.[break][break]
Tier III spells have a two post cooldown period unless otherwise specified.
A tier that fewer Players are able achieve and almost no NPCs can dream of obtaining. The fourth tier is also, according to the game's programming, the highest tier of magic any regular non-player is capable of reaching (with few, rare exceptions). It is said there are currently four non-players throughout Empyrea capable of fourth tier spells. To overcome this obstacle, some nations such as Arcadia have taken to casting this level of spell via large-scale magic rites or ceremonies.[break][break]
Tier IV spells have a three post cooldown period unless otherwise specified.
A tier of spells that only exists in myths and legends within the lore of Empyrea, but are accessible to the few Players who have accumulated enough Platinum coinage to obtain the ability to cast them. Spells of this level are of the highest complexity, and possess the greatest potential for destruction (or other grand, large-scale effects). In the past, the nation of Arcadia attempted an elaborate ritual to cast a legendary eighth tier spell; it resulted in the spell going awry and led to the destruction and abandonment of one of their major cities— Charlemagne.[break][break]
Tier V spells have a four post cooldown period unless otherwise specified.
Coined by the senior scholars of the Academia Empyrea in Arcadia, the sixth or 'super' tier is the unofficial rank of the strongest magic available in « ΔRK // FANTASY »— otherwise referred to as 'magic of the gods'. It is labeled as the highest form of magic above all other tiers, useable only by the game's mysteriously absent masters and (unbeknownst to them) Players of the Zodiac Seven. Spells of this tier are capable of altering weather and entire landscapes, causing destruction on a scale incomprehensible by most.[break][break]
Tier VI spells can only be used once per thread.
Resurrection magic is exceptionally rare and dangerous in the world of Empyrea, where death can only be recovered from if the person's body is strong enough to withstand the magic that it requires; in the case of non-players, level and power loss can also occur. A Player can be resurrected via spell, but they also naturally respawn endlessly when they 'die' and disperse- inevitably, they always come back in the Merchant Square in Reverie without level loss or physical issues.
[break][break]
The only other 'deathless' creatures known to the world are the rare few heteromorphs that often choose to exist far away from human settlements.
The most commonly used and relied on, Ignis spells manipulate the element of fire, forming a trifecta with Fulgur (Lightning) and Apas (Water) as the top elements utilized for everyday convenience. In the Old Arcadian pantheon, the deity associated with Ignis is Belhor, Wrath of Flame.
Petra spells manipulate the element of earth, encompassing spells that also pertain to sand, plant life and, at higher tiers, crystal and metals. In the Old Arcadian pantheon, the deity associated with Petra is Alloces, Song of Stone.
Zephyr spells manipulate the air and wind, granting access to spells that allow for temporary flight and grant the ability to summon mighty tempests. In the Old Arcadian pantheon, the deity associated with Zephyr is Aym, Rider on the Storm.
Apas spells manipulate the element of water, granting access to spells that control water and, at higher tiers, ice. In the Old Arcadian pantheon, the deity associated with Apas is Separ, Scion of the Squall.
Fulgur spells manipulate the element of electricity, allowing spellcasters to launch spears of lightning or summon devastating storms. In the Old Arcadian pantheon, the deity associated with Fulgur is Zaleos, Bolt from the Heavens.
Lumens spells manipulate the element of light, commonly associated with the healing and resurrection arts; it is for this reason that those who are well-versed in Lumens spells are sought after and well paid. Alongside Khaos, it is among the rarest of the spell types used throughout Empyrea. In the Old Arcadian pantheon, the deity associated with Lumens is Gremory, Lady of the Light.
Khaos spells manipulate the element of darkness, allowing casters to touch and derive power from the void and the unknown; it is generally feared as being particularly destructive and difficult to control. Many who have delved too deeply into Khaos emerge corrupted. In the Old Arcadian pantheon, the deity associated with Khaos is Ashmedai, Arbiter of the Deep.
Aether spells are also known as unaspected spells. They are weak, rudimentary uses of magic at roughly first tier complexity that anyone is able to learn and master. Even with a high MAG stat, the destructive/effect potential of Aether spells are quite low. Most NPCs develop and cast Aether spells purely for convenience.
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GUIDE TO MAGIC
MAGIC IS FIRE MADE FLESH, AND A DEMON ASLEEP
USE OF MAGIC IN EMPYREA
Magic in the world of « ΔRK // FANTASY » is widely used by the inhabitants of Empyrea. It is divided into base elements and power tiers. In order to learn increasingly complex spells of a certain element, Players must first possess the appropriate base spell of the element desired. The eighth 'element' is unaspected magic known as Aether, and does not possess a base spell. You can find a comprehensive list of available spells here, and submit your own spells to the compendium here.
[break][break]
This tiered magic system for elemental spells accessible to anyone is widely accepted by the nations of Empyrea. As a general rule, most common NPCs found within the world are not able to grasp spells above Tier II in complexity, with the most renowned NPCs capable of Tier III.
MORE ABOUT MAGIC
Magic is considered to be one of three powers achievable by Players alongside Talents and Magicraft. While the tiers of magic determine the complexity and destructive potential of a spell, the damage it ultimately does is determined entirely by a Player's MAG stat. A high MAG stat allows a spell's full potential to be unleashed, while a low MAG stat may lead to spells going out of control or missing its intended target.
[break][break]
There is no limit to the number of spells a Player is able to learn; but spells can only be cast one at a time without the help of skills. In game lore suggests that a tier of magic higher than five exists known as Sixth, Super Tier Magic, or 'magic of gods'— no individual has been known to achieve this level of mastery over any element.
POWER LEVELS TIERS OTHER INFORMATION
TIER I
The most common level of magic, many practical spells are included in this tier. Anyone can cast first tier magic by training, though it takes much more time and effort for those without natural inclination (unlike Players, who are universally talented in magic). This is the most common goal of the regular civilian to achieve, as those who are able to cast even the most basic of spells are more often than not sought out for skilled work. All Aether spells fall under this tier of magic.[break][break]
Tier I spells have no cooldown period unless otherwise specified.
TIER II
Only those considered the 'brightest' among non-player characters seem to achieve this tier. Second tier magic casters are considered rare among the rabble, and those that are able to often find themselves in positions of teaching, leadership, or management. It is, however, exceptionally easy for Players to learn and grasp casting spells of this level, which are slightly more nuanced in complexity— though not by much.[break][break]
Tier II spells have a one post cooldown period unless otherwise specified.
TIER III
The highest tier even the most skilled NPC acolytes have managed to reach under guidance and intense training. Those who have achieved this tier are considered to be near or at the pinnacle of magic knowledge by the world around them, although Players often find no issue reaching this level of skill. Spells of this tier have a fair amount of complexity, and require more concentration to cast than those of lower tiers. NPCs who are able to cast any spells of this tier are usually ones who have devoted their entire lives to the pursuit of magical knowledge.[break][break]
Tier III spells have a two post cooldown period unless otherwise specified.
TIER IV
A tier that fewer Players are able achieve and almost no NPCs can dream of obtaining. The fourth tier is also, according to the game's programming, the highest tier of magic any regular non-player is capable of reaching (with few, rare exceptions). It is said there are currently four non-players throughout Empyrea capable of fourth tier spells. To overcome this obstacle, some nations such as Arcadia have taken to casting this level of spell via large-scale magic rites or ceremonies.[break][break]
Tier IV spells have a three post cooldown period unless otherwise specified.
TIER V
A tier of spells that only exists in myths and legends within the lore of Empyrea, but are accessible to the few Players who have accumulated enough Platinum coinage to obtain the ability to cast them. Spells of this level are of the highest complexity, and possess the greatest potential for destruction (or other grand, large-scale effects). In the past, the nation of Arcadia attempted an elaborate ritual to cast a legendary eighth tier spell; it resulted in the spell going awry and led to the destruction and abandonment of one of their major cities— Charlemagne.[break][break]
Tier V spells have a four post cooldown period unless otherwise specified.
TIER VI
Coined by the senior scholars of the Academia Empyrea in Arcadia, the sixth or 'super' tier is the unofficial rank of the strongest magic available in « ΔRK // FANTASY »— otherwise referred to as 'magic of the gods'. It is labeled as the highest form of magic above all other tiers, useable only by the game's mysteriously absent masters and (unbeknownst to them) Players of the Zodiac Seven. Spells of this tier are capable of altering weather and entire landscapes, causing destruction on a scale incomprehensible by most.[break][break]
Tier VI spells can only be used once per thread.
RESURRECTION MAGIC
Resurrection magic is exceptionally rare and dangerous in the world of Empyrea, where death can only be recovered from if the person's body is strong enough to withstand the magic that it requires; in the case of non-players, level and power loss can also occur. A Player can be resurrected via spell, but they also naturally respawn endlessly when they 'die' and disperse- inevitably, they always come back in the Merchant Square in Reverie without level loss or physical issues.
[break][break]
The only other 'deathless' creatures known to the world are the rare few heteromorphs that often choose to exist far away from human settlements.
ELEMENTS IN DETAIL
IGNIS
The most commonly used and relied on, Ignis spells manipulate the element of fire, forming a trifecta with Fulgur (Lightning) and Apas (Water) as the top elements utilized for everyday convenience. In the Old Arcadian pantheon, the deity associated with Ignis is Belhor, Wrath of Flame.
PETRA
Petra spells manipulate the element of earth, encompassing spells that also pertain to sand, plant life and, at higher tiers, crystal and metals. In the Old Arcadian pantheon, the deity associated with Petra is Alloces, Song of Stone.
ZEPHYR
Zephyr spells manipulate the air and wind, granting access to spells that allow for temporary flight and grant the ability to summon mighty tempests. In the Old Arcadian pantheon, the deity associated with Zephyr is Aym, Rider on the Storm.
APAS
Apas spells manipulate the element of water, granting access to spells that control water and, at higher tiers, ice. In the Old Arcadian pantheon, the deity associated with Apas is Separ, Scion of the Squall.
FULGUR
Fulgur spells manipulate the element of electricity, allowing spellcasters to launch spears of lightning or summon devastating storms. In the Old Arcadian pantheon, the deity associated with Fulgur is Zaleos, Bolt from the Heavens.
LUMENS
Lumens spells manipulate the element of light, commonly associated with the healing and resurrection arts; it is for this reason that those who are well-versed in Lumens spells are sought after and well paid. Alongside Khaos, it is among the rarest of the spell types used throughout Empyrea. In the Old Arcadian pantheon, the deity associated with Lumens is Gremory, Lady of the Light.
KHAOS
Khaos spells manipulate the element of darkness, allowing casters to touch and derive power from the void and the unknown; it is generally feared as being particularly destructive and difficult to control. Many who have delved too deeply into Khaos emerge corrupted. In the Old Arcadian pantheon, the deity associated with Khaos is Ashmedai, Arbiter of the Deep.
AETHER
Aether spells are also known as unaspected spells. They are weak, rudimentary uses of magic at roughly first tier complexity that anyone is able to learn and master. Even with a high MAG stat, the destructive/effect potential of Aether spells are quite low. Most NPCs develop and cast Aether spells purely for convenience.
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