Magyk


Hierarchy:

Initiate

Someone with the Gift who has not yet learned to control it. They live and study in the lowest levels of the Tower of the Gift to learn control. Upon becoming an Initiate, they get their first Glyph on each arm.


Apprentice

Someone who has gained control over the Gift, but not how to use it. Apprentices live and study in the middle levels of the Tower of the Gift, refining their control, finding their specialty, and learning how to use the Gift. Upon becoming an Apprentice, they get a second Glyph on each arm.

Magyker

Someone who has completed their training in the Tower of the Gift. A Magyker is allowed to travel the world, doing as they please, within the law. At this point, the Magyker has no obligations to the Tower of the Gift other than following the dictations of the Grand Magyker. Upon becoming a Magyker, they get a third Glyph on each arm and they earn their Magyker Wand.

Master Magyker

Someone who continues their studies after gaining their Magyker Wand lives and studies in the upper levels of the Tower of the Gift. Master Magykers help teach Initiates and Apprentices while they aren’t studying on their own, and are sometimes sent on quests to gather knowledge or artifacts, or to help control the Forsakens or bring in Initiates. For each great advancement a Master Magyker makes, they earn another Glyph on each arm.

Grand Magyker

The Grand Magyker is the most powerful Magyker in the world. Every 5 years there’s a contest known as the Battle of Gifts. The winner of the Grand Duel becomes the Grand Magyker for the next 5 years, at which point they must win again to continue in the role. As Grand Magyker, they have the capability to command the Magyks Guild and issue new dictations for the Magykers. There is a set of rules known as the Gifted Books which can never be changed or broken by the Grand Magyker, which set forth guidelines for them to follow. The Grand Magyker lives and studies in the highest floor of the Tower of the Gift. The Grand Magyker earns a Grand Glyph by winning the Grand Duel.

The Forsakens

Magykers, like all people, have a few rotten apples. When a Magyker goes dark, they become known as a Forsaken and their Gift warps a little, lending some new powers, and removing a few others.



Objects:

The Gifted Books

A set of books as old as the Gift itself, said to have been created by the Gods themselves. These books hold a divine power over all Magykers, dictating various rules regarding how they’re allowed to use the Gift.

Glyphs

Glyphs are Runes inscribed upon the arms of those with the Gift. Glyphs on the right arm glow blue, and each added glyph increases the amount of power they can wield through their Gift. Glyphs on the left arm glow red, and each added glyphs increases their Magykal resistance.

Grand Glyphs

Earned when a Magyker wins the Grand Duel, a Grand Glyph is much more intricate then the others, and is similarly much more powerful. A Grand Glyph in all ways works similarly to standard Glyphs, except that it must be refreshed every 5 years. This drawback makes it so that in the Battle of the Gifts, the current Grand Magyker has no unfair advantages in the Contest.

Magyker Wands

Every Magyker has a unique wand that they created upon graduating from the Tower and gaining their Magyker rune. These wands let them focus their Gift to an even greater extent, allowing them more power and control, as well as increasing the potency of their Magyks.



Events:

Battle of the Gifts

Every 5 years, a Contest takes place within the Magyks Guild known as the Battle of the Gifts. The Contest is separated into 3 sections. The first section is the Initiates, a simple thing, just a contest to see which Initiates are stronger, and to give them reason to work harder and try and best their peers. The second section is the Apprentices, similar to the Initiates Section, this one is just a comparison section, giving a reason for them to work to best their peers. The last section is the Magykers, everyone who has graduated from the Tower is allowed to participate in this section. The last duel in this section is known as the Grand Duel, as it determines who the Grand Magyker is for the next 5 years. In none of the three sections of the Contest is participation mandatory, as the Contest is about competition, not humiliation. Unless you are the Grand Magyker. As the Grand Magyker, participation is mandatory unless you are stepping down, in which case you forbidden from participating in this one or the next one.



Schools of Magyk:

            Every Apprentice learns to specialize in a specific School. This specialization makes them stronger within their school, giving them access to stronger Magyks, but it also prevents them from using Magyks from certain schools. Most Magykers choose to specialize in two schools.

Life

            This school deals with healing almost exclusively, but also deals with nature to some extent.
·         Alone – Healing Aura – Death
·         Fire – Living Flames – Death and Water
·         Wind – Breath of Life – Death and Earth
·         Lightning – Chain Healing – Death and Earth
·         Earth – House of Healing – Death and Wind
·         Water – Blessed Water – Death and Fire
·         Space – Zone of Healing – Death and Time
·         Time – Intense Regeneration – Death and Space
·         Death – Transfer of Life – Fire, Water, Space, and Time

Fire

            The manipulation, creation, and extinguishing of fire, as well as protection from fire.
·         Alone – Inferno – Water
·         Life – Living Flames – Water and Death
·         Wind – Blazing Tornado – Water and Earth
·         Lightning – Chain Fire – Water and Earth
·         Earth – Volcano – Water and Wind
·         Water – Liquid Flames – Life, Death, Wind, and Earth
·         Space – Zone of Fire – Water and Time
·         Time – Forever Fire – Water and Space
·         Death – Infernal Zombies – Water and Life

Wind

            The manipulation, creation, and dampening of winds, limited control over weather
·         Alone – Tornado – Earth
·         Life – Breath of Life – Earth and Death
·         Fire – Blazing Tornado – Earth and Water
·         Lightning – Static Wind – Earth and Water
·         Earth – Rockstorm – Fire, Water, Space, and Time
·         Water – Hurricane – Earth and Fire
·         Space – Zone of Repulsion – Earth and Time
·         Time – Spirited Winds – Earth and Space
·         Death – Kiss of Death – Earth and Life

Lightning

            The summoning and wielding of electricity from the body, protection from electricity, limited control over weather
·         Alone – Ball Lightning – Earth
·         Life – Chain Healing – Earth and Death
·         Fire – Chain Fire – Earth and Water
·         Wind – Static Wind – Water and Earth
·         Earth – Lightning Stone – Fire, Water, Life, and Death
·         Water – Cloud Shock – Earth and Fire
·         Space – Zone of Shock – Earth and Time
·         Time – Stasis Shock – Earth and Space
·         Death – Chain Drain – Earth and Life

Earth

            Manipulation of earth, stone, and similar materials, physical protection, some extent of nature
·         Alone – Stone Giant – Wind
·         Life – House of Healing – Wind and Death
·         Fire – Volcano – Wind and Water
·         Wind – Rockstorm – Fire, Water, Space, and Time
·         Lightning – Lightning Stone – Fire, Water, Life, and Death
·         Water – Fertile Grounds – Wind and Fire
·         Space – Zone of Entrapment – Wind and Time
·         Time – Shield Stone – Wind and Space
·         Death – Stone Zombies – Wind and Life

Water

            Manipulation and summoning of water, ice, and steam, breathing underwater, limited control over weather, some extent of nature
·         Alone – Blizzard - Fire
·         Life – Blessed Water – Fire and Death
·         Fire – Liquid Flames – Wind, Earth, Life, and Death
·         Wind – Hurricane – Fire and Earth
·         Lightning – Cloud Shock – Fire and Earth
·         Earth – Fertile Grounds – Fire and Wind
·         Space – Zone of Freezing – Fire and Time
·         Time – Nullifying Spray – Fire and Space
·         Death – Draining Rain – Fire and Life

Space

            Manipulation of direction and distance, limited control of gravity, teleportation
·         Alone – Teleportation – Time
·         Life – Zone of Healing – Time and Death
·         Fire – Zone of Fire – Time and Water
·         Wind – Zone of Repulsion – Time and Earth
·         Lightning – Zone of Shock – Time and Earth
·         Earth – Zone of Entrapment – Time and Wind
·         Water – Zone of Freezing – Time and Fire
·         Time – Zone of Nullification – Wind, Earth, Life, and Death
·         Death – Zone of Draining – Time and Life

Time

            Manipulation of speed and decay, magical protection
·         Alone – Dome of Nullification- Space
·         Life – Intense Regeneration – Space and Death
·         Fire – Forever Fire – Space and Water
·         Wind – Spirited Winds – Space and Earth
·         Lightning – Stasis Shock – Space and Earth
·         Earth – Shield Stone – Space and Wind
·         Water – Nullifying Spray – Space and Fire
·         Space – Zone of Nullification – Wind, Earth, Life, and Death
·         Death – Null Zombies – Space and Life

Death

            Draining the health out of creatures, causing decay/rot, reanimation of corpses
·         Alone – Mass Reanimation - Life
·         Life – Transfer of Life – Fire, Water, Space, and Time
·         Fire – Infernal Zombies – Life and Water
·         Wind – Kiss of Death – Life and Earth
·         Lightning – Chain Drain – Life and Earth
·         Earth – Stone Zombies – Life and Wind
·         Water – Draining Rain – Life and Fire
·         Space – Zone of Draining – Life and Time
·         Time – Null Zombies – Life and Space



Magyks by School

            Every school has a set of basic and advanced Magyks. In order to complete their training, an Apprentice must learn all the Magyks for their selected school(s). In addition to the required Magyks, an apprentice can learn the basic Magyks for any school that they haven’t lost, although this isn’t mandatory. A Magyker’s training isn’t complete when they finish learning the sets of Magyks, however, as almost every Magyker will go on to discover new Magyks in their field, or how to do some of the more advanced Magyks other Magykers in their fields have found. The most advanced Magyks are those that combine schools, and these Magyks are never taught in the Tower, but must be discovered on their own.

Life

            Basic
·         Basic Mending
·         Basic Healing
            Advanced
·         Advanced Mending
·         Advanced Healing
·         Plant Growth Manipulation
·         Plant Awakening
·         De-animate Undead

Fire

            Basic
·         Hand Flames
·         Dampen Flames
            Advanced
·         Fireball
·         Cone of Fire
·         Dancing Flames
·         Mass Extinguish
·         Fire Protection
·         Ring of Fire Protection

Wind

            Basic
·         Endless Breath
·         Personal Calm
            Advanced
·         Summon Winds
·         Summon Gales
·         Dampen Storms
·         Direct Winds
·         Wind Wall

Lightning

            Basic
·         Static Shock
·         Basic Electrify
            Advanced
·         Advanced Electrify
·         Call Lightning
·         Prevent Lightning
·         Lightning Rod
·         Wield Electricity
·         Ground
·         Static Skin

Earth

            Basic
·         Basic Stone Skin
·         Basic Summon Stone
            Advanced
·         Summon Stone
·         Summon Rock
·         Shape Stone
·         Remove Stone
·         Advanced Stone Skin
·         Convert Earth
·         Terraform
·         Ring of Protection

Water

            Basic
·         Convert Water
·         Basic Create Water
            Advanced
·         Advanced Create Water
·         Manipulate Water
·         Mass Convert Water
·         Water Walker
·         Water Breathing
·         Create Storm
·         Desiccate Storm
·         Shape Plants

Space

            Basic
·         Basic Change Direction
·         Basic Change Weight
            Advanced
·         Advanced Change Direction
·         Advanced Change Weight
·         Manipulate Gravity
·         Teleport Objects
·         Warp Space

Time

            Basic
·         Lessen Magyk
·         Basic Change Speed
            Advanced
·         Null Magyk
·         Resist Magyk
·         Circle of Magyk Resistance
·         Advanced Change Speed
·         Decay Matter

Death

            Basic
·         Basic Drain
·         Basic Rot Matter
            Advanced
·         Advanced Drain
·         Advanced Rot Matter
·         Mass Drain
·         Reanimate Corpse

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