Magic
Magic
This page explains the seven different types of magic. Note, that some of the types of magic such as Time, are not exactly common. So use your common sense!
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Players can have these types of magic:

Wind
Water
Earth
Fire
Dark
Light
Time

And yes you can use up to two different types of magic. Also, if you're a rogue type person(thief, bandit, etc), knowing magic means you can get hanged. And, only a few people can have Time magic, so remember that.

Types of Magic:

Wind: This is one of the most versatile magics, allowing its users to slide past assaults, or produce wide-spread destruction. Wind is not only versatile, it is also hard to control, for its spirit is wild and clings to its freedom. Younger, inexperienced magic users have died trying to contain a spell using Wind magic, for its will must be matched, or be overcome by the caster, or else. But when mastered, Wind is a powerful magic, for it is associated not only with the element wind, but also lightning and thunder. It is especially good at spells that affect a wide radius, such as casting a razor wind to slice through armor and skin, summoning a tornado to destroy your foes, or causing a lightning storm. A special quality of Wind magic, it is also the magic of opening and closing the gates to the other worlds, or just other places. Another quality of Wind magic, is that it can see into the future and past, if done correctly, along with Water magic. Swords and bows are the best weapons that can withstand the free will of the Wind, and use its power for themselves.

Water: This is one of the few magics that can take on two forms: liquid, and ice. Water is a widespread magic, covering a range of abilities such as healing, protection, and assault. It can also produce mass destruction like the Wind, but less subtly. It is not particulary strong willed, but its quality of elusiveness and mystery, making it hard to control. It is the magic of the the wise, the creatures of the sea, and the arctic. It can produce illusions that can baffle even the strongest wizard, or summon the creatures of the deep. Water magic can call up powerful spells and incantations for protection against assaults. It is one of the few magics that can affect the mind and soul, as well as the body. Magic users can lash out with their minds into their enemies minds, or evel their very souls. Water magic is also the magic of seeing, along with Wind. They have the ability to see into the future, or into the past. Staffs and tridents are the best weapons to keep hold of this slippery magic, and use it against their foes.

Earth: This magic is the most passive of the magics, not resisting to a magic user's call. It is not because it is not strong-willed like Fire, or elusive like Water, it is because of its nature. It is a slow, patient magic that is not to be rushed. It calls to the seismic waves under the ground, the metals, the gems, and the earth itself. It produces the strongest protection magics of all the types of magic. Earth magics lack in offense, but it has an amazing cataclystic affect with other types of magic, mostly Water and Time, that gives the other magics an extra power boost. Most blacksmiths prefer Earth magic, for they work with metal all day, and the Earth magic also gives them a natural protection against fire and wind. Miners, metal workers, etc. all prefer Earth magic, for not only is Earth akin to the ground, it is the magic of building, of creation along with Forest. This is one of the more useful types of magic for everyday purposes. Heavier weapons, such as an axe, club, or morning stars are best for containing Earth magic, for it may not try to break free, but its strength would snap weaker weapons like swords under the strain.

Fire: This magic is the most passionate of all the magics, and strong-willed. It resists almost everything, and when called, it is difficult to contain the power. It is not slow and patient like Earth, or mysterious and elusive like water, or even wild like Wind. It is a fiery, passionate, almost crazed magic. It covers solely offensive magics, and only a few spells of healing, mostly neutralizing poison or driving away inhibited feelings such as despair. It calls to the volcanos, the molten heart of the planet, and the fire within the souls of all beings. It is the magic of war, but also the magic of rebirth, for you must destroy before you create. It demands perfection, and inexperienced magic users have died from their own spell, losing control of the Fire letting it consume them of their impurities. Warriors, war mages, fighters, etc. prefer Fire magic for its qualities of enhancing natural strength and speed, as well as being a powerful assault magic. Fire also is similar to Earth, but it is not as a catalyst. Instead, it feeds on other magics, making it stronger. It is a useful magic, for heat and light, but still dangerous. Weapons such as a sword or lance are best suited for containing the passions of the Fire magics.

Dark: This magic is the source of all black magics, such as necromancy. It rules in the night, the darkest shadows, and in the black secrets of all beings. It is considered an evil magic, for it revels in darkness, calling to the dead and dark monsters. The wielders of this magic are mostly the creatures of the night, such as vampires, black mages, or necromancers. A few creatures such as the swamp dragons and desert vipers use Dark magics to hunt. Dark is a powerful magic, excelling in offense and stealth, but also in indirect spells, such as poison and petrify. An experienced magic user of Dark can even summon demons to do his bidding, or cast death upon its enemies. Inexperienced magic users will find themselves at the mercy of their own spells or summons if they cannot control. Young black mages have been found to be torn apart by demons they have summoned, or killed by their own death spell. Though this magic seems so evil, it is actually one of the more graceful magics, rivaling Time and Light. Many of the spells require grace and experience, not just power. Master Dark magic users describe using Dark magic as, 'Like drawing from a clear, cold, dark pool of water. Fresh, and yet still deadly.' This magic is also similar to Fire, consuming other magics to make itself stronger, when allowed. To contain this black, mysterious magic, scepters, wands, scythes, or scimitars are the best.

Light: This magic is the source of all holiness, such as angels and templars. It rules in the day, the brightest stars, and in the shining souls of all beings. It is considered the magic of priests and heavens, for it revels in light, calling to the pure and holy defenders. The wielders of this magic are mostly paladins, templars, or angels. A few creatures such as the unicorns and white dragons, who use the magic to help others. Light is a powerful magic, along with Dark and Time, excelling in healing and defense, but the few offensive spells that are there are extremely powerful, effective especially against Dark magic. An experienced magic user of the Light can even summon ArchAngels, one of the most powerful Light beings, or even ressurect the dead back into life. The users of Light magic are not allowed to actually use magic until they have passed a test, making sure they are control of their powers. The ones of Light shy away from violence, but recently, they have been drawn into the conflict because of their healing spells and their powerful summons. To use Light, one must have grace, patience, and a pure heart and soul. If they are tainted, the Light magics do not respond as well, sometimes not responding at all. This magic is similar to Earth, a catalyst for other magics, mainly Wind and Time. To contain this angelic magic, scepters, swords, wands, or staffs are the best.

Time: This is the most powerful of all seven magics. It is the rarest of all seven magics as well. It does not only control Time, it can change the very fabric of Time and Space. It calls to the stars, meteors, void, and time. It is considered the magic of the Gods, for no human has been known to have wielded Time magic in over two millennia. It calls to the ancient secrets of the planet, to the Gates of Heaven and Hell, even to the very existance of Reality. The wielders of this magic are unknown, for its power is too great for anyone natural to use it, or so it is told. But, a few ancient, powerful creatures have been known to wield it, such as the Sphinx, the Oracle, and the Silver Dragon, the beast that legends foretell it was the guardian of Terisaire after the Gods left the planet. Time is powerful, and is perfectly balanced with offensive, defensive, and indirect spells. It is effective against all types of magic, even itself! To be a master of Time magics, is to be a manipulator of the fate of the world. Time magic is also a catalyst, but a more powerful catalyst that can bring all kinds of magics to a completely new level. Since there are no books on Time magic, all that is known are ancient tales and fables passed down from generation to generation. All that is known about the magics of Time users, is that they can cast spells causing mass destruction, and summon things such as black holes or meteor showers upon armies. It is believed that only an ancient weapon engraved with a symbol lost in the ages can withstand the power of time.
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