Getting Started
Categories
Getting Started
Categories
Magic is the vital life essence of all Gembounds. All living creatures within the cave wield magic to some degree, as it is necessary in order to survive the conditions of Origin Cave. Magic is bound primarily to a stone or gem that is part of a creature's body - in order to be magically charged, a creature must have a stone or gem attached to them that is infused with magic. It is the foundation of their power, the basis of their existence. 1)
Magic as it exists in Origin Cave seems to emit from, or concentrate in, The Spire, which may have been created or charged by a powerful being from outside the caves. 2)
The energy a Gembound uses to fuel their magic is known as Magicka. Magicka runs out as a character uses it, and replenishes with rest. A Gembound who has run out of magicka may be completely unable to cast, or find their spells fizzling. Magicka is noted on an out-of-character level with the symbol: ʡ
Magic is not a boundless energy formed from nothing; it is given by the essential forces of existence. Magic can therefore be divided into twelve vital elements. 3) Some magic, however, is classified as Non-Elemental, as it draws from multiple elements at once; examples include recovery and reproductive spells.
These elements are Fire, Water, Energy, Plant, Animal, Fungi, Prokaryote, Earth, Light, Electricity, Pressure, and Arcane. 4) Spells from each element tend to share a similar theme; for example, Fire magic is primarily heat, smoke, flame and explosions, whereas Arcane is a more esoteric magic that deals with the power of the mind to move objects, visit another's dreams, and read minds.
Each Gembound starts off with an elemental alignment, and a single Low-Intensity spell of that element. They earn magicka primarily through experience (via creating and posting in threads). This magicka can then be spent in the Magicka Shop to learn new spells, even those of other elements.
Magic spells can additionally be classed by their Spell Type. There is a three-tiered system defining how powerful a spell is (Low, Medium and High Intensity Spells), and a classification system to determine what purpose the spell serves. Offensive spells are generally used for attacks, for hunting, and for causing damage. Defensive magic protects the caster, or a target, or improves their capabilities in some way. Transformation spells change some aspect of the caster or a target, for example a Gembound's color or shade, and are usually temporary. Manipulation spells change the environment in a way similar to Transformation spells, and can be more permanent. Detection-type spells usually allow the Gembound to gain information on the world around them, outside of their normal five senses.
Not all Gembound focus on magic use. Some focus instead on physical combat, and some utilize their intellect as a weapon. Other Gembound concentrate on learning and improving their magic use. This has led to a classification system called “Level Paths” to define which path a Gembound has taken, and how far along they are. A beginner caster is known as a Fledgling; all Gembound start off as this. An intermediate magic-user is known as a Pupil, and is farther along and more skilled in wielding their spells. A Master has reached the pinnacle of magical learning and knowledge, and can be a formidable opponent in battle, or a powerful ally. More information on advancing level paths can be found in the Update Me section of the Origin site.
The higher a Gembound's capabilities, the less likely they are to fail in a spellcast. Likewise, Low-Intensity spells are easier to succeed with in casting, while complicated High-intensity ones are more likely to fail or even backfire. Many of the High-Intensity Spells can be very dangerous for a Fledgling to attempt.