NationStates Jolt Archive


The World of Magic 2.0 (Open Sign Up, Fantasy)

The Scandinvans
19-10-2007, 02:25
*Please Read Everything*

Background:

I am interested in starting up a thread about a school for magic persons in order to start a series of spin off threads that will encompass a bigger world with the main players becoming leaders in the magical world after they get out of school. As well, to note I do not expect there to be any real difference between the tech of this world and ours, except magical people are about a hundred years behind due to magic being the focus of development and their tech being based off people are not able to wield magic. Also, the worlds will be divided between magic and non-magical persons as each live in different communities and each of the other world keep separated from the other, yet each of the other is aware of the other at the same time the magical world keeps the knowledge of their world by erasing knowledge of it from the other world. At the same time intermarriage occurs often in that about a third of all magical world marriages that happen are between magic folk and non-magic folk. Adding to this event the children of these marriages get to chose to either accept magic or deny in at the same time retain the ability to use magic as they get older. Though the mixing of groups often only happen within the already mixed groups as the pure blooded society has turned into a more enclosed group which does associate with non pure bloods of their own accord.

All people in the magical world are able to use it, yet people of mixed parentage might have only limited use of it as magic is a genetic trait in that ability due to the ‘melting’ down of the line which occurs as a result of their genetic ability to do magic results in the genes failing to be able to combine correctly to do magic. To better explain this phenomenon there are seven (note seven is a key number in types of magic) genes which determine if one can do magic. Though to make clear it is only need for three (another important magic number) of these genes to be able to do magic well. Yet, despite only needing three of these genes the natural affinity, without proper training and practice, is actually less then those who have five, six, or seven of these genes, those who are pure blooded are really the only ones who have such magic. As well, the people have posses the full seven genes, that are related to the ability to do magic, have been, at an extraordinarily high rate, some of the most powerful magic users due to this. To address those who are of half magical descent the magical genes that have are between 3 and 4, and with up to five genes as the maximum. As for those who are born to non-magics who will have at a common rate three genes, though some will have up to four. The people though who have two genes are able to see through barriers set up to prevent non-magics from seeing through, unless it is a particularly strong magic barrier, and can interact with magical creatures and even use basic healing magics, but never more then that. The people with only one gene can never use any type of magic, but can feel when they are near a magical barriers and see the occasionally ghost or ghoul.

To the pure blood end of the world are the groups of people who are either true pure blood or are in essence pure magical folk. These people take great pride in their heritage in that they alone have been the ones responsible for keeping the magical community strong and are they ones who are the ones naturally born the strongest in magic, though people can become stronger through training, This group is often referred are either the high born, true blooded, pure blood, and they such are mostly are in that they are the only being to be able to break their love connections to other persons, though this comes at the price they will never known the deepest forms of love and at great pains to themselves, at the same time they still know fairly deep bonds of love. This ability has allowed them to remain a stable population grouping and to form bonds of love with those that their pride will allow them to marry only those of pure blood. At the same time their pride in they shun the ‘mutts’ of the magical world and have on a number of times been lead in their pure blooded pride in fanatical wars, at the same time there were a number of them that opposed the pure blood fanatics in the wars. These wars for a long time have flared on and off as the leaders of the wars were killed and their followers were eventually wholly defeated or submitted. To note non-pure bloods often come to rival the pure bloods natural magic affinity due to their own genetics at birth that give them strength of exceptional quality.

The government of the magical worlds is headed by a ruler who essentially comes to power based on their personal ability to command magic which earns them the position, Head of the Magical World, and it is in the belief in their personal ability that the magical world feels that the strongest should lead as they have, often enough, the most knowledge of magic which allows them to be the most effective rulers, though popularity with certain factions is often a determining factor in who is chosen to be the next Head of the Magical World, aka the Head of Magic. This result has caused some dismay in that some pure blood fanatics have come to power and have waged programs against the ‘mutts’ Though, in every case they were sacked within a few months due to not having wide support.

As of now their is the High Blood Inquisition which seeks to create a magical world for the pure bloods and to preserve their blood purity no matter what it takes to achieve that. On the other side is the Eagle's Army which opposes the High Blood Inquisition.

Rules:

Alright as the rules seem to be a problem in the threads I start this tine I will make them as clear as possible for people. To start out with I control key non playable characters; such as the Headmaster, the Head of Magic (currently as least;)), the heads of Eagle’s Army and the High Blood Inquisition, the Book of Sorting, and the people who administer the tests that will appear in the rp. Secondly, the people who join the rp are able to start threads, except you cannot kill key characters in the thread without my consent or the consent of the person who controls that characters; such as the close family of the character, though you may kill people who you just give names to who may be first cousins, but not parents or grandparents without, as I said, the consent of the one who controls them. As well, do not give last names to students of other houses, though in your own house it is fine as I plan to recycle names. As for the people given last names by other characters you may torture if really want.;) Do not use spells that have not been approved of, though if you make a mistake nothing will be held against you. Only use spells from the Spells thread. Do not use spells that will surely kill other students as the killing curses are supressed at the school by certain magics. As for other races if your character is from a rich family background you can either have house elves (yes the Harry Potter the ones:p) or house goblins. Lastly, please do not disobey rulings by me or the other mods that I may possible appoint later in the rp.

Classes:

*Alchemy (Optional): The use of the science of alchemy which is used to combine different materials to create the outcome desired by the alchemist, or any other person really.
**Astrology (Optional): Study of the stars and which constellations can be used to predict evens. A special study of astrology allows for people to use certain events in the year to perform strong magics.
*Charms (Mandatory): Praticing the use of charms.
****Curses (Only Open to Those Deemed Worthy): The art of casting and using Curses, though since of their danger one must be deemed worthy to take the class.
**Defensive Magics (Mandatory): The proper use of shielding magics.
***Divination (Optional): The art of predicting the future.
**Jinxing (Mandatory): The use and casting of jinxes.
***Environmental Chemistry (Optional): The study of magic in nature and on how to harness it.
**Magical Comprehension (Optional): The class teaches the effects of spells and some of the deeper principles which govern magic.
*Magical History (Mandatory): What do you think.:p
***Magical Theory (Optional): The study of therotical magic princples and the proper way which to handle certain situations that might rise within the world due to when powerful magics are at work.
***Numbers in Magic (Optional): The study of how numbers may be used to strengthen spells and important dates which exist in magic.
**Potions (Mandatory): The combination of ingredients to create poitions that may be used to mending broken bones or for brainwashing people.
***Magical Plant Properties (Optional):
**Restoration (Optional)
**Species of the World (Optional): A class which teaches about the magical animals scattered across the world and what animals produce magical products.
***Studies of the Mind (Optional): The class which teaches the magical arts that are used on the human mind and on how the human mind works.
Transfiguration (Optional)
*****Unknown Magics Studies (Only Open to Those Deemed Worthy): The study of magics which are untouched and of the magics that are considered dark, even goes into the basic laws of magic and attempts to teach how one may discover the most powerful types of magics which are not known to common magic users. Though due to the extreme nature of the class people must be consdiered mentally fit, emtionally ready, and moral enough to not use the arts in a dark and evil way.
*****World Beyond Studies (Only Open to Those Deemed Worthy): The study of the process of death and what truly surronds death. An extremly dangerous class due to the fact that students will experiment with the very things that death causes and the power that surronds death.

The more * there are the harder that class is.

Classes:

Alchemy (Optional)
Astrology (Optional)
Charms (Mandatory)
Curses (Only Open to Those Deemed Worthy)
Defensive Magics (Mandatory)
Divination (Optional)
Jinxing (Mandatory)
Environmental Chemistry (Optional)
Magical Compression (Optional)
Magical History (Mandatory)
Magical Theory (Optional)
Numbers in Magic (Optional)
Potions (Mandatory)
Magical Plant Properties (Optional)
Restoration (Optional)
Species of the World (Optional)
Studies of the Mind (Optional)
Transfiguration (Optional)
Unknown Magics Studies (Only Open to Those Deemed Worthy)
World Beyond Studies (Only Open to Those Deemed Worthy)

*Notes you can only take a maxium of nine classes for the year and to enter the classes that read, 'Only Open to Those Deemed Worhty', you must go to the To Be Deemed Worthy Thread. As well, you get to generally create the personalties of the teachers.*

Teachers:

Alchemy (Optional): Mrs. Vasa
Astrology (Optional): Mr, Leston
Charms (Mandatory): Mr. Ivanova
Curses (Only Open to Those Deemed Worthy): Mr. Schmidt
Defensive Magics (Mandatory): Mrs. Ye
Divination (Optional): Mrs. Rustaveli
Jinxing (Mandatory): Mrs. Silva
Environmental Chemistry (Optional): Mr. Hill
Magical Compression (Optional): Mr. Korhonen
Magical History (Mandatory): Mrs. Benard
Magical Theory (Optional): Mrs. Hoffmann
Numbers in Magic (Optional): Mr. Nagy
Potions (Mandatory): Mr. McCarthy
Magical Plant Properties (Optional): Mrs. Quinn
Restoration (Optional): Mr. Romano
Species of the World (Optional): Mrs. Yoshida
Studies of the Mind (Optional): Mrs. Vella
Transfiguration (Optional): Mrs. Nowak
Unknown Magics Studies (Only Open to Those Deemed Worthy): Mr. Olsen
World Beyond Studies (Only Open to Those Deemed Worthy): Mr. Bakker

Schedule:

6:45, 7:00, 7:15 A.M.: Wake Up Times (Students May Set)
7:45-8:30: Breakfast
8:45-10:00: Period 1
10:15-11:30: Period 2
11:45-1:00: Period 3
1:15-2:00: Lunch
2:15-3:30: Period 4
3:45-5:00: Period 5
5:15-6:30: Period 6
6:45-7:30: Dinner
7:45-9:00: Period 7
9:00-10:15: Free Time
10:30 P.M.: Years 1-4 Lights Out
11:00 P.M.: Years 5+ Lights Out

*Classes take place Monday, Tuesday, Wednesday, Thursday, Friday, and Saturday. For a total of forty class periods aviable to every student each week and total of a maxium of students having thirty six class periods. As well, a student can only take a maxium of six class periods a day for every student in the school.*

Character Template:

Name:
Age:
Parentage:
House:
Wand:
Height:
Eye Color:
Hair Color:
Traits:
Pet:
Classes:
Biography:

*Parentage means their blood purity which asks for the term pure blood, half blood, or non-magical born which means they were born to non-magical parents, but have gotten the right genes to become a person with magical power and also please put it in terms of percent. For houses go back to The Placing thread. As for old rpers just ask for your player to be put back on the list and I will do so, though you can also create a new character if you want. Ages of attendence are 12-18. As well, currently you can only have a student in the school rp, though in the non school threads you can rp the family of your character in the other threads. Also, you can only have human characters, but you can be part goblin and part elf (think more LOTOR elves not house elves).

You can bring such creatures as House Goblinns or House Elves, cats, bats, or a pet owl (yes like the Harry Potter ones again;) as such you cannot have any other types.

As for the wand part feel free to be creative, but nothing longer then 15 inches or shorter then 6.5 inches. The exterior woods, the foundation, come in the following types Pine (Offensive Spells), Elm(Defensive Spells), and Ash (Healing Spells). For cores they are as follow Dragon Claw (Curses), Griffin Feather (Charm), Snake Scale (Jinxes).*
The Scandinvans
19-10-2007, 02:27
Houses:

Dryad: Group who takes in people who seek to understand and comprehend the world. Group which seeks to mediate and to avoid outright confrontation with other peoples when it is possible, but yet they will fight if need be.

Nymph: A house which favors kindness, nature, purity of the heart, and peace of mind. Group which does not take direct action in the face of adversity and prefers to use subtle action against their foes. Yet, at the same time it is perhaps the most true, couragess, and fairest of all the houses when it comes down to it.

Hippogriff: A house of pride, blood purity, and strength. The only house which takes the course of absolute force against all enemies and will always stand in the face of any form of opposition.

Satyr: A house of subtle action, of amusement, of indulgence, and seeks to enjoy life above else. At the same time the house is main course of action is to sabotage the enemy and to divide and conquer.

Draco: A house of direct action, radical blood purity, ancient tradition, magical powers, and of intelligence, A house whose history is filled with that of hosting the most powerful wizards of pure blood descent and has such filled the place of hosting the most powerful of the pure blood radicals.

Leviathan: A house which favors courage, confrontation, and action against all of those that seek to harm the innocent. Long held to be the opponent of Houses Draco and Hippogriff due to the fact that most of those in Leviathan are outspoken opponents of the pure blood radicals and as such has long be in confrontation to these two houses, at the same time many of the magical world’s great heroes were once a member of this house. At the same time of their glory they are often arrogant and may not be viewed as the wistest of peoples.

Titan: One of the stronger houses in that the members of this house are sought to be of magical power, natural ability, honor, and inner strength. Many of the more powerful magical users of the world have passed into this house and have a strong representation in the most powerful of families and in the higher places of the magical world’s government.

*Do not add to your template yet as you will be sorted into the houses after answering a few questions in a sperate thread.*

Current World:

As of right now the world, as has been stated, is the division of the world between the pure bloods who make up a third of the magical world, the mixed bloods 3/6ths of the the magical population, and those capable of using magic born to non-magic users is about 1/6th of the entire magical world's population. These divisons of the world have become focused on weather someone was a pure wizard or not. In this current fued the pure blood fanatics have increased the size of their ranks and have been able to begin plans for a new opens war, with enough soldiers to actually win this time around as they also currently the seat of the Head of Magic with a member of their order.

At the same time they have been smart enough to hide their motives and growing power from most people, except groups such as the Eagle's Army who have begun to grow in strength and gaining an idea of what is occruing in the magical world.

The School

The school's actual name is Drake's Eye and it was founded centuries ago by the great wizards Frederick Draco and Edward Leviathan who both had oppsoing views on what the purity of blood acutally meant. Though they had different opinions they both remained strong friends for thw whole of their lives and respected each other till they both died on, ironically Draco died seven days after Leviathan. These two men where the first head masters of the school and their own sons succeded them and eventually invited five more witches and wizards to aide them in expanding the school. These five witches and wizards, three of them witches, eventually formed five other houses, aside from the ones founded by the two founders, which they formed after the deaths of the sons of the orginal head masters as a chance to expand the choices that were alotted for students to join. After that the school changed from the descendents of the two orginal head masters as there was only one and that the head master would be elected by the staff after the death of the sons of the orginal headmasters, though their descendents still play an important part in the world and currently most pure blood families can trace their lines back to a descendent of Draco and his chilldren. At the same time the line of Leviathan died in name, but his blood still flows through many pure bloods and leaders of the magical world.

The school itself covers a total of twenty sqaure miles and is based in a vast castle built in the Gothic style.
The Scandinvans
19-10-2007, 02:29
Characters:

*If you were in my past World of Magic threads you may repost the template, with a couple of changes if you want to or you may create an entirely new one.*
The Scandinvans
19-10-2007, 02:30
Threads:
Erisian chaoates
19-10-2007, 02:59
Quick question (I'll delete this if you want me to) how do you feel about a student's immediate family being involved in necromancy (Secretly if need be)? As I'm tempted to give this a go if you're fine with it. The student would by no means be a master of the art (as of yet at least) Oh, and I've never read Harry potter, so I know nothing about house elves or goblins or what have you, it that ok?(Also, I hope this passes a moderator's approval in a timely fashion)
The Scandinvans
19-10-2007, 03:08
Quick question (I'll delete this if you want me to) how do you feel about a student's immediate family being involved in necromancy (Secretly if need be)? As I'm tempted to give this a go if you're fine with it. The student would by no means be a master of the art (as of yet at least) Oh, and I've never read Harry potter, so I know nothing about house elves or goblins or what have you, it that ok?(Also, I hope this passes a moderator's approval in a timely fashion)One things I have always hated is bringing back the dead as fully functional dead, but I will allow you to essentially control bodies for a couple days after they die as a spell only has so much energy and the human body will decompose in a couple of weeks, despite delaying spells placed on the body. As well, no intelligent walking corposes, as what any real necromancy will be allowed to be.
Erisian chaoates
19-10-2007, 03:15
One things I have always hated is bringing back the dead as fully functional dead, but I will allow you to essentially control bodies for a couple days after they die as a spell only has so much energy and the human body will decompose in a couple of weeks, despite delaying spells placed on the body. As well, no intelligent walking corposes, as what any real necromancy will be allowed to be.

And skeletal remains or bound souls? (Just trying to test out the limits) In the case of physical remains, I'd refrain from them having any sort of memory or higher functions (Perhaps simple commands such as "Attack anyone who isn't weraing (blank) or something) Except for bound ghosts and such, which I suppose would have to be approved. (Though I'd refrain from pulling anyone else's dead relatives out of oblivion without permission and full cooperation from them and you if that's what your worried about)
The Scandinvans
19-10-2007, 03:24
And skeletal remains or bound souls? (Just trying to test out the limits) In the case of physical remains, I'd refrain from them having any sort of memory or higher functions (Perhaps simple commands such as "Attack anyone who isn't weraing (blank) or something) Except for bound ghosts and such, which I suppose would have to be approved. (Though I'd refrain from pulling anyone else's dead relatives out of oblivion without permission and full cooperation from them and you if that's what your worried about)Ghosts are left by the magic user themselves and cannot be forced to bend another's will, as well they are not able to directly influcence the world physically anymore. As for skeletons it would be essentially a walking statue, something that can be done, though you would have to mend the bones together physically and give them light objects like daggers to attack with.
Erisian chaoates
19-10-2007, 03:28
Ghosts are left by the magic user themselves and cannot be forced to bend another's will, as well they are not able to directly influcence the world physically anymore. As for skeletons it would be essentially a walking statue, something that can be done, though you would have to mend the bones together physically and give them light objects like daggers to attack with.

Understood, with one quick question regarding skeletons and I suppose other magical effects... could someone create and amulet or something to use as a kind of battery for a skeleton (So the magic user doesn't have to constantly focus on the creature) and can amulets/rings and such be enchanted to have magical effects upon the wearer? (Shields, invisibility, that sort of thing) I assume this is what will be learned in charm class?
The Scandinvans
19-10-2007, 03:39
Understood, with one quick question regarding skeletons and I suppose other magical effects... could someone create and amulet or something to use as a kind of battery for a skeleton (So the magic user doesn't have to constantly focus on the creature) and can amulets/rings and such be enchanted to have magical effects upon the wearer? (Shields, invisibility, that sort of thing) I assume this is what will be learned in charm class?Long term enchaments are hard to do, but possible. Yet, this is something that would be better understood later on as long term enchaments can be learned Unknown Magic Stuides, but remember such things require a HIGH price to create and are considered one of the darkest of all the dark arts.
The Scandinvans
19-10-2007, 21:45
A quick statement I want to make is that I intend to have a number of threads that will be open dicussions for people to ask things to other players, such as if they can kill their parents, sibilings, or grandparents.
The Scandinvans
20-10-2007, 04:54
Understood, with one quick question regarding skeletons and I suppose other magical effects... could someone create and amulet or something to use as a kind of battery for a skeleton (So the magic user doesn't have to constantly focus on the creature) and can amulets/rings and such be enchanted to have magical effects upon the wearer? (Shields, invisibility, that sort of thing) I assume this is what will be learned in charm class?I have never been a big supporter of the enchanted objects as the bring up to big of praticality so I will say no as walking skelthons in great numbers would be out of place in this thread and you can control as many as maybe eight at a time, without them simply stopping in place. As well, you cannot have the enchanted objects you are thinking of due to me thinking about it more.
The Scandinvans
20-10-2007, 15:36
Was wondering if I should use a spell list created by, that I have already created and with new spells being possibly addded by recommendations from the people who join this thread, or do you guys want to use Harry Potter spells.
The Black Agents
20-10-2007, 16:57
Well I am not in the liking of using a set spell list. Spells can be altered and warped depending on what wording you use. So I would be against having a spell list.
The Scandinvans
20-10-2007, 17:06
Well I am not in the liking of using a set spell list. Spells can be altered and warped depending on what wording you use. So I would be against having a spell list.At the same time without one people can use random spells without every limit being give, which is essentially impossible, and also people tend to abuse things. So in the past I have made spells pretty literal so they cannot be miscnstrued. For these reasons I have always been more of a sypmathize for a clear list of spells.
The Black Agents
20-10-2007, 18:14
Well, what if a list of understood spells was introduced and is regulated. But at the same time There could be spells that have no regulation because they are not fully tested and have unforeseen dangers that can be hazardous to the user.

Or spells that have been long forgotten that the school and most of the magic world have stopped learning.
The Scandinvans
20-10-2007, 21:00
Well, what if a list of understood spells was introduced and is regulated. But at the same time There could be spells that have no regulation because they are not fully tested and have unforeseen dangers that can be hazardous to the user.

Or spells that have been long forgotten that the school and most of the magic world have stopped learning.Still to iffy in that people would still exploit it and people would say I just used a spell that has no possible way to prevent it from hitting you and you died. Though to address the want to expand the spell base I will allow people to submit spells they want added, and if they do not sound to out of place then I would approve them.
The Scandinvans
21-10-2007, 01:53
By the way the greater world will start in Britian as the Inquistors gather for council and from there the rp will steadily expand from that point on.
The Scandinvans
21-10-2007, 19:03
bump for interest
The Scandinvans
21-10-2007, 20:50
By the way the rp starts out and is centered in England for rp reasons *cough* Harry Potter fans *cough*.
The Scandinvans
21-10-2007, 23:21
Wand section added to template and with regards to it be inventive, just nothing longer then twelve inches.
New Brittonia
22-10-2007, 01:06
again?????
The Scandinvans
22-10-2007, 01:48
again?????First one failed due to a number of reasons, second one I started I ended due to DMG's one so there would not be a conflict of interst mostly, DMG's has winded down, and I felt like restarting it due to there being quite a few people, I believe, would like to join this.
New Brittonia
22-10-2007, 03:37
First one failed due to a number of reasons, second one I started I ended due to DMG's one so there would not be a conflict of interst mostly, DMG's has winded down, and I felt like restarting it due to there being quite a few people, I believe, would like to join this.

and i wanted to make my own

:(
The Scandinvans
22-10-2007, 04:40
and i wanted to make my own

:(Sadly, at least for you:p, the World of Magic is my title (which I consented for DMG to use), though the idea of Harry Potter can be parodied as much though so feel free to create your own ideas for it as it is your right to launch your own interpetation of Harry Potter in your own thread idea, counting you do not steal my title.;)
The Scandinvans
22-10-2007, 22:40
If you are confuse what I am saying is do not steal the spells I created myself and do not steal my thread title, that is really the maxium extent I can limit you anyways.
Vindelicum
23-10-2007, 21:18
I'm interested, though I assume that the mods have cleared it, because as we all know they can be touchy about things that dont mention our nations... If so though I'd be happy to join up.
The Scandinvans
23-10-2007, 21:53
I'm interested, though I assume that the mods have cleared it, because as we all know they can be touchy about things that dont mention our nations... If so though I'd be happy to join up.This is does not apply to real earth and since we are not controlling countries in terms of controlling them in a real earth situation there is no real precedent against this, as well many threads of similiar types have been launched before.
The Scandinvans
24-10-2007, 01:54
If there is a problem with anything please report.
The Scandinvans
24-10-2007, 02:09
Spell List

Healing Spells:

Bone resarcio: Bone Mend
Incidere Fade: Heal Cuts
Dispel Vomica: Remove Effects of Curse
Jinx Amotio: Removes Afftects of Jinx
Vigoratus Frendo: Stoop Internal Bleeding
Poena Dispel: Pain Relief
Pacis Mens: Bring Peace to Mind
Recro: Revive
Redintegro: Restore Vigure
Vigoratus Malum: Heal Injury

Defensive Spells:

Aufero Telum: Disarm
Clausus Alica: Block Spell
Contego: Shield
Encontego: Forms a defensive shield, from corner to cormer, that prevents spells and objects from passing.
Incendia Tutela: Protection Against Fire
Jinx Repello: Repel Jinx
Magnus Tutela: Causes Fog that Reduces Visiblity to Zero
Mental Parietis: Protects Mind Against Outside Influnceces
Ostendo sum Alica: Cause Spell to Return to An Enemy
Tutela Obviam Gelu: Protection Against Frost
Socius: Rally Allies
Veneficus Voluntas: Sense Use of Magic
Vomica Contego: Shield Against Curses
Vomica Preoccupo: Prevent Curse from Striking

Offensive Spells:

Aer Incidere: Cut Using Wind Attack
Conicio Inimicus: Throw Enemy
Congelo: Freeze Area on Impact
Incendia Conicio: Fireball
Infligo Sicco: Knock Out
Mens Chaos: Causes Chaos in Foes Mind
Navitas Conicio: Throw Beam of Energy
Navitas Verbero: Energy Whip
Offendo: Strike
Pulsus Absentis: Push Enemy Away
Stupefactus: Stun
Trinus: Trip Opponet
Vereor: Cause Your Enemies to Fear

Curses:

Attero Target: Destroy Object
Caecus: Causes Targets Eyes to be Blinded
Cruciatus: Literally Torture
Discerpo Artus: Sever Limb
Flagello: Flogs the Target With Highly Painful Energy Lashes
Firmus Formidonis: Makes Target Relive Worst Memories
Imperium Somes: Control Another's Body
Intereo Sensim: Die Slowly
Rictrasempra: Causes paralysis for about an hour, though a stronger or more skilled person can break the curse quickly.
Silens Nex: Silent Death
Suffoco: Choke
Punctum: Penetrate
Pungo: Stab
Velox Nex: Sudden, Quick Death
Virga Somes: Streches Body in Opposite Directions
Vulnus: Wound

Charms:

Accuria: Brings to caster the desired object, though they have to be within twenty meters of it for it to work.
Audio: Amplify Hearing Ability
Crustulum: Cook
Infirmo: Shake
Fulcio: Strengthen
Levo: Lift Up
Lux Lucis: Essentially Allows You to Make a Latern Like Light
Nocturis-Tempero: Cause An Indoor Area to Be Deprived of Light For a Number of Minutes
Nox Noctis Os: See in Darkness
Obfirmo: Lock
Patefacio: Open
Paro Aflame: Set Fire to Object, Used on Torches and Laterns
Potum Morterio: Gives caster control over the charmed figure.
Pulsus: Push
Renovo: Repair
Succurro: Sends A Signal for Help
Servo Mens: Protects one's mind from spells, though it only works if cast before a spell hits the caster.
Specialis Sermo: Speak so that only people you want can hear you.
Tersus: Clean
Traho: Pull
Unda Exertus: Projects Water
Velox Pes: Adrenaline flows throughout entire body to strengthen body and quicken pace, only to natural limit.

Jinxes:

Abuti Cognoscere: Causes Target to Say Obscene Terms and Words Without Any Control
Armo Obfirmo: Lock Arm
Artus Infirmo: Target Limbs Shake Violently
Confundo: Confuse
Crur Obfirmo: Locks Legs
Dentis Incrementum: Causes Abnormal Tooth Growth
Formidonis Oculus: Causes Whomever Looks in Caster's Eyes to Scream in Terror
Ligo Sursum: Tie Up
Lingua Obfirmo: Tongue Lock
Recolo Northmanni Vultus: Causes Target to Assume Normal Form
Silentium: Silence
Veneficus Obex: Prevents Magic Within Ten Feet of the Target
Vereor: Causes Fear
Viscus Imperium Damnum: Causes Target to Loss Control Over Bowels
Vomica Erumpo: Causes Target to have Boils Erupt All Over Body
The Scandinvans
25-10-2007, 04:25
bump
Greal
25-10-2007, 07:41
I'm interested, but before I join I need to ask some questions.

Are we going to have a dark wizard in this magic RP?
The Scandinvans
25-10-2007, 22:16
I'm interested, but before I join I need to ask some questions.

Are we going to have a dark wizard in this magic RP?Of course in the beggining I will control him, though as the students graduate he will either die of old age, be killed by the goodies, resign as he appoints a succesor, or be killed by his succesor so I do not intend to control him forever, though if the person who succeds him godmods I have considerd with ways to deal with that one.
Greal
26-10-2007, 02:20
Of course in the beggining I will control him, though as the students graduate he will either die of old age, be killed by the goodies, resign as he appoints a succesor, or be killed by his succesor so I do not intend to control him forever, though if the person who succeds him godmods I have considerd with ways to deal with that one.

Is anything going to happen? Like a dark wizard army takes over UK?
The Scandinvans
26-10-2007, 02:28
Is anything going to happen? Like a dark wizard army takes over UK?Orginally the 'dark' army will spread, but not take over countries till the students you rp leave the school and join the greater world.
The Scandinvans
27-10-2007, 00:03
bump
The Scandinvans
30-10-2007, 22:32
bump
The Scandinvans
01-11-2007, 22:42
bump
The Scandinvans
02-11-2007, 22:15
To prevent any controvery of me seeking to have a monoply on any key characters I wish to say that I am only contorlling them to set a precdent for the future when the regular rpers will take control of them and I will delegate myself more to controlling the less important characters and preventing godmodding.
Marionetonia
03-11-2007, 06:10
1) May I bring my character back? (I ask because I know that there are race issues here--and I do so humbly, with no expectations. I seek to make it easier rather than more difficult to make this decision.)

2) Either way, several of my favorite illusions are missing from the spell list:

Copy Self--Makes an illusion of yourself to fool an attacker. Can also be used to send a message.
Godzilla--Makes a giant illusion of yourself.
Copy Other--Makes an illusion of someone or something other than oneself. MUST BE USED CAUTIOUSLY AS IT IS AN EXTREMELY STUPID SPELL AND NEEDS TO BE PROPERLY RANGED.

Alter Voice--Makes caster sound like someone else.
Alter Appearance--Makes caster look like someone else. Invisibility is a variant of this spell.

Tickle--Self-explanatory
Cramps--Causes an adversary to experience painful cramps--in fact, the most painful disease known to mankind is said to be Diverticulitis. Having landed myself in a hospital with a diverticular abscess once, I can't say I'd argue with that assessment.

Flatulance--Causes an adversary to appear to experience uncontrollable flatulance. Best (pfffft!) used during (poppop) National (piff!) Bean Month (frrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrt!). Aroma is optional.

Self-Delusion--Causes an adversary to think that he or she is the be-all and end-all, God's gift to athletes and geniuses in one stunningly beautiful package. Often used to set up blackmail.
Three Monkeys--Can only be used on a group of three adversaries. Causes one to become blind, one to become deaf and one to become mute ("See no evil, hear no evil, speak no evil").

--Note: a good illusionist will be able to make common items (a flower, silverware, etc.) appear and disappear at will, though none of them will actually exist.

Also, some old favorites from an older system of magic:

Magic Missile--Casts an explosive projectile at an adversary. Limited use spell, as an unpracticed wizard may not only cast magic missiles that fizzle out of existence, but some may miss their targets, or even backfire on the caster!
Enchant--Increases capabilities of an item in caster's posession. Difficult spell for any wizard to cast.
Stinking Cloud--Casts a foul-smelling, acidic cloud at an adversary. Hopefully, the adversary can't cast a summon wind or cut using wind spell... :) :) :)
The Scandinvans
03-11-2007, 09:36
1) May I bring my character back? (I ask because I know that there are race issues here--and I do so humbly, with no expectations. I seek to make it easier rather than more difficult to make this decision.)

2) Either way, several of my favorite illusions are missing from the spell list:

Copy Self--Makes an illusion of yourself to fool an attacker. Can also be used to send a message.
Godzilla--Makes a giant illusion of yourself.
Copy Other--Makes an illusion of someone or something other than oneself. MUST BE USED CAUTIOUSLY AS IT IS AN EXTREMELY STUPID SPELL AND NEEDS TO BE PROPERLY RANGED.

Alter Voice--Makes caster sound like someone else.
Alter Appearance--Makes caster look like someone else. Invisibility is a variant of this spell.

Tickle--Self-explanatory
Cramps--Causes an adversary to experience painful cramps--in fact, the most painful disease known to mankind is said to be Diverticulitis. Having landed myself in a hospital with a diverticular abscess once, I can't say I'd argue with that assessment.

Flatulance--Causes an adversary to appear to experience uncontrollable flatulance. Best (pfffft!) used during (poppop) National (piff!) Bean Month (frrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrt!). Aroma is optional.

Self-Delusion--Causes an adversary to think that he or she is the be-all and end-all, God's gift to athletes and geniuses in one stunningly beautiful package. Often used to set up blackmail.
Three Monkeys--Can only be used on a group of three adversaries. Causes one to become blind, one to become deaf and one to become mute ("See no evil, hear no evil, speak no evil").

--Note: a good illusionist will be able to make common items (a flower, silverware, etc.) appear and disappear at will, though none of them will actually exist.

Also, some old favorites from an older system of magic:

Magic Missile--Casts an explosive projectile at an adversary. Limited use spell, as an unpracticed wizard may not only cast magic missiles that fizzle out of existence, but some may miss their targets, or even backfire on the caster!
Enchant--Increases capabilities of an item in caster's posession. Difficult spell for any wizard to cast.
Stinking Cloud--Casts a foul-smelling, acidic cloud at an adversary. Hopefully, the adversary can't cast a summon wind or cut using wind spell... :) :) :)Everything is good except the race thing and because I hope to maintain some semblance of order please do not use anything other then humans or if they are part something else use only the races I offered please.

I will need to think up some cool:p and widdle some a bit, but most of the spells will be added in a similiar form. The changes I will make will be like it would cause painful cramps which can literally bring the target to their knees from the pain of it.
Marionetonia
03-11-2007, 20:35
I will need to think up some cool:p and widdle some a bit, but most of the spells will be added in a similiar form. The changes I will make will be like it would cause painful cramps which can literally bring the target to their knees from the pain of it.

Sorry. Don't understand the wording on this one. English parser in my brain came up with syntax errors.

What is cool:P? When you wrote "widdle," did you mean "whittle?"
The Scandinvans
03-11-2007, 23:38
Sorry. Don't understand the wording on this one. English parser in my brain came up with syntax errors.

What is cool:P? When you wrote "widdle," did you mean "whittle?"Sorry, I speak multiple parts of different languages. Well, that it what happens, I guess, when you listen to music with subtitles.:eek: But, to what I said was I would add you spells after changing the wording a bit and I also accepted your character, though your person will have to wholly humans, of though they can be part of the list of races I posted in my opening posts.
Marionetonia
06-11-2007, 03:43
Sorry, I speak multiple parts of different languages. Well, that it [is] what happens, I guess, when you listen to music with subtitles.:eek: But, XXtoXX what I said was I would add your spells after changing the wording a bit and I also accepted your character, though your person will have to be wholly humanXsX, XXofXX though they can be partly bred of the list of races I posted in my opening posts.

:P ;) :P

Ich verstehe. Ich auch.

::signs in American Sign Language::

::{I} {Understand} {You and me the same.}::

:) :) :)
Marionetonia
06-11-2007, 04:30
On a more serious note, if my character is to be transformed into a human, please change his name from "Marvel" to "Marvin Harraster."
Marionetonia
14-11-2007, 09:37
It is now Wednesday where I'm typing from. Wednesday is that special day when we get over the

BUMP

of the week.

Special thanks to the Norse god Woden, after whom the day is named.
The Scandinvans
15-11-2007, 03:09
On a more serious note, if my character is to be transformed into a human, please change his name from "Marvel" to "Marvin Harraster."Please simply repost your old template.