Magic/Mages

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Magic Core:

Magic core is where you mold spells from.

Branches of Magic:

Spells: Spells come directly from your core without putting it into something.

Sub spell types:

Offensive: Fire, Water, Earth, Air, Lightening.

Sub Offensive: Lava, Steam, Ice, Dust, Smoke, Poison, Mud, Sand. (Feel free to come up with some.)

Defensive: Redirection & Absorption

Sub Defensive: Magic Mirrors (Conjuring these up can deflect attacks/send them into a new direction. Leech Shield (Not really a Sponge, it just soaks up Magical energy and feeds it back to the Mage of the Shield.)

Everyone can do spells.

Runes

Sub Rune types: Long-term, Short-term, Leech-Runes

Long-term are runes you store enough magic into, to last a while.

Short-term are ones that can't hold a lot of Magic over a period of time so if you need a one time use then Short-term is the way to go.

Leech-runes consistently leech off the core with every use.

Lost Magic/Hybrid Magic

Only Aggressive Certain Mob hybrids have this.

Enderdragons: Can manifest wings and scales, or fully transform when want too. Only 2 EnderDragon Hybrids are alive today, When fully coming into their powers they either get the ability to Heal from being around End Crystals or they get EnderFire. Weakness to Lightening.

Endermen: Ability to Teleport anywhere, as long as you have a feeling, scent or scene from their. As well as to increase their physical ability while threatened. Weakness to Water.

Wither: Ability to Hover up to 4 meters in the air, can shoot out compressed spells of their affinity. When in transformation and walking produces Wither roses. Weakness to Fire.

Wither Skeleton: Ability to Summon Wither Sword, when others hit with this sword begins Wither effect. Weakness to Air.

Ghast: Ability to Cry Ghast Tears and launch Blasts at people, Weakness to Fire. It's own fire.

Piglin: In exchange for mining gold, It exchanges gold for a random item, Increases bow accuracy and strength. Weakness to Earth.

Phantoms: Ability to manifest wings. Can swim fast underwater and breath underwater. Weakness to Fire

Potions

By feeding magic into water with certain ingredients it creates an effect.

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You can be multiple types at once.

Elemental Mage: Uses Elemental spells. (Everyone is an Elemental)

Hybrid Mage: Uses Hybrid Magic (Some Hybrids shun normal magic)

Rune Mage: Uses and Creates Runes.

Sensor Mage: Ability to sense and influence magic cores.

Potions Mage: Usage and Creating of Potions.

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Types of mages in the SMP.

Dream: Poison Elemental/Deflection Defensive Mage + EnderDragon/man Hybrid + Rune Mage + Potion Mage

Tubbo:  Air Elemental/Absorption Defensive Mage + Sensor Mage

Bad: Smoke Elemental/Absorption Defensive Mage + Phantom Hybrid Mage + Medium Potion Mage (Learnt from Dream)

Sapnap: Fire Elemental/Deflection Defensive Mage.

George: Earth Elemental/Absorption + Minor Rune Mage (Learnt from Dream)

I have no idea for anyone else so please put down ideas.

Techno is a Piglin Hybrid.

Characters without Mage types:

Illumina (I'm pretty sure I want him to have Lightning, Air or Steam for him)

Wilbur (Earth or Fire maybe)

Tommy (Fire or Steam)

Schlatt (Earth or Lightning)

Niki (Earth or Ice plus Advanced Potion from Dream)

Fundy (Fundy is a fox hybrid but doesn't really get Mage powers from it since they aren't really Major Hostile mobs. Probably Sand or Mud)

Alyssa (Poison or Water)

Drista (I have plans) (Probably Poison, maybe Snow)

Techno (Fire, Water or Air. Maybe Lava)

Eret (Probably Water)

Those characters will be the main focus.


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