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Midsummer Nights Mod Journal ([info]midsummer_mods) wrote,
@ 2008-08-12 17:31:00

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Craft Magic


CRAFT MAGIC
. . . its running wild



SPELL CASTING
The main form of craft magic is Spell Casting, which involves the invocation, direction, binding, and control of Spells. A Spell is invoked through incantations and rituals. In most cases invoking a strong Spell requires special preparations such as the right time of day, certain moon patterns, the drawing of a magic circle, etc. There are two kinds of Spell that can be invoked: Sentient Spells (see here) and Insensate Spells.

Insensate Spells are non-conscious spells and can only be used on one individual and/or thing at a time. Combining an Insensate Spell with a person creates a Cursed and combining it with an item creates an Enchantment. For example, a human combined with an Insensate Bad Luck Spell creates a Cursed human who always has bad luck or a mirror combined with an Insensate far-seeing Spell creates an enchanted mirror. Curses are usually bad and Enchantments can be both good and bad.

Insensate Spells can be lifted, stored, and/or re-used by Craft Users, but only if they are first bound. If not bound to a craft users, Insensate Spells will drift until they find a human or item to combine with. Insensate Spells are invisible to regular humans but appear to Craft Users as a fine, glimmering gold sort of dust. Insensate spells can also be combined with each other in order to form Fusion Spells.

BINDING A SPELL
Binding an Insensate Spell is the same as binding a Sentient Spell. The Craft User must identify the Spell’s name (i.e. Far Seeing Spell, Bad Luck Spell, etc) and the speak the incantation “I invoke the laws of the Word and Will and bind this Spell to my whim.” The Insensate Spell will then take it’s natural form, that of a book page, with an activation incantation that only be read by the specific Craft User.


POTION MAKING
Potions are often used as spells in liquid form. A potion is a concoction used to heal, bewitch or poison people. A potion can serve any purpose including healing, causing amnesia, transformation, invisibility, invulnerability, and numerous other uses besides. For example, love potions make a person fall in love with another, sleeping potions cause a person to fall asleep (this can range from normal sleep to a deathlike trance), and Elixirs are potions which heal/cure any wound/malady, etc.

Creating potions requires far more time and effort that Spells. All potions follow a specific recipe and call for ingrediants, incantations, and certain conditions in order to be made. Some potions require centuries of settling.




INHERANT MAGIC
Approximately a year after first meeting Matilda, each of the Craft Candidates gained one of these five inherent abilities:

Telekinesis
The production of motion in objects as by spiritualistic medium without contact or other physical means, to move an object with one's mind without any physical contact. Depending on the skill level of the user, there are many drawbacks with excessive use of this ability ... extreme physical weakening of the user and a sever mental strain, headaches and sometimes causing the user to black out depending on the weight of the object. Despite the fact that the user has no physical contact with the object while its in motion, does not mean that they do not feel the strain of moving heavy objects. The farther they move an object the strain increases. Also the farther you move an object the less control one has over it, thus hindering the user.

Empathy
The action of understanding, being aware of, being sensitive to, and vicariously experiencing the feelings, thoughts, and experience of another of either the past or present without having the feelings, thoughts, and experience fully communicated in an objectively explicit manner - The Ability to feel what others are feeling. The major drawback of such an ability is that if the user is not strong enough to control the emotions flooding their minds, that they can be overcome with them. One thing to remember, Empaths feel the emotions of other 10 fold, they are intensified. Empaths are known to have sudden bursts of uncontrolled emotion if they are not careful to keep their ability in check. Emapths have a range on their abilities and cannot feel the emotions of others if they are out of that range. Depending on the skill level of the empath, they can actually control or effect the emotions or moods of others.

Illusion Making
The ability to create illusions. People with this ability depending on their skill level are able to create life like images of living things or objects. As this ability evolves and their skill level increases they are even able to create the illusion of smell and sound adding a new life like depth to their ability. The only physical drawback to such an ability is that the longer they keep up the illusion the more mental strain the user will feel. The range such illusions have depends on the skill of the wielder and depending on their skill the clarity of the illusion is greater and more life-like.

Seer Abilities
The ability to see the past, present, or future in bits and pieces. Depending on the skill level of the user a Seer can see more information, vivid pictures or scenes, able to remember small details, and have a greater understanding of their visions. Seers can either receive their visions out of nowhere, from seeing a face, hearing a name, and coming in contact with some or something. The only drawbacks to such an ability is that their visions come with such quickness and are always unexpected, that the influx of information is a great strain to the Seer. Every time a Seer receives a vision they are place in a coma like state and can prove untimely if the seer finds himself in a dangerous situation. After a Seer receives a vision, he or she is physically drain and needs time to recuperate and make sense of the vision.

Healing
The ability to heal wounds and cure the sick. Depending on the skill of the user, they are able to heal more sever wounds and cure major disease. Healers usually have a thirst for all things of a healing nature and what their ability can't heal their knowledge can. The only drawback is that the healing process actually take a great toll on the healer because a great deal of their energies goes into the healing process and depending on the skill level... a healer would need a greater time to regenerate their powers. Also depending on their level it takes more time to heal major wounds. Healers cannot heal people born with deformities and cannot bring the dead back to life and they also have to be in close contact with whomever they are healing.





The Plot. | The Frequently Asked. | The Rulebook.
The Characters. | Taken&Held PBs. | Wanted Characters.
Playable Races. | Craft Magic. | The Beastiary. | Town Of Eventide. | The Craftlands.
The Application. | Friend All & Players.




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