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Moon Sugar
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((I WILL GET THIS EVENTUALLY))
One of these such people was just, well, for lack of a better term, "born" on a world called Muer. On Muer, magic students are often chosen in groups of 1-4 by a tutor, usually an elder mage wishing to pass on most of what he knows. There are 8 disciplines of these mages:
Evoking: Evoking is the art of creating something from nothing. Be it a ball of flames, a bolt of lightning, a spear, a shield, a large rock, evokers are the most adept at creating it. Their reach does not extend much beyond the simple creation and subsequent use of items and elements, for instance an evoker cannot create a magical shield because it is neither a thing nor an element. Evokers commonly wear red.
Enchanting: Enchanting is the art of change. Enchanters are most skilled at twisting things to their will. Their power extends to things like the simple mutation of bodies, the empowering of weapons with impossibly sharp blades, and such. Enchanters find it difficult to turn things entirely into something else, such as turning an enemy warrior into a butterfly or small blade of grass, but are fully capable of wrapping his insides around his head. Enchanters commonly wear yellow.
Altering: Altering is the art of, well, altering. They specialize in modifying the world around them. Pillars of rocks jutting out of the ground, trees being thrown around, and severe earthquakes are all signs of an alterer battle. Alterers find that their powers have little effect on living things, and as such have no access to the Enchanter's powers. Alterers commonly wear orange.
Eldritch: Eldritch magic is essentially black, or dark, magic. These mages have tapped into the horrors of L-space and now use them to increase their own power and influence. Often dealing with the soul, Eldritch have limited skill in mindscaping, but find their powers much more suited to the horrific mutation and enslavement of other beings. They are often very cruel. Eldritch commonly wear black.
Planescaping: Planescaping is the art of hopping to and from the infinite number of planes. They have very little access to offensive and defensive magic, beyond the scrolls, wands, and charms used for their own protection, making them essentially the explorers of the magic world. All planescapers dream of finding the perfect plane, one which is habitable and thriving, that the Wasten can then use to escape their barren homeworld, thus skyrocketing the Planescaper to fame and glory. It should be noted that the Wasten are idealists and not known for thinking ahead, and as such have missed the obvious flaws in this plan for quite some time. Planescapers wear whatever is most protective, color means little to them.
Mindscaping: Mindscaping is the art of the mind. Mindscapers are capable of literally entering a being's mind, and can use their powers to then wreak terrible havoc or help them cope with some terrible event in their life. This extensive knowledge of the mind also allows them to affect a victim's mind without being inside it, the simplest effect of which is the ability to simply cause them to explode, although the spells can be a lot more complex. Mindscaping also covers the art of illusions. Mindscapers are not commonly seen unless they want you to, but generally blue is popular.
Abjuring: Abjuring is the art of protection. They have very little access to offensive magic, but know much about it, for their spells are all to do with the defense against and reflection of malicious spells from other disciplines. Abjurers are capable of reflecting a spell directly back at the caster, or creating a magical shield, as previously mentioned. Abjurers are often peaceful, only fighting in self-defense, and the only real way to get killed by one is to attack it. Abjurers commonly wear green.
Transmuting: Transmuting is the art of transformation. They are able to alter the likeness and composition of anyone they touch, for example, the most commonly on-hand spell of Transmuters is Jol's Instant Puppifier. A transmuter can transform various parts of a person rather than a person as a whole, but is incapable of merely mutating them, as the Enchanter can. Transmuters are often prideful and impatient, and commonly wear purple.
As mentioned before, a boy (or was it a girl?) destined to change the world was born here. This boy's destiny is mostly blank, but it is certain that he is chosen by one of these elder mages as a pupil.
This mage could be an Evoker, or an Enchanter, or an Alterer, Mindscaper, or Transmuter. He could even be an Eldrith, however unlikely. This is your chance to make an impact on his life. Which is it?
> Please specify gender (M/F) and magic discipline (Evoking/Enchanting/Altering/Mindscaping/Transmuting/Eldritch).
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