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5/7/2014 12:24:17 AM
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I've been thinking of doing a Mage class if I get into this, what exactly are the limits to magic in this? Or any other info regarding magic.
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  • Edited by Windom: 5/7/2014 3:16:59 AM
    (Continued) [b]Spells:[/b] [spoiler][quote]You have selected [u]Duke's Beginner Spellbook[/u]. Through this book, simple spells will be described and outlined, and the zha will be shown. Note that usage requires an attunement of zha power. By the end of this book, you'll be able to cast spells at an adept level, so get readin'! ~Duke Barnes[/quote][quote][b]HARNESSING YOUR ENERGY[/b] Every living creature carries in it a literal manifestation of magic called [b]arca[/b]. In some ver*, it can be converted into the energy [b]zha[/b]. The process of converting innate arca into zha is impossible to explain. It can be best described as tapping into the back of your brain and grasping a concept. The power to unlock zha exists in every ver creature, but most go their whole lives without obtaining it. In recent years, more people are turning to arcalorphan and AHB (arcalhydren besaline) to supplement their goal, the respective medical and recreational [b]arca stimulants[/b]. AHB is a frequently used visioner that induces pleasant delusions on the user. Arcalorphan is commonly used for increasing the rate of arca production within the body, which some use to their advantage. It's said to be easier to unleash zha when more arca is in the body. *For foreign readers, ver is the word for men, elves, demons, orcs, and all other sentient races.[/quote][quote][u][b]FIRE MAGIC[/b][/u] [b]Torch[/b] --Summon a steady lit fire from hand or finger. Can be as large or small as the user wishes. • Zha Writ: Îh • Level: 1 [b]Heat[/b] --Heat up yourself and the air around you with your hands. • Zha Writ: Îm • Level: 2 [b]Fireball[/b] --Explosive projectile. • Zha Writ: Dîw • Level: 3 [b]Fire Blast[/b] --Push your hands forward and a steady spray of fire blows out from them. • Zha Writ: Nî • Level: 4 [b]Burning Kick/Burning Punch[/b] --Kick or punch forward as your limb temporarily emanates rapid flames that don't hurt you. • Zha Writ: Lî • Level: 5 [b]Firedisc[/b] --Upgraded version of Fireball that can slice, explode, or both. • Zha Writ: Kîw • Level: 7 [b]Targeted Heat[/b] --Remotely make a section or sections of your landscape heat up. The amount of heat possible to apply depends on the ability of the caster. • Zha Writ: Îx • Level: 8 [b]Immunity to Fire[/b] --Fire cannot harm the caster for the spell's duration. The hardest beginner spell to learn, and most advanced. • Zha Writ: Îrq • Level: 10[/quote][quote][u][b]WATER/ICE MAGIC[/b][/u] [b]Cool[/b] --Cool the air or water around you. Can be used to freeze water. Can be used in a targeted version by expert mages. • Zha Writ: Sû • Level: 2 [b]Control Water[/b] --Move water from a local liquid source or manifested water. The more skilled the mage, the faster the water can be moved. • Zha Writ: Xû • Level: 4 [b]Resist Cold[/b] --Colder temperatures don't affect you as much. The amount able to be resisted depends on the skill of the mage. • Zha Writ: Gû • Level: 5 [b]Waterdisc/Icedisc[/b] --Dense form of water or ice that comes to a blade-like point. Can be thrown forward with magic for a completely silent attack. Water must come from local liquid source or Manifest Water. • Zha Writ: Sûs • Level: 6 [b]Healing Water[/b] --Turn your water into a healing liquid for the duration of the spell, able to cure small cuts and bruises. • Zha Writ: Jû • Level: 7 [b]Ice Blast[/b] --Send forth a powerful blizzard of ice from your hands. Doesn't require an external water source. • Zha Writ: Ûkûl • Level: 9 [b]Manifest Water[/b] --Condenses water vapor into liquid water. The amount able to be condensed depends on the skill of the mage. • Zha Writ: Qû • Level: 10 [b]Rainy Day[/b] --Causes clouds to form above and precipitate. The amount of clouds and precipitation produced depends on the level of the mage. Precipitation types include rain, snow, and hail. • Zha Writ: Ûrx • Level: 10[/quote] [quote][u][b]WIND MAGIC[/b][/u] [b]Breeze[/b] --Create a slight breeze. The user's magical skill affects the area size of the breeze. • Zha Writ: Ôn • Level: 1 [b]Wind Blast[/b] --Unleash a great gust of wind. The power of the gust depends on the skill of the user. • Zha Writ: Ôb • Level: 3 [b]Air Cutter[/b] --Send a strike of pointed air toward your enemy. Silent attack, and not visible from afar. • Zha Writ: Côl • Level: 4 [b]Whispering Winds[/b] --Call upon the winds to deliver your voice across large distances. The distance one can send his voice to depends on his magical skill. • Zha Writ: Gôs • Level: 6 [b]Extremespeed[/b] --Lessen the amount of friction the air around you imposes. This causes your swords, arrows, running, etc to become faster. The amount of friction averted depends on the user's magical skills. Can be targeted by expert mages. • Zha Writ: Lôx • Level: 7 [b]Hindrance[/b] --Increase the amount of friction the air around you imposes, causing weapons and movements to slow. A relatively unpopular spell in most mage cultures; greatest practical use for most mages is decreasing the velocity of falling great heights, which often saves lives. Can be targeted by expert mages, among whom it's much more popular as a spell to slow enemies. • Zha Writ: Xôl • Level: 7 [b]Vortex Tornado[/b] --Creates a controllable twister that sucks up most everything in its path. The intensity and size of the twister depends on the user's level. • Zha Writ: Sôr • Level: 9 [b]Wind Shield[/b] --Cloaks the user in a shield of blowing wind that deflects most projectiles. • Zha Writ: Dôx • Level: 10[/quote][/spoiler]

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  • Well thank you sir, I appreciate it. I'll probably be starting a Mage based character soon. You guys have done a hell of a job.

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  • Edited by Windom: 5/7/2014 3:22:09 AM
    I already have a whole system for magic planned out, though few have chosen to go that route. Because of that, little has been discovered in-game about magic. Joviaan is the only one so far to really look into it, so all of these are from his subthread: [b]Crystals/Power Gems:[/b][spoiler][quote]Crystals are the essence of magical items. They are the only inorganic substance on the planet that naturally contain [b]arca[/b], the energy innate within most races and some animals. Their uses are expansive, and their study predates almost every known vēr endeavor.[/quote][quote][u]Use of Refined Arca in Power Gems[/u] There are six types of gemstones that can be made into power gems with refined arca: rubies, emeralds, sapphires, diamonds, melanite, and quartz. The conversion process begins with putting the gemstone in a pot of refined arca, then heating the arca to no less than 300°. The gem should sit in the heated arca for 2-3 days, with the pot being suddenly submerged in a freezing container of water afterward. The strength of the gem is largely dependent on the temperature contrast between the arca and cold water. For this reason, it is opportune to increase the temperature of the arca to as high as physically possible. Each power gem contains a unique element or spirit: rubies hold fire, emeralds hold wind, sapphires hold water, diamonds hold light, melanite holds darkness, and quartz holds neutrality. The neutral power gem, quartz, can be synthesized to hold any of the elements/spirits of the other power gems. It takes an extreme amount of magical intelligence to succeed in this feat, however. Due to this, the popularity of quartz is very high among experienced mages and relatively low among novice mages. Some extremely gifted mages have even been known to synthesize two elements or spirits into quartz. In theory, it's possible to have a power quartz with all five elements/spirits synthesized into it, but it would take an amount of power that has never been close to reached in recorded history.[/quote][quote][u]Varieties and Potencies of Arca Crystals[/u] Arca crystals occur naturally in two forms: telè and talè. There is very little difference between the two in terms of effects or attributes; their appearance is what distinguishes them. Telè is generally translucent, while talè is opaque and white. Some claim that one variety is better for spirit infusions, while the other favors elemental infusions, but this hasn't been proven. The main factor in crystal differentiation is the level of potency. "Diluted" crystals have an arca content of .5% to 3%; "light" crystals, 3% to 15%; "pachè" crystals, 15% to 35%; "heavy" crystals, 35% to 50%; and "pure" crystals, 50% and above. The highest arca content ever recorded in a crystal is 71.4%.[/quote][/spoiler] [b]Wands:[/b] [spoiler][quote]The majority of wands consist of two major components: a core and a shell. The core is what determines nearly everything about the wand, from the potency to the primary element. The shell is merely a rigid base with which to wield the wand, but some shells carry the magical current better than others. The relatively new and novel invention of metallic wands, for example, fail to carry nearly as much magical power as their wooden or hard energy counterparts. Wands aren't necessary to cast spells, but they're known to increase the ease and magnitude of their usage.[/quote][quote]Most regions have standardized wands specific to the resources available in their area. For a partial list of regional wands and their materials, please flip to page 813.[/quote][quote][u]Appendix: Regional Wands[/u] Note that these descriptions are based on common standardization of each region's wands. Some discrepancies may occur. This is a partial list of the most well-known varieties. -[b]Abastus[/b] --C: Redweed --S: Petrified ice -[b]Amporra[/b] --C: Skymoor tail --S: Evergreen -[b]Culdary[/b] --C: Liquefied onyx --S: Glass -[b]Denatia[/b] --C: Raven bone --S: Oak -[b]Disciples of Sēj[/b] --C: Ash --S: Amber -[b]Dreizãr[/b] --C: Skymoor horn --S: Magma -[b]Foldark[/b] --C: Phoenix feather --S: Obsidian -[b]Indigo City[/b] --C: Lavender --S: Birch -[b]Jalion[/b] --C: Blood --S: Bone -[b]Juwo[/b] --C: Sand --S: Marble -[b]Kabyun[/b] --C: Xarclon --S: Stone -[b]Moonwell[/b] --C: Meteorite --S: Willow -[b]Oliden[/b] --C: Sheepgrass --S: Birch -[b]Polanoor[/b] --C: Rose petal --S: Elm -[b]Pzrè[/b] --C: Wisp soul --S: Osentia -[b]Ruma[/b] --C: Pearl --S: Coral -[b]Scarlett Empire[/b] --C: Cat tail --S: Steel -[b]Vanâre[/b] --C: Demolk horn --S: Silver -[b]Yan[/b] --C: Kiwi --S: Boar tooth [/quote][quote][u]Use of Refined Arca in Wands[/u] Arca is used solely in the creation of the wand core. If the core is a heat-resistant material, such as obsidian, the process is identical to that of creating a power gem. If the core is a material that would be damaged through that process, it must be allowed to sit in a pot of room temperature arca for 6-8 weeks. When the process is over, the material should be placed in a room or container that is slightly above water's freezing point of 32° for an additional five days. Some believe that putting the wand shell through a similar process heightens it's effectiveness, but this is merely a superstition.[/quote][/spoiler] [b]Miscellaneous:[/b] [spoiler][quote][u]Other Uses of Arca[/u] Other than it's use in wands and power gems, arca is most notable for being the primary ingredient in health restoration solutions. It is also a necessary ingredient in the process of creating "hard energy". For more information about health restoration solutions or hard energy, see pages 54 and 691, respectively.[/quote][/spoiler]

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  • That's sweet. I think I'll be a Mage once I'm done being a samurai archer.

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