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 Magic in Heroes Uprising

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PostSubject: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 11:59 am

Alright, I will try to summarize this best I can. If you have any questions, feel free to contact me

Magic (or magecraft) in our setting is drawn from various places. Most of the mythology is pulled from the Marvel mythos. However, practically, just about anything magic can be thrown in.
The other big influences in writing this were Lovecraft, the Type Moon universe, Lord of the Rings, and Supernatural.
If you want to add your own flavor anywhere, talk to me. We're trying to build our own thing here, and magical and fantasy stuff is easy as fuck to meld together.
In the opening post I will add the story of the mythos, and then I'll work on each individual magecraft. I'll try to detail each in theory, usage, and come up with individual major spells. Like I said though, if you want to add something go ahead, I'll review it and add the details for the theory so it matches our mythos. Theory itself is just me being a faggot and enjoying writing these things

Prelude

All magic has its origin in something beyond the Universe. This force, what many mages call Akasha, is the origin of all mystic and arcane energies. As with everything in the Multiverse, it is commanded by TOAA. All existence is fated to return to Akasha, sooner or later, and lose their individuality. All Universes within the Multiverse suffer this fate. Took look upon the Root is to look upon magic itself, and can grant one immeasurable power, if one can survive.

The Witches and the Madness

When the Multiverse first arose, and the first sentient beings began to evolve along the various parallel dimensions, Eight powerful entities were created outside of the known and permitted Multiversal laws. These Eight entities, dubbed by most the Outer Gods, were embodiments of madness and insanity, and their very presence can shatter even the most powerful of minds. Most of their names were given to them by a famous author and possible mystic of Earth-1218, although nobody knows exactly where he got those names from. Perhaps the Gods called out to him and named themselves. There are a few exceptions amongst the Eight, not named by this author.
Morgul, the Outer God of Power, name taken from the elven word for sorcery. Its essence and influence causes sentient beings to pursue power and strength to self-destructive degrees. It can plunge entire realities into war and suffering. The Fifth Sorcerer, Goulrur, was once cast into its personal domain, and survived to forever become a blood knight berserker.
Azathoth, the Outer God of Bliss and Happiness. It usually prefers the form of a woman, and its presence drives worlds to a passive state of unresponsive blissfulness. She can reduce entire universes to ruin and slow decay as their people stop moving and resign themselves to the assault of their minds.
Yog-Sothoth, the Outer God of Terror. It is the most frightening God. To look upon it unprepared is to burn your very soul irreparably. Those who have survived describe it as a conglomeration of glowing sphere. As befitting its name, it can inspire fear even by just his aura, which can extend infinitely.
Kazhad-Dûm, the Outer God of Knowledge, named by the dwarves and meaning in English "delving of the dwarves", for it was first found by them deep within their greatest city. It appears as a great darkness and imparts secret forbidden knowledge upon those who contact it, secrets that will shatter and break the minds of those who give their ears to it, or lead entire worlds to ruin by the pursuit of more knowledge. It gave the dwarves of reality 616 the blueprints for the creation of the magitech Golden Army, golems that regenerate even from sub atomic particles.
Nyarlathotep, the Outer God of Order. It invokes within its victims a madness and fanatic zeal for order. Societies and worlds that fall to it became armies driven by zeal and obsession to bring the entire multiverse into law and order. A society on planet Earth of reality 616, called the Templars, attempted to bring it into the world to serve as a force for subjugation of mankind. It takes the form of a young, vampiric looking, man.
Hastur, the Outer God of Anger. Like Morgul it can drive entire realities into a hellish battleground, but its victims usual fall into mad unrestrained anger, loosing all semblance of reason and becoming pure killing machines.
Ithaqua, the Outer God of Greed. As its name implies it can reduce even the strongest of minds into nothing but greed. Not just greed for gold or currency, but greed for possession of all things, from a simple rock to entire universes, one under his influence will never have their wants satisfied
Lilith, the Outer God of Lust. A special case amongst the Eight, she was banished into a dimension with inhabitants, the Brimstone. The Outer Gods are formless, but when a very powerful psychic mutant was born in that dimension, her essence bonded with the God, and it took physical form. It can, however, project itself as a formless mass just as it can take that physical shape, the shape of Iliria. Her influence can drive entire universes to lust and madness, collapsing entire worlds as its people do nothing but seek the highest forms of pleasure, engaging in endless debauchery, hedonism and excess. Of all the Outer Gods, due to the nature of her madness, she has the most cults around the Multiverse, and has an alternate name. Prince/Princess of pleasure.

Each of these Gods existed outside reality and had a domain outside the Multiverse. Due to their invasion and attack upon the Multiverse however, the Multiverse responded by creating from the Root of Creation, Akasha, two omnipotent beings called The Witches of Judgement. Beings of pure magic able to perform miracles and wield magic as a concept and not as a force.
The Golden Witch and the Silver Witch, who on Earth are known by  names of Beatrice and Featherine.
The Golden Witch is whimsical and playful, and represents the chaotic and fickle nature of magic, as well as its warmth and beauty. She greatly respects and loves the peoples of the Multiverse and finds every single being its own interesting little story. Every live taken to her is a profound loss and she takes the defense of the Multiverse against the Gods seriously.
The Silver Witch is serious and to the point, and she represents the orderly and judgmental nature of magic, as well as its cold and destructive aspect. She cares little for sentient beings, and sees them as the reason the Outer Gods exist in the first place, and will eagerly abandon them to their fate, or even subject them to judgment herself. Her duty is to reality, not to its people.

The Mystic War
Upon being born, the Witches and the Outer Gods engaged in a terrible cataclysmic war called the Mystic War. The war lasted for tens of thousands of years and was fought across time and space and the dimensions, and at the very last few thousand years of the war, began to involve other races and powers besides the Witches and the Outer Gods. For as civilizations grew in power, their awareness of the existence of the Root increased, and soon they were pulled into the conflict. To the Witches and the Gods, who exist across time and space, there is a single linear battle. To those on lower planes of existence, there is a muddy timeline that can't be properly tracked, at least up until the very end.

At some point during the War, the Two Witches came upon a dragon of Earth 616. He had somehow made his way into awareness of the Outer Gods, but they saved him. They saw potential in him, and too make a powerful soldier they gave him a glimpse of the Root. This dragon, Dracon, became the First Sorcerer, and his Consortium now extends across the entire multiverse, a secret organization of magi.

The nature of their existence allowed the Witches to interact with mortal beings even as they fought their war. The Silver Witch many times subjected mortals to grueling and terrible tests. In one such trial, in planet Earth of reality 616, coincidentally the same planet Dracon was from, there was a young boy named Dietrich Zelretch. The Golden Witch became interested in the boy, and he is the one said to have coined their Earthly names. After weeks of torture, the Golden Witch took pity and granted him a look into the Root. He became the Second Sorcerer, and ended the trial known as the black plague.

Another such instance of mortal interaction was with an elf in ancient Earth 616, by the name if Niketu. She summoned the Silver Witch who was made aware of an attempted by Khazad-Dûm to bring the planet and reality into the Mystic War. She forewarned the elves they were be made enemies of the Witches and all creation if they dispatched the Golden Army. The army was thus sealed. However, taking pity on such a pure soul as Niketu, she gave her a glimpse into the Root, and she became the Third Sorceress. For her actions in helping their race, the elves came to worship the Silver Witch as a Goddess, Aerasumé (meaning Silver Moon of the Evening).

At this point, the Mystic War had grew to encompass so many realities and so many civilizations it could be tracked properly and was given a more flowing timeline. Still being fought across time and space, a sequence of events however, was now possible. These last two thousand or so years were marked by the entrance of the Esxelorians of reality 10-0-11-00:02. A powerful race of time travelers, they ruled all of their universe and were amongst the most advanced races in the Multiverse. Despite this, their lack of mystical awareness lead to the suffering of high casualties when they were invariably dragged into the conflict. However, a lone Esxelorian came upon the Silver Witch in battle with three of the Outer Gods. The Gods drove him to madness, but seeing the pure beauty of the Witch kept him focused, and he sprung forth to her aid. The Witch, amused by such a worthless yet grand gesture, saved the Esxelorian and gave him a look at the Root so as to focus his shattered soul. He thus became the Fourth Sorcerer, known only as Clocks. With his Sorcery, he changed the events and made his race both scientific and magically aware, and the time warriors became the strongest civilization to fight for the Witches, able to strike at the enemies across all of space and time. Unfortunately, they also became a target, and were slowly through attrition destroyed and annihilated until only their home planet of Esxelor remained in an entire universe ruled by madness. While this was happening, a human on reality 616, delving into magic to find a worthy opponent, stumbled upon Morgul the Outer God of power. Zelretch saved the young man, but his soul was left sundered and he was made a berserker. Requesting the Golden Witch for help, Beatrice granted the man a look into the Root, and like Clocks, it calmed his soul, and made him the Fifth Sorcerer, the violent Goulrur.

It's at this point that the great war finally reached it's peak, and upon the Gates of the Multiverse, the entrance to TOAA's domain, the witches banished all Eight Gods from the known universes, never to return. Upon doing this, they retired from the world, leaving only behind whispers and safe measures. Without the Witches, their allies were slowly ground down by the worshipers of the Outer Gods. On the final defense of Esxelor, Niteku the Third Sorcerer died, and Zelretch used a powerful spell to lock away what remained of the war in the Great Lock, a time and space mystical blockade that prevents any and all travel, both time and space into the multiverses it envelops. Saving the larger multiverse, but doomed the realities inside to endless war, Zelretch was consider a traitor and a coward by even his close friend Clocks.

However, the Outer Gods still exist, and many times portals have opened to their worlds, the dimensions where they reside and hold total dominion. The Neyaphem were banished to Lilith's realm, for example, and using a girl born with vast psychic powers, Iliria, she was able to be born into a physical shape and escape.
The Golden Army called upon the powers of Khazad-Dûm and its usage could have lead to the Outer God escaping.
There are a few portals on Earth that can be opened that lead to the dimension of Nyarlatothep. Amber has closed off most of them in reality 616 after a run in with the Templars, who were attempting to bring the Outer God back.

Other Mystical Beings
After the two Witches were born, several other beings, of much lesser power, came into existence. Mystical beings of all types were born from Akasha slowly filling the existence. One of the first of these was a Hoggoth. Hoggoth began a war with Mephisto, another of those born during these times, and the original Hell-lord. Both of them grew in power beyond their original limitations.
Eventually, Oshtur, one of the Elder Gods of Earth, joined with Hoggoth against Mephisto. The two formed the Vishanti. During one of her returns to Earth, Osthur gave birth to a being by the name of Agamotto, who she instructed to remain in the Earth realm and learn from it, as well as teach it. Eventually Agamotto returned to her mother and became part of the Vishanti
One of Mephisto’s most powerful allies was his son, Black Heart, who came to hold even more influence than his father and thus presents himself as one of the most powerful dark entities.
Another notable individual is Dormammu. A Faltine, with his sister he was banished and moved to the Dark Dimension, where he attained considerable power and influence, becoming another of the greatest threats to the Vishanti.
Of note as well are the Octessence, eight beings of Earth who were worshiped as demons and came to be used for various powerful spells. While somewhat malignant, the eight have loyalty to the Vishanti.
There are various beings of other worldly origin, whose relation to Akasha runs deeper than the Vishanti. These include the some of the most powerful Fear Lords, and Zom, a demon so powerful that even Eternity cannot defeat. None of them swear allegiance to the Hell-lords or the Vishanti, but usually oppose the Vishanti.

The Elder Gods
Long ago, before the conflict of the 8 Outer Gods and the 2 Witches came to Earth, when life was first developing, several beings of power comparable to Hoggoth and Mephisto came into being on Earth. The first of them was Demiurge. He spread his energy across the planet and created the remaining ones. These beings came to be known as the Elder Gods of Earth. Gaea, goddess of the Earth, Chthon, god of black magic, Set, the serpent god of chaos, and Oshtur, goddess of the stars.
There are other named ones, but these are the most powerful and influential
Gaea became deeply attached to life on Earth, which she began to nurture. It was during this time that Chthon wrote down the book of black magic that came to be known as the Darkhold.
Oshtur left for the vastness of space, and eventually allied herself with Hoggoth.
Set discovered he could consume other Elder Gods to increase his own power, going on a murderous rampage, and causing the other Elder Gods to do so. Any Elder God that did so became a demon.
Gaea, the only one who did not became power hungry, feared for the life she had nurtured, and called upon Demiruge. She mated with him, and gave birth to Atum, the God of the Sun who slayed and absorbed all the corrupted Gods, but became corrupt himself, Demogorge, the God Eater. After consuming all the Gods, the last remaining ones, Set and Chthon, chose to leave Earth, but leaving behind influence of their power (the Darkhold in Chthon’s case).
When Osthur returned and discovered what had transpired, she left again, for good, and founded the Vishanti with Hoggoth. When Demogorge was done, he released the energies within him, returned to his form of Atum and left to live within the sun. Gaea remained as the mystical patron of the planet.
The energies released by Atum gave birth to the next generation of Gods and Demons. Mephisto was believed to have been born this way, although this is now known to be false.

The Later Pantheons:
Gaea, after the birth of the new pantheons, under various identities, began to mate with various Gods of each Pantheon, becoming the mother deity of the new generation of Gods. For example Thor is the son of Gaea and Odin, and has in him the blood of the Elder Gods, not just his Asgardian heritage. Most Gods humans of the old ages worshiped were of these pantheons. Norse, Greek, Egyptian, Japanese, Hindun, Slavic and Celtic, amongst many others

But perhaps the most powerful of them is the Abrahamic Pantheon, the Heavenly Host. The energies of the Heavenly Host gave birth to the God known as Yahweh. He is more like the avatar of the Heavenly Host, which is a formless mass of divine energy, powered by the worshiping of mankind. All of the Angels were born from the Host, including the Archangels. All of them are born on Earth, in an invisible massive explosion of enochian energy. When an angel dies, he returns to the Host to serve as energy. When an Archangel dies, he is reborn as a new being.

Of the seven Archangels, one refused to follow his Father's will. Lucifer tried to rebel against God and the Host with a force of various angels, but was banished. The Fallen, as they came to be called, were forced into a dimension where the corrupting influence of the Fallen One gave birth to what humans call Hell. Eventually other mystical beings like Black Heart and Mephisto came to reside there. The mystic energies natural to the dimension fused with Lucifer’s own influence and gave rise to the Legions of Hell. Counting amongst the faithful are the 72 of Solomon, the most loyal subjects of the Fallen Morningstar. However, Lucifer is not the only lord in Hell who swears fealty to the Host, he is merely the guardian, part of the Seven Princes of Hell. Four of them, Beelzebub, Mammon, Asmodeus (also a member of the 72 of Solomon) and Belphegor, have have allied with Lucifer. There is then Leviathan, who guards the Hell Mouth, a giant portal that leads directly from Earth to Hell, and Satan, who is a judge and a tempter of men, who tests men in the eternal battle of Good against Evil.

Another important group of beings are the Spirits of Vengeance, created by Yahweh to hunt down demons escaped from Hell, or any other demonic influence on the planet. However, most of them were killed by a rogue Angel long ago, and the one that remained, Zarathos, was imprisoned by Mephisto in the body of a human.

Theory of Magic
Magecraft on Earth takes many different kinds of forms. All of it has some base in the teachings of Agamotto. The Threefold Path of Agamotto represents the main form of magic within the world. It teaches of three sources, Personal, Universal and Divine. Personal is the energy within oneself. Universal the ambient arcane and mystic energy of the world around us. Divine is energy drawn from mystic entities, such as the Vishanti themselves. However, to use the Divine Path, that entity must be in the service of the magus, otherwise it will fail. Furthermore, the use of Universal Path takes years of training. Amber no longer uses the Universal Path because she was drawing on knowledge from the Vishanti to use it, and she was cut off when she lost her position.
Various teachings of magic arise from the Vishanti.

Black Magic
There exists however, numerous other forms of magic. Of these, the most prominent is what Agamotto calls the Fourth Path of Necromantic, or simply Black Magic. The patron of Black Magic on Earth is Chthlon, and mostly all of black magic derives from him. However, there is an exception in the known art of Darkness of the Divine Conduit. Forcefully extracting energy from entities one does not have a contract with. Amber uses this magic to call upon the energy of the conceptual entity Angra Manyu, the ancient Mesopotamian deity representing all the evils of the world.

Fair Folk Magic
A very powerful type of old mystic teachings is that of the Elves. Directly drawing from the power of the planet, they do not rely on any Entity. They can achieve just about any effect, although their main focus is strengthening of the body and nullifying other magecraft.

Directly related to Elven Magecraft is Fae Magecraft , or magic of the Faeries. One of the foremost light attribute energies known on the planet, the faeries  wield immense healing and defense, but also destructive spells against demonic or dark attribute foes.

Magic of the Gods
Various magics not related to the Vishanti, but rather other Gods, exist Enochian, for example. draws power from the Heavenly Host, this magic manifests in the form of Sigils which act upon the battle. Powerful enough users can destroy galaxies with the right sigil.

The Runes
The magic of the Kings of Asgard, it is extremely potent and can be used for a plethora of effects. The runic magecrafts of Earth are likely inspired by this original magic.

Magecraft

Western Magecraft, encompasses a wide range of disciplines and teaches that focus especially on energy manipulation, psychic effects and summoning. They are all in some way directly descendent of the Threefold Path of Aggatomotto.
The greatest mages of the Western World were usually stuff of legend known around the entire planet. Individuals like Merlin, the witch Baba Yaga, Rasputin, Nimue, Hecate and many many others.

Eastern Magecraft, while having some base in the teachings of the Vishanti, although the doctrine has strayed greatly from the original. It focuses especially on exorcism and manipulating elements. They are usually performed using hand signs to run the mystic energy through their bodies.
Amongst mages of Eastern Discipline, the greatest are perhaps the Rikudo clan, who have a natural mutation that allows them to comprehend the flow of mystic energy and use it for themselves, and captured a beast that produces a metal that can transmit mystical energy.

There are a few noteworthy areas of magecraft. For example, elemental control is unique due to the number of ways one can achieve it. For example, a mage could use it by calling on the Universal Path and using the energy to simply shape the world around them. Eastern magi uses theirs through the use of hand signs for the same effect. Enochian can use sigils to control elements in divine ways, alchemy simply transmutes. Elven magecraft is so in tune with the planet that elemental control is a second nature to their mystic ways. Dark magic can forcefully take the mystic energy of the planet and control elements as well, and if one is truly desperate, one can appeal through the Divine Path or through the Darkness of the Divine Conduit and draw power from Gaea herself.

Magitech
Magitech (short for magical technology) engineering is the act of creating mechanical and scientific objects that operate using mystical energy. Due to the limitless energy of magic in the universe, there are usually leagues above what one could usually accomplish. On Earth, the dwarves are the greatest magitech engineers.
The Shi'ar Empirium has a lot of magitech constructs, usually using both mystical energy and psionic energy, for they both worship and use the M'kraan crystal as a power source.
Some civilizations operate entirely on magitech, while others blend it with science. While any sufficiently advanced machine will seem like magic to those who can't comprehend it, there is a strict difference between the usage of universal forces and mystical forces to power one's devices
For example, Galactus uses a myriad of cosmic powered weapons, but they are not magitech for the power cosmic is a universal force. He does not use magic, and indeed he does not need to.
In that sense, magitech only seems more powerful to a society whose science is not yet advanced enough. Science can trump magic, just like magic can trump science.


Above all known magecraft is what is known as Sorcery. Only five exist, and the users are called Sorcerers. The five were beings that were given glimpses of the Root of Akasaha, by the whims of the two Witches. Their magic is far beyond that taught by the Vishanti or the Elder Gods, and puts them at an even playing field with even these beings.

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 12:20 pm

Alchemy

Origin: Alchemy was started in ancient Greece. Alexandria was, at the time, the mecca of alchemic knowledge and its libraries were filled with books upon books of the craft. The first users or alchemy derived their teaches from one of the Three Paths of Agamotto, the Universal Path. As using the Universal mystical energies is usually extremely expending and requires years of practice to even use correctly, these mages devised a usage that rested on alchemical symbols, a transmutation circle

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The circles were similar to the runic magic of the Gaelic folk of Northern Europe and it may have in fact been directly drawn from it. The circle itself is a conduit which focuses and dictates the flow of power.


Theory: Alchemy works by transmuting particles from one atomic alignment to another. It can be used to recreate both molecules or just rearrange their structure to changing the state the substance is in.
It is used by creating alchemical circles of different types and using them as basis from which to draw mystical energy. The circles and symbols act as a sort of written spell, and the magus merely has to activate it using their will. As such, alchemy isn't usual a battle oriented craft.
The circle is the most important part of alchemy, and to use correctly one must learn and master all symbols associated with it

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These runes vary widely based on ancient alchemical studies, texts and experimentation, but correspond to a different form of energy, allowing the energy that is focused within the circle to be released in the way most conducive to the alchemist's desired effect. In basic alchemy, these runes will often take the form of triangles (which, when positioned differently, can represent the elements of either water, earth, fire or air), but will often be composed of varying polygons built from different triangles. For example: the hexagram is a commonly used base rune in Transmutation Circles because it creates eight multi-directional triangles when inscribed and can therefore represent all four classical elements at once. Other, more esoteric runes (including astrological symbols, symbolic images and varying lines of text) are prevalent and represent a multitude of other, specific functions for the alchemical energy that is released.
To correctly transmute, a magus must follow the principle of equivalent exchange and of natural providence
Meaning that no matter can be created or lost during a transmutation, and the materials used must correspond to those which will be created
Meaning, for example, one cannot create steel out of water as the atomic makeup does not match, and one cannot create 100 kilograms of ice from 1 liter of water.

The three steps in alchemy are:
-Comprehension - Understanding the inherent structure and properties of the atomic or molecular makeup of a particular material to be transmuted, including the flow and balance of potential and kinetic energy within.
-Deconstruction - Using energy to break down the physical structure of the identified material into a more malleable state so as to be easily reshaped into a new form.
-Reconstruction - Continuing the flow of energy so as to reform the material into a new shape.

Usage: One can use alchemy on any substance known to man. From water to gold, anything can be transmuted. Certain especially adept users can even create controlled explosions by transmuting the air around them and then igniting it. There is no limit.

Life force as a way around the 2 laws of alchemy:
One can use lifeforce, in Aggamotto's Threefold Path know as the Personal Path, to circumvent the laws of alchemy and create out of nothing. However, due to the nature of alchemical symbols, this usually requires far more life energy than a single human can provide, meaning one would have to sacrifice live humans. This is also why attempts at using alchemy beyond the limits causes death of the magus in question

Known users:
Simon: A very special case, Simon's mutation allows him to control ambient energy around him to substitute the mystical energy harnessed by the transmutation circle. As such, he can use alchemy with only the palms of his hand.
Asmodeus: Possibly the most talented alchemist to ever live, he mastered to creation of homunculi and is adept in just about every form of alchemy.

Forms of Alchemy:
Elemental Alchemy
Soul binding
Creation of homunculi
Energy redirection

List of known spells/disciplines:
Basic alchemical matter transmutation: A circle used to manipulate the ground into creating any shape the user desires. Most basic alchemical array
Fire alchemy: Used with the symbols of fire, air and earth (air and earth intertwined) and the symbol of the salamander, this archemic array allows for the free manipulation of the air around a user, which then need only be ignited to create massive explosions and fire attacks
Ice alchemy: Using the symbols of water and air, as well as the symbol of undine, this alchemy focuses on controlling the natural state of water. It should be correct in saying it's rather a thermochemical reaction that changes the heat within water and other substances with water in them.

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 12:39 pm

Holy Sacraments

Origin: Based on Enochian magic and the Personal Path of Aggamotto, this discipline was created by the 12 Apostles of Jesus of Nazare and taught to the Burial Agency of the Catholic Church. The most prominent source of knowledge is as a result located in the Vatican. Every Executioner is given knowledge of the workings of this Magecract. The list of known spells is very reduced and is based on the first spell, the Baptism Sacrament, the most powerful exorcism of Western Magecraft.

Theory: The theory behind this is using Enochian style self suggestion, divine words that call upon Yahweh, to channel one's inner energy. As a result of being a very simple style of magecraft, the effects it can produce are not exceedingly powerful, but have a very select application in exorcism and blessing. As a result of being created by humans, it works on any paranormal being with different levels of effectiveness. The result also varies with how much mystical energy the user puts into the spell, meaning it is theoretically possible to affect even high tier mystical beings with the spells, but this would most likely kill the user. The incantations are usually based on the personal pronoun "I" to represent the usage of the Personal Path, and soothing words of peace to help guide the paranormal being to its eternal rest by attack their subconscious

Usage: The list of beings that can be affected and exorcised by Baptisms include ghosts, ghouls and just about any low tier ethereal being. It can also be used to lift mind control and purify evil influences such as Cthon's.
Skilled enough users can even exorcise or ward against demons or even angels. The fact it draws from Enochian allows for some interference with the former but it usually requires more energy than a human possesses.

Known Users:
Marciello: A member of the Burial Agency, also know as an Executioner.
Padre: A master and member of the Burial Agency as an Executioner
Melker: The daughter of an Executioner, she was taught the magecraft
Gaelle: An Inquisitor of the Burial Agency, she was taught the magecraft

Known Spells:
Baptism Sacrament: The most basic of spells, created by Saint Peter, it allows for the banishing of any entity from within the human body or soul. Powerful and draining with a long incantation, the self suggestive words were used to various degrees in creating the remaining spells.
The incantation is:
I kill, I give life. I injure, I heal.
There are none who escape from my hands.
There are none who escape from my eyes.

May it be so that you are shattered.

I welcome the defeated, the aged.
Surrender to me, learn from me, obey me.

May you be at rest.

Do not forget the song, do not forget the prayer, do not forget me.
I relieve you of all burdens.
May it be so that there is no deception.
Retaliation unto forgiveness;
betrayal unto belief;
despair unto hope;
darkness unto light;
death unto life.
May you rest in my hands.
Let there be mark of your sins.
Eternal life is found only in death.
Forgiveness is before you, and so my incarnation vows.
"May God have mercy of this soul (Lord, have mercy)

Baptism of Silver: Spell used to baptize silver and holy water so it can be used against vampires and other such beings. It is the most commonly used spell of the Burial Agency.
The incantation is:
May you rest in my hands.
Let there be mark of your sins.
Eternal life is found only in death.
May God have Mercy

Exorcism: Basic exorcism of low tier ghosts and specters:
The incantation is usually a bit of the Baptism Sacrament ending with the final two verses given the situation. If one is dealing with a vengeful spirit one would use the more calm verses, and if it's an evil spirit the more damning ones.

Healing: Basic heal spell for low to mid tier wounds, using just the first verse of the original Baptism.

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 1:00 pm

Enochian:

Origin: The magic of the Angels of Abraham. It is a divine and extremely powerful magic that deals in both banishing demonic entities and healing the just. It's destructive power can go beyond anything seen on Earth if sufficient power is applied. There is no one place that records it, but there is always an Angel of the Heavenly Host that holds the rank of Master. All seven Archangels are also masters. It is the only know magecraft that can kill an angel permanently.

Theory: The craft uses enochian, the ancient language of angels, to create extremely powerful effects. The words of angels are powerful and draw directly from the Heavenly Host, a source of mystical energy that is similar and comparable to the Odinforce. Another important part of the magecraft are the sigils, which are written Enochian. Usually similar to runes and alchemical symbols (these may have been based on leftovers of the angels on Earth), they are powerful and usually need to be written in blood. Beyond this, not much is known.

Usage: Enochian can be used for just about any effect, but for human magi, only the most basic can be used without causing the destruction of the physical vessel due to the overload in mystical energies of the Host. It can used to banish angels form one's presence, creating angel free spaces, healing and destroying demons. Angels can use Enochian for matter manipulation, energy attacks and even mind control and other psionic effects.

Enochian Calls: Eighteen calls, they are the words of the angels spoken in Enochian and every spell requires to incantation lifted from one of them.
-30 Aethyrs: Enochian calls used in elemental and matter control.

Known Spells:
Banishing Sigil: The most known spell, using specifically by Ledge and Castiel countless times. It must be drawn in blood and is activated with an incantation which translates to English "I REIGN over ye, saith the God of Justice, in power exalted above the Firmament of Wrath", which is the first verse of the first key of enochian calls
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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 1:24 pm

Black Magic

Origin: Also known as the Fourth Path of Neromantic, is is magic gifted by the patron god Chthon. Chthon was the first know practitioner of black magic in Earth 616 and as such recorded all his spells and spells of the other Elder Gods in his book, the Darkhold.

Theory: Black magic is used by drawing upon the mystical powers of Chthon, which corrupts the ambient universal energies to create a multitude of effects. Any magecraft derived from the Fourth Path thus in some way or another borrows from Chthon, and in there lies the corruptible influence of such crafts. It is mostly a self suggestion magecraft with incantations, no requiring any kind of array or rune to work. It can be however, supplemented by and used for supplementing other disciplines, just like the Threefold Path of Aggamotto.

Usage: Any desired effect can be called upon with black magic, but the most known usages are necromancy, black energy bolts, essentially corrupted mystical energy with increased destructive effect, magical barriers that decay all inside and possession and mind bending to one's will

Known Users:
Amber: A very special case, as due to her usage of another patron (all the evils of the world) and her mastery of it, Chthon cannot corrupt her in the slightest. This is due to her methods of self suggestion, that rest on the theory and belief that, evil itself is but a natural part of the world, and should be respected as such.

Known Spells:
Not many named spells are known. Chthon's black magic is most manipulation for the desired effect

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 1:38 pm

Threefold Path of Aggamotto

Origin: The principle magical theory of Earth created by Aggamotto, the first Sorcerer Supreme. He taught the fist magi this theory which then lead to the creation of the various others. Over time, very few still practice the basic core. The only know compendium is the Book of the Vishanti, which is at all times under the possession of the Sorcerer Supreme.

Theory and Usage:
Personal Source: Using energy within oneself. This is the most basic Path and any one human can learn to use it. It requires self suggestion and incantations, unless one has trained to the point of doing it with simple thought, or was given said knowledge. One can achieve basic effects such as astral projection, telepathy, illusions, hypnotism and for the most trained users universal awarness. The Vishanti typically give their Sorcerer instant knowledge of this magecraft, but unlike the infinitely more complex Paths, it only requires a few years to learn on one's own after said gift from them.

Universal Source: One can directly manipulate the ambient mystical energy of the universe. Commonly this is seen as energy bolts that range from low power to planet destroying. Using this mystical energy, any one spell can be increased to incalculable levels. It is this that allows the power of the Sorcerer Supreme, as any one spell can be boosted. Namini's spells were boosted to such levels she became able to push around planets using her gravity magic. However, mastering this style of magecraft is near impossible for humans as it requires decades of study, usually meaning by the time the human masters the theory, he does not possess the necessary physical capacity to channel the energy. The Vishanti bypass this by either allowing the human to combat Death herself and gain peace from it, or by directly giving them the knowledge. However, if one loses said knowledge, the once again become unable to use the spells. Amber is such a case.

Divine Sources: This is a discipline that is the basis for summoning magecraft and spiritual possession. One can channel the energies of divine beings directly for a multitude of effects. It requires the consent of the mystical being however. Different from the disciplines it inspired however, this is raw mystical energy being used and its destructive and boosting powers are near infinite. One can channel the virtually unlimited extra-dimensional energy of nigh-omnipotent mystical and non-mystical beings in multiple dimensions (known as Principalities) to empower one's spells. This can take the form of standard spells ("Crimson Bands of Cyttorak") or just stating what he wants to occur and channeling some being to make it happen. Usually, there is a debt to be payed. There is no strict quid pro quo (as the simple acknowledgement and invoking of the entity increases the entity's own powers, inexplicably), though some entities will call for retribution (such as the Vishanti only giving their powers to their enforced, the Sorcerer Supreme).

This ability to be a conduit to multiversal power sources once gave rise to the phrase "Dr. Strange is as powerful as the god he invokes."

Known deities called upon by the Sorcerer Supreme: The Sorcerer Supreme, one of the few beings in the universe capable of using this magecraft, typically calls one of three following divine sources: The Vishanti (a trinity formed of Hoggoth, Oshtur, and Agamotto), the Octessence (a group of eight beings, consisting of Balthakk, Cyttorak, Farallah, Ikonn, Krakkan, Raggadorr, Valtorr, and Watoomb) and other beings who owe him a debt (this includes Satannish and even Dormammu). However, certain abilties of his stem from more obscure sources, such as the Faltine, the Seraphim (which are revealed to be Raphael's healing squad), Cinnibus, Sheol, Ikthalon, Denak, Cyndriarr, Munnopor, Morpheus, Dyzakk, the Olympian deities (such as Poseidon and Hades) and others.

-Darkness of the Divine Conduit: One can use this to forcefully drawn upon energies of a entity without their consent. It requires great force of will and presence of mind, and is a testament to a powerful mage. The only known magus of the current age which can use this discipline is Amber, which uses it to call upon All the Evils of the World.

Known Users:
Amber (formerly)
Namini (formerly)

Known Spells:
--Crimson Bands of Cyttorak: A powerful binding spell that call upon Cyttorak. The binds themselves can function as searching tools by individual manipulation or feats of strength. They can even form a powerful crystal prison (refer to the Red Ruby of Cyttorak).
--Bolts of Balthakk: A standard energy spell that calls upon the power of Balthakk. It's destructive power can be enhanced through various methods but it's generally standard.
--Images of Ikonn: A powerful illusionary spell that calls upon the power of one of the Octenssence. Strange once used it against even Galactus
--Chains of Krakkan: Like the Crimson Bands, it's a binding spell. Unlike them however, it's function is solely that, so the power of the binding is stronger.
--Vapors of Valtorr: A two use spell. It can either summon a dark cloud that can surround and imprison an opponent. or summon a dark ominous cloud, with accompanying lightning striking at several enemy targets
--Winds of Watoomb: Summons massive winds that can move opponents away, or friends to safety
--Rains of Raggadorr: Invokes forth a powerful thunderstorm
--Fangs of Farallah: Invokes a mystical energy beam used for offense

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Jun 01, 2012 1:52 pm

Elven Magecraft

Origin: Created by the elves of Earth, this magecraft is extremely powerful in dealing with other magecraft and strengthening and blessing themselves. All elves can unconsciously use it, and those who learn it become exceedingly powerful. Glayrachyndaar, the City of Scrolls, is the main library of the mystical teachings of the elves

Theory: Elven magic draws power directly from the energy around them, especially from the earth. In this way, it is comparable to the Divine Path of Aggamotto, as it draws from the Elder God Gaea. However, that is merely a subconscious result of their devotion to the planet. The usage is mostly self suggestion with thoughts, but incantations and even runes are used as well. In fact, elven runes are the basis for gaelic runic magic. Most of the theory is hidden from humans and as such is not known

Usage: Elves can use magic for just about any effect. They use it to power their technology through runes that harness mystical energy, and they can stimulate growth of plants and animals. They also have a very special subset of combat magic that conceptualize and create objects from their very souls, a result of the Sorcery used to give them their eternal bodies.

Known Users:

Known Spells:
High Magic, which is the type of spells used by those versed in elven magecraft. Those who use it are known as Tar-Istar, or High Casters in English
One Heart, One Mind, One Breath: A powerful spell which allows for the sharing of thoughts, senses and memories. Used to create a hive mind in combat for efficient squad tactics.
The Sundering: Exorcism spell. Powerful enough to affect high tier demons
'A Message on Birds’ Wings to Silver’: Creates a powerful "relay" that can transmit messages across extremely long distances
‘Restoration: Healing spell
Storm Erosion: Creates a powerful storm of sand and wind
Starshine Upon the People: Mystical bolt attack
Spell Intended to Undo Other Spells: One of the most powerful elven spells, it allows for the instant dispelling of any magecraft
Magic that Remained/Dominating Magic/Magic that Compelled: Mind control spell
Unjoining the Mystic Weave: Another dispelling spell that focuses more on barriers or bounded circles
Sacraments of Seldarine Blessing: A blessing incantation that works on paranormal evil beings.
The Killing Storm: Another powerful storm spell that focuses on lightning bolts and heavy downfall
Hidden Homeland: The most powerful barrier in elven magic, used in every one of their citadels. It requires both incantations, runes and a steady supply of mystical energy
Corrosion/Erosion: Used to erode flesh creatures. Can be used on humans. Forbidden spell
The Forms of Unity and Age Among the Forests: A commune spell that allows an elf to track targets in forests and natural landscapes
‘Flights of True Mark/Arrows of Art: Creates a mystical arrow that can be throw at the target
Word of Potency: Empowers a target physically, increasing their strength, endurance and agility. One of the most powerful elven spells known to only a few
The Vow Tangible: Allows one to become intangible, or if used on intangible beings to turn them physical.
Summoned Shield; Conjured Screen: Creates a shield of various elements depending on where it's cast.

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeFri Apr 25, 2014 9:57 am

Star Magic

Origin: An extremely old ritualistic magic with origins in pagan Germany, it is a magic that uses the raw energy of stars and other heavenly bodies.

Theory: It is a ritualistic magecraft which uses the body itself as a rune with which to conduct the gathered energy into nature interference, that takes the form of explosions and concussive force. The user essentially becomes a stationary rune from which high end destructive capability can be used. This magecraft is unfit for combat due to both the required concentration of the wielder and the length of the rituals.

Usage: It has little usage outside of raw destructive power. If used correctly, it is devastating, with the amount of energy one can gain from starlight is immense. Effects such as bolts of energy, lighting type effects, omnidirectional blasts, long range attacks, timed explosions and fire like burning effects, as well as concussive force.

Known Users: Yelena Rasputn

Spells: Each user is its own rune, so each user's spells will be named different as spoken spells and incantations are merely a form of self suggestion

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeSat Nov 29, 2014 10:25 pm

Sorcery

Origin: Sorcery, True Magic, or the Five Magics, are extremely powerful magecrafts beyond anything else achievable in the universe. Each of the Five was granted to one individual only, and only that individual can teach it to others. It was granted to them by the Two Witches of the Root, by letting them see Akasha, the root of all mysticism in the multiverse. The Five Magics and their Sorcerers are called
The First Magic, Denial of Nothingness, given to Dracon Ium Fanfir
The Second Magic, Eye of the World, given to Dietrich Zelretch Waechter
The Third Magic, Heaven's Feel, given to Niketu Ivae'ess
The Fourth Magic, Sands of Time, given to the being only know as Clocks
The Fifth Magic, Flames of Akasha, given to Goulrur Frans

Theory: There is no theory or anything approaching proper methodology when it comes to Sorcery. It is a nigh omnipotent effect or manipulation of concepts to God like levels. After the Chaos Wave, the only Sorcerer that we have seen, Amber, states that her connection was cut to the Root, so she has instead devised a method using runic magecraft and the Universal Path of Aggamotto to use herself as a catalyst to wield the energies of Akasha.

Usage: All Sorceries vary in their usage but attain similar miracle like effects.
The First Magic is a powerful form of reality manipulation that can breach understanding and perception, allow for true "impossible" effects.
The Second Magic deals in the operation of parallel worlds. Complete multidimensional manipulation that can achieve a multitude of effects, such as infinitely replicating energy and attacks, teleport anywhere in the multiverse, and even escape illusions as a physical form, teleporting out of them.
The Third Magic deals in manipulation of the soul, its materialization. It grants the user true immortality by forcing the soul to reach a transcended state, while also giving it endless mystical energy due to this effect. The biggest spell ever performed with it was the achievement of immortality of the elven race. Unfortunately, the spell was incomplete and miscalculated, and the elves were left with one way to die, to die of grief.
The Fourth Magic deals in temporal manipulation, controlling time to it's fullest, allowing for precise control of time streams, the creation of paradoxes without causing universal destruction, complete control of temporal divergences, and other powerful effects
The Fifth Magic allows one to control entropy as a force of attack and destruction. It lets one take an object or being to it's natural end and return it to Akasha. While formless, the Fifth Sorcerer elects to materialize the magic in the form of bright green flames.

Known Users:
The Five Sorcerers
Amber Parker
Milo Ventro (copied from Amber)

Spells: The Sorceries don't have spells, but Amber has created a few self suggestion incantations to facilitate the usage of the Second while under stress. The incantation is "I am the Rune of Akasha, I am the Eye of the World"

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PostSubject: Re: Magic in Heroes Uprising   Magic in Heroes Uprising I_icon_minitimeMon Jan 25, 2016 4:28 pm

Necromancy

Origin: Originating in antiquity across all of the old world, necromancy is a form of divination with roots in black magic, that functions by summoning the dead to gain knowledge and their power. While viewed as inherently evil, and indeed with its roots in Chthonic lore, it is none the less not necessarily just practiced by evil individuals.

Theory: There are many different approaches to the art of necromancy. The most simple theories, and also the most ancient, written in tomes from before the first know civilizations, are shamanistic rituals that allow one to speak to the dead, a form of divination. In ancient Greece, the witch goddess Hecate confirmed the first theories behind summoning ghosts, utilizing her as a source of power through the Arcanum Divinius to bring forth the souls as etheral beings that can communicate briefly with the individual. In ancient Mesopotamia, theories behind the animation of corpses first arose, using either skeletons or still fresh dead, imbuing them with mystical energy, and animating them as soldiers or servants. The animation of corpses is what alchemists studied in the creation of the first homunculi. Baba Yaga was the first to create necromancy spells that could allow not just for the animation of corpses, but the creation of new bodies based on the soul brought forth.

Usage: It can be used in a great number of ways. To summon spirits, to commune with the dead in the various afterlives, to summon simple ghouls, to bring forth those already dead with all their abilities intact. One can also summon higher beings if one has enough skill, such as dragons or even Celestials. Usually, it helps if one has the original body of the deceased, but a sufficiently skilled necromancer does not need to worry about such things.

Known Users:
Baba Yaga (she is a patron deity of Slavic magecraft, and is called upon for necromancy amongst other things)
Gregori Rasputin
Yelena Rasputin
Jericho
Amber Parker (she mostly uses it for divination and communion with the deceased)

Known Spells:
Necromancy does not have specific spoken spells, but rather effects it produces.

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