Stickdom
Salamancer, first class
NOTE: This RP is very in-depth with it's magic system. If there is something you don't understand, please please ask about it in the OOC before doing anything irrevocably dumb, or it may leave your character helpless a pile of ashes :3
Yes. You heard that correctly. His Academy. Ran. Away. It had so much of his Alchemy and Magic poured into it that it became a being itself, and set off in search of its departed master. It now roams above the skies of Tatybye, and any potential students now have to take a local Wyvern Mail Express to reach the Academy.
And this means You. You have been accepted as a Minor Magos, you have the ability to see your Familiar, but have yet to master its power. Join the Academy in your classes and you will soon learn all of the secrets of your element. As long as you behave, that is, for not only will the teachers be watching and grading you, you will also have your Archon to appease. Good Luck, new Apprentice, and hope to see you at The Grand Arrival Ceremony this year!
These are the available slots that the school is currently accepting. Please register with your local CS Office to make sure your place at the Academy is assured.
Available School Slots:
1. Gwendolyn Valencia - Arch Geomagus Theoreticus @Shura11
2. - Character Available -
3. Saphire Tsuki - Aspirant Libra @Braxnond
2. Scarlett Issis - Aspirant Aries @VolcanicMagma
2. Paris Carmichael - Aspirant Taurus Broken-Angel
4. Cameron Justice - Aspirant Taurus
https://www.rpnation.com/profile/5091-hollyleafforever/@HollyLeafForever
https://www.rpnation.com/profile/5091-hollyleafforever/
The Academy teaches in the original Four Elements-style of Alchemical Magic. You will practice your specific class of magic through classes, school-wide activities, tournaments and more.
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Malachi Mortoni's Magicademy of Alchemical Learning, shortened to The Academy of Alchemy in most cases, is one of the few certified Alchemical Academies in Tatybye, the continent of Otrea's largest Magic Nation. He started it in 1047 A.E. (Alchemic Era), and the current year is now 1255 A.E., 208 years later. Needless to say, none has conversed with Malachi about the current state of his Academy, which has since run away.
Yes. You heard that correctly. His Academy. Ran. Away. It had so much of his Alchemy and Magic poured into it that it became a being itself, and set off in search of its departed master. It now roams above the skies of Tatybye, and any potential students now have to take a local Wyvern Mail Express to reach the Academy.
And this means You. You have been accepted as a Minor Magos, you have the ability to see your Familiar, but have yet to master its power. Join the Academy in your classes and you will soon learn all of the secrets of your element. As long as you behave, that is, for not only will the teachers be watching and grading you, you will also have your Archon to appease. Good Luck, new Apprentice, and hope to see you at The Grand Arrival Ceremony this year!
These are the available slots that the school is currently accepting. Please register with your local CS Office to make sure your place at the Academy is assured.
Available School Slots:
- -Teaching Positions: Currently Being Appointed
1. Gwendolyn Valencia - Arch Geomagus Theoreticus @Shura11
2. - Character Available -
3. Saphire Tsuki - Aspirant Libra @Braxnond
2. Scarlett Issis - Aspirant Aries @VolcanicMagma
2. Paris Carmichael - Aspirant Taurus Broken-Angel
4. Cameron Justice - Aspirant Taurus
https://www.rpnation.com/profile/5091-hollyleafforever/@HollyLeafForever
https://www.rpnation.com/profile/5091-hollyleafforever/
The Academy teaches in the original Four Elements-style of Alchemical Magic. You will practice your specific class of magic through classes, school-wide activities, tournaments and more.
The four Elements of Air, Fire, Earth and Water are each governed by a patron Elemental Archon.
View attachment 61933
Archons, Left to right: Paralda (Air), Djin (Fire), Ghob (Earth), Nichsa (Water)
It is through the Archons that magic flows, in the form of familiars. Each Archon grants a familiar creature to those that they favor, but that is only the beginning. To gain magical power, each Magus must curry favor with their respective Archon, through prayers and allegiance and by following certain attitudes that align with each one. To spurn your Archon would mean devastation, with some Magoi being struck with afflictions or smote dead on the spot. They are not gods, for they care not for your survival, only for your service.
The Element of Air:
-Archon: Paralda
-Weak to Fire, Strong against Earth-
-Associated Colour: Orange
-Associated Birth Signs: Gemini, Libra, Aquarius
-High Alchemy: Caelic (Heavens) Magic
-Preferred Weapons: Dagger / Short Sword / Knives
-Paralda, the Archon of Air, grants power to those she sees fit to wield it, and they become an Aeromagus, who are typically are born from the Gemini, Libra and Aquarius constellations. She enjoys those who act carefree and whimsical, brooding over decisions or taking too much time to act leads to her displeasure. Talking, joking and story-telling are promoted activities, and many Air Magoi have time set aside spent fellowshipping rather than studying, which Paralda sees only necessary at a minimum, though Libras are required to spend more time in the books than others. Geminis are generally less social, they tend to choose a single mutual companion that they bond with, most often another Gemini. Aquarii tend to be the most outgoing, they will befriend anyone, ally or enemy, and are rewarded greatly for avoiding conflict when friendship is possible. Paralda does require herself to be revered, and a monthly demonstration in the Paraldian Temple of the powers you have acquired from her is a sure way to gain favor in her sight.
-Magic: An Aeromagus, users of Elemental Air, encompass the fields of wind, lightning/electricity, and blood. This Magic is typically used on the caster themselves, using the wind to boost abilities, such as jumping and eventually flying, or using the Blood Magic to change their body in useful or grotesque ways, as well as other physical magic.
-Starting Spells:
- To cause pressure and velocity to allow the caster to leap higher and farther than should be possible. The target must already be in motion, as personal gravity is not nullified, it is only reduced. As the caster grows in magical strength, the strength of this spell also increases, allowing further range.
Exoriate
Morphosis:
The ability to change one's self (or parts thereof) into another object. This can be dangerous, as turning one's self completely into an inanimate object would be fatal. Therefore, it is recommended to keep the transformations to being purely organic, and novice magicians are only allowed to attempt single-limb Morphosis, such as changing their hands into claws or legs into a finned tail. Internal organs are hard to replicate or change, so it is recommended not to experiment with spells such as creating gills to breathe under water or altering the intestines to digest inedible materials until one has had plenty of experience, practice, and teaching.
-Associated Creature: Aeromagoi can learn to summon Sylphids to aid them. Sylphs, or Sylphids as a whole, are typically 1-2 feet tall, they are intangible beings, mostly taking the form of cloud-like substance, but they can materialize as they wish to. Most are used as scouts or messengers, though they are known to hold their own in a fight with average-sized humans. Sylphs are known for their illusional magic and playful, child-like personalities, making themselves disappear or appear to be different sizes at will. though they simply cast a glamourous spell over themselves, they do not actually change. They fondly enjoy pranks and harmless jokes, often getting their masters into unwanted trouble.
View attachment 62113
An Ethereal Sylph
View attachment 62114
A Sylph in a more Material form
The Element of Fire:
-Archon: Djin
-Weak to Water, Strong against Air-
-Associated Colour: Gold
-Associated Birth Signs: Aries, Leo, Sagittarius
-High Alchemy: Solar (Sun) Magic
-Preferred Weapons: Rod / Staff / Spear
-Djin, the Archon of Fire, seeks only strength and cunning. He chooses those who show traits of leadership and confidence, Though he is demanding in his tribute, he is also benevolent with his power, giving great might to those who please him. Taking charge and making strong, confident decisions pleases him, being elected to positions of control is a sure way to gain favor with him. He dislikes those who abuse power, however, and any who tributes all of the glory to themselves will not go unpunished. Leos are expected to be the best leaders, and they will suffer the most from bad decisions, while Aries' must perform feats of mental and physical might to keep their favor. Saggitarii are generally allowed to get away with more failure, but the rewards of their successes are also not as great. Djin is known to grant wishes to his faithful, though his fiendish and prankster nature will sometimes skew selfish wishes as a lesson to those he feels need it.
-Magic: A Pyromagus, users of the Element of Fire, has control over flames themselves, as well as plasmoid fluids. These also lead to a type of Mental Magic, consisting of basic Telepathy and Telekinesis, though advanced Pyromagoi have been known to show powers of Mind Suggestion, though not complete Mind Control.
-Starting Spells:
Casts a bright, but momentary flash of light, blinding to the target, giving the caster the chance to move in to attack, cast a other spell or escape with minimal damage done to both parties. the light typically does not last long enough to be used as a viable light source, since the light only last for a literal second.
Fulsiate:
Telekinesis:
The spell to move objects with one's mind alone. The caster must have sight of the object at all times, otherwise the spell is broken. Also, it uses just as much strength to move an object as it would to do it by hand, meaning that lifting or manipulating an object that one could not lift with their own physical strength would be impossible unless cast be a very advanced Pyromagus.
-Associated Creature: Ifrids are the creatures summoned by advanced Pyromagoi. They are Imps of a sort, usually red- or orange-skinned, with two small horns on their heads and a pronged tail. Ifrids have the ability to grow after eating, gaining in size a small amount at each meal. For this reason, training a young Ifrid can be a challenging task, but is rewarded with the possibility of a massive and powerful servant later on in its life.
View attachment 62115
A Common young Ifrid, only several (2-3) feet in length
View attachment 62116
A Fully Grown Ifrid, easily 20-30 feet.
The Element of Earth:
-Archon: Ghob
-Weak to Air, Strong against Water-
-Associated Colour: Green
-Associated Birth Signs: Taurus, Virgo, Capricorn
-High Alchemy: Terrestrial (Life) Magic
-Preferred Weapons: Chakram Disc / Hand Sickles / Axes
-Ghob, the Archon of Earth, is jolly and good-natured. He is the most caring of the Archons, and his favor is rarely hard to earn. He appreciates kindness and concern for others, though he is amused by emotions such as anger and frustration. Ghob enjoys toying with human feelings, so he does not really expect much in the way of his own appreciation, knowing that humans are more fickle than even he is.Virgos are kind protectors, willing to stand up for what is right and to shelter their friends, even if they are the only ones willing to stand for what is right. Taurus' are more of a sturdy nature, using their powers to become defensive powerhouses, to the point that they feel almost no pain and can withstand most blows, magical and physical. Capricorns are known for their wily natures, using the magic they know to confuse and confound anyone they happen to be against, while being somewhat cowardly when it comes to physical combat. Ghob does not seem to favor or dislike any one particular behavior out of these, so he is particularly hard to please, though he will show appreciation for any acts directed specifically towards him, such as demonstrating skills and offering prayers at a Ghobian Altar.
-Magic: A Geomagus, as the practitioners of Earth magic are called, has control over rocks, soil, and plants, causing effects on themselves, their allies and opponents. This Effect Magic includes such as driving an enemy into a berserked rage, or granting an ally strength, as well as other effects such as Confusion, Sleep, or Protection.
-Starting Magic:
The power to turn something that is not stone into stone. This is harder to accomplish on organic material, due to the conversion process, so objects that are already close to stone-like consistency are best the mediums for this. This can be used as a strengthening or disabling spell, depending on its use, though it also has purely practical uses as well.
Petrificate:
Distulate:
This spell slows a target inside of a distulation field. This effect creates a spherical field around the target where motion of any kind is difficult, as if wading through sluggish water. this may not completely stop a moving object, but it can slow them to the point that, for example, a speeding arrow passing through a medium strength field slows immensely inside of the field and clatters harmlessly to the ground due to lack of momentum upon reaching the other side of the field. A note of caution: this constantly drains the caster of magical strength as long as the spell is in effect, meaning that novice Geomagoi cannot hold this for longer than a few seconds at a time before they are exhausted. This spell effects the caster as well, if they enter the field.
-Associated Creature:
An advanced Geomagoi can summon a Ghoul to aid them. Ghouls are technically a variety of ghost, though they are spirits of the earth itself, and not of a previously living creature. As such, they are immaterial and can move through solid objects at will, using this to possess almost any inanimate object to become a living haunt. They are faithful beings, and many Geomagoi summoners choose a specific Ghoul to act as their personal aid.
View attachment 62126
The Ghostly form of a Common Ghoul
View attachment 62240
A Ghoul inhabiting a set of Armour
The Element of Water:
-Archon: Nichsa
-Weak to Earth, Strong against Fire-
-Associated Colour: White
-Associated Birth Signs: Cancer, Scorpio, Pisces
-High Alchemy: Lunar (Moon) Magic
-Preferred Weapons: Chalice & Potion Flask / Whip / Chain Weapons
-Nichsa, the Archon of Water, is thought to be distant and emotionless from her disciples. This is not particularly true, she just prefers to have a relaxed approach to everything and prefers to not get involved in the affairs of others unless they involve her own well-being. She cares for those she deems to be a Hydromagus, though she does not favor them unnecessarily. She prefers to keep an attitude of calm and collected, even during chaos or turmoil, and expects her Magoi to follow her example. Cancers are the most passive of the three Water signs, but can be very defensive if cornered and will fight for a cause they firmly believe in. Scorpios, on the other hand, are passive aggressive, and will contest any opposing opinions, physically or verbally, on any subject they find themselves countered or bested at. Pisces tend to follow the current trends, and like to fit into crowds of their peers, not wanting to cause a disturbance. Nichsa is protective of her followers, so any acts made to spite her will sorely damage any reputation you have with her. But, she is hard to appease by mere works of the hand or mind, so tread carefully to avoid earning her displeasure. The simplest way to gain Nichsa's favor is to avoid conflict and to shy away from possibly dangerous circumstances.
-Magic: A Hydromagus, being users of elemental water, have power over the liquid, as well as the solid and gaseous state. They can form existing water into ice, or evaporate it into steam, and eventually other gases of various effects. Also, Water's effect of Cancellation Magic makes it a prime medium for anti-effect or healing magic, cleansing themsleves or allies to remove ailments and minor wounds. These can be added into potions, which Hydromagoi are especially good at brewing, or through direct water magic itself.
-Starting Spells:
This spell, commonly known as Plunge in Common Speak, has many unconventional uses. Its effect is to throw a stream of water from one source to another, holding it in a spherical shape when steady, but leaving a trail of water in its wake as it moves, like a comet's tail. This can be used to move objects at a small distance, as the power behind it is surprisingly strong for the sphere's small size, but is also creates a segue to many later spells the require moving water, or to out water in a specific place. Note that this cannot create water from thin air, but it can draw water from alternate sources, such as from soil or plants, or even from the human body in small amounts.
Demergate:
-Minor Cleanse:
This spell causes a stream or pool of water to be endowed with the ability to heal skin-deep wounds and ailments, such as sunburn or cuts and bruises. This spell will not restore lost blood, and will not be able to heal strains on muscles, tendons or internal organs., nor will it completely resolve the effects of poisons, though it will dilute a minor toxin to the point that its effects will be delayed until true treatment can be administered.
-Associated Creature:
Marids are the summons of advanced Hydromagoi, liquid spirits with a mind of their own. Marids vary from place to place, as they are fully dependent on local sources of water. Marids can be thought of as a soul that inhabits a body of water, so they are interchangable from a glass of water to a lake, to an ocean, though it would take a highly mature Marid to control that much water. Marids can be violent if the occasion arises, they are loyal and strong fighters, using liquid bodies to let attacks pass directly through themselves, but at the same time using the harshness of waves and currents to attack their foes.
View attachment 62320
A Marid in its Commonly Found Form.
View attachment 62321
A Single Violent and Massive Marid controlling a Large Portion of a Lake.
- View attachment 61935
Familiars are Spiritual Animals granted by a Guardian to those who they choose to become Magoi. These Familiars are the channel through which each Magoi focuses their power, they are the connection between an Archon and the Magoi. A Familiar's form is unique from all other Familiars, though they may have similar bases, they vary according to the person they are bonded to as well as the disposition of the Archon who bestowed it. Many Magoi name their Familiar, though they do not require or desire one, they will obey their masters call to the best of their abilities nonetheless. Familiars cannot speak to anyone other than their own master, and only learn and grow in proportion to their master's own power.
Familiars are not corporeal beings, they cannot interact with reality or objects except through the magic they perform for their Magoi. Familiar's are the source of magic from the Magoi's Archon, they are the chanel that their power flows through, and a Magus without their Familiar at hand is unable to access their magical powers.
Familiars require no food or care, and are immortal for all intents and purposes, though they are not unlimited in their power. As the Magoi they are connected to advances in experience and power, the Familiar matures to better control the Magic they wield. It is easy to tell the skill of any Magoi by the size and growth of their Familiar, as they do not age with time, only with strength.
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- •All Regular RPn Rules Apply.
•Play fairly, there is no established health or stamina system (yet?), but your characters are not invincible, nor are they superior Magoi.
•Be respectful in all play. Characters may have arguments and fights, but we as players should not have a reason to fight. If an argument breaks out between two players, for any reason, that is not handled appropriately by both parties, they will be removed from the RP until the dispute is resolved.
•Character relationships are allowed, even partially encouraged, but nothing that requires a fade-to-black scenario or you WILL be permanently removed from this RP.
•Please be literate. One-Line posts will not be accepted, several sentences minimum, a full paragraph or more preferred. Proper Spelling and Grammar are appreciated, but there are no consequences for the occasional mistake.
•Try to keep the flow of the RP smooth, it is understandable to fall behind at times, but do not post along the lines of "And then, they waited for something to happen." This kills flow, which in turn kills RPs. If you have nothing to say at the moment, it is acceptable to post nothing until you have the opportunity to do so. If you are waiting for another player to post before you do, feel free to tag them, either in your post, or preferably in an OOC post.
•Use the OOC for anything you wish, discuss off-topics such as your latest painting or what you are doing this weekend. The only rule there is follow the in-RP rules as well. (minus the paragraph rule, short posts are reasonable in OOC.)
This Is to Decide your Element, Type of Magic and Familiar. You May Choose the Form of Your Own Familiar from the list Associated with your Symbol, which is in turn decided by your Birthdate.
- Aries: 21 March – 20 April
Tiger, Stallion, Robin
- Taurus: 21 April – 21 May
Bull/Cow, Dove, Sparrow.
- Gemini: 22 May – 21 June
Wolf, Serpent, Eagle
- Cancer: 22 June – 22 July
Crab, Stag, Owl
- Leo: 23 July – 22 August
Lion, Rooster, Peacock
- Virgo: 23 August – 23 September
Squirrel, Magpie, Parrot
- Libra: 24 September – 23 October
Elk, Hare, Swan
- Scorpio: 24 October – 22 November
Scorpion, Wild Boar, Vulture
- Sagittarius: 23 November – 21 December
Mare, Unicorn, Bird-of-Paradise.
- Capricorn: 22 December – 20 January
Elephant, Goat, Falcon
- Aquarius: 21 January – 19 February
Dog, Otter, Albatross
- Pisces: 20 February – 20 March
Sheep, Seal, Stork
High Alchemy is an advanced set of Magic for each Magoi, it cannot be learned, it is only bestowed by your Archon when they deem you worthy. These magics are usually enhancements of previous magics you have learned, or they can also be highly powerful spells granted as a show of devotion to your respective Archon. The four Types of High Alchemy correspond to each Element, and are all equaly powerful, though some opposing pairs can cancel each other out.
- The Canceling pairs are:
Lunar -=- Solar
Heavenly -=- Nature
This is the list of Ranks as students progress throughout their schooling. This will advance as you complete classes, and the learning of some spells is exclusive to certain ranks.
Student Ranks:
Aspirant (candidate for membership)
Magus Novicius (beginner)
Magus Acolytus (apprentice)
Magus Adeptus (journeyman)
Teacher Positions:
Magus Occultus (master)
Magus Adjunctus (deputy, second in command)
Archmagus Theoreticus (head of academy)
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