I'm still working on the other story! I just can't seem to get the next chapter to a state which I am happy with. Too much re-writing and then I feel it's incoherent and now I'm gonna just start the chapter over. But I'm also planning out the next story's setting. Wizards as a concept are fascinating ot me. I plan on having the concept of the next story be similar to a more serious take on Magicka. Magic is created through various "spheres", which embody concepts that are often difficult to understand and sometimes even inherently contradictory.
White <-> Black
Grey <-> Green
Brown <-> Yellow
Blue <-> Red
Clear <-> Violet
Each sphere is associated with five concepts. A type of magic; an element; a boon; a form of travel; and a flaw. All magics are, however, capable of fulfilling most roles (healing, buffing, damage dealing, minion-making, martial arts, swordmagery, etc, because they are not defined by how they are used, but by what they are) and in the end, no sphere is either more or less evil than the other, although that doesn't necessarily mean that the common person won't think of it that way. Each one has a tendency, but these are not universal-- merely common traits of wizards who end up choosing that specific sphere.
White
-- Type: Healing
-- Element: Holy
-- Boon: Protection
-- Movement: Flight
-- Flaw: Arrogance
-- Example spells: Healing Hands, Luminal Blast, Bless, Revive, Disintegrate
-- Tend to be optimistic, but preachy.
Black
-- Type: Necromancy
-- Element: Darkness
-- Boon: Life-Stealing
-- Movement: Shadow-Stepping
-- Flaw: Pessimism
-- Example spells: Blood-Siphon, Shadow-Strike, Drinking Blade, Create Undead, Touch of Death
-- Tend to be alluring and friendly, but pessimistic and sometimes nihilistic.
Grey
-- Type: Golemancy
-- Element: Metal
-- Boon: Endurance
-- Movement: Automated Constructs
-- Flaw: Laziness
-- Example spells: Fix Imperfection, Iron Hands, Create Stone Warrior, Golemantic Resurrection, Create Mithril Golem
-- Tend to be brilliant inventors, but lazy.
Green
-- Type: Druidic
-- Element: Nature
-- Boon: Regeneration
-- Movement: Gliding/Hovering
-- Flaw: Short-sightedness
-- Example spells: Regenerate, Poison Needles, Infinite Ivy, Infestation, Temporary Immortality
-- Tend to be well-meaning, yet rarely think of long-term impacts of their actions.
Brown
-- Type: Geomancy
-- Element: Earth
-- Boon: Shielding
-- Movement: Tunneling
-- Flaw: Slow to change
-- Example spells: Stonegrowth, Rock Spikes, Earthquake Trap, Animate Stone, Petrify
-- Tend to be diligent, but dour. and conservative.
Yellow
-- Type: Astromancy
-- Element: Lightning
-- Boon: Retribution
-- Movement: Teleportation
-- Flaw: Wrathful
-- Example spells: Starlight Cloak, Lightning Bolt, Spark of Life, Meteor Strike, Thundergod
-- Tend to be motivated and just, but also prone to fits of rage.
Blue
-- Type: Aquamancy
-- Element: Water
-- Boon: Evasion
-- Movement: water-Walking/Breathing
-- Flaw: Indecisive
-- Example spells: Lifedew, Water Spear, Ice Crash, Water-Clone, Bloodfreeze
-- Tend to be adaptive and intelligent, but indecisive and prone to second-guessing.
Red
-- Type: Pyromancy
-- Element: Fire
-- Boon: Power
-- Movement: Haste
-- Flaw: Passion
-- Example spells: Warmth, Fireball, Magma Bolt, Phoenix Blessing, Conflagration
-- Tend to be highly passionate about whatever they do-- and burn themselves out often.
Clear
-- Type: Arcana
-- Element: Force
-- Boon: Generalism
-- Movement: Force-Assist
-- Flaw: Incoherency
-- Example spells: Wound-Binding, Force Bolt, Exponential Impact, Force Cage, Telekinetic Crush
-- Tend to be considerate and decisive... until they become distracted-- oo shiny!
Violet
-- Type: Illusions
-- Element: Mind
-- Boon: Mirror Image
-- Movement: Image-Walking
-- Flaw: Hedonism
-- Example spells: Wounds to Illusion, Injury from Insult,
Illusory Army,
Temporal Wavering, Mind-Snap
-- Tend to be joyous and gregarious, but also often forget their goals in seeking to enjoy life.
No comments:
Post a Comment