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StormyQueen

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Everything posted by StormyQueen

  1. Heal Khriss, hurt Iyatil 1. Khriss--262. Nazh--193. Iyatil--25
  2. Heal Khriss, hurt Iyatil 1. Khriss--26 2. Nazh--19 3. Iyatil--25
  3. Yessss. I like this. I may not be all together too hopeful about the quality. But, just...yesssss.
  4. Heal Khriss, hurt Iyatil 1. Khriss--242. Nazh--193. Iyatil--254. Felt--2
  5. Heal Khriss, hurt Iyatil 1. Khriss--22 2. Nazh--16 3. Iyatil--26 4. Felt--5
  6. Why hello there my fellow sharders. After developing this magic system for a long while, I thought I should get some feedback, so ta-da! Any thought she or opinions would be helpful, so just let me know anything you think that could be improved, or any questions you have. Thanks! The basics There are 3 sources of magic that are used to gain power: quartz, blood and sap. By using these, the power is drawn out of them, and into the caster, and fuels their magic, allowing them to use the magic energy to key into the network of energy. With blood, the blood has to be your own, and you can't use another persons, however, this isn't as relevant in the current era of magic Magic types Nothing can be created. You cannot summon fire, metal, animals where there is none You can summon the elements towards you like a magnet, but only to a certain extent. With enhancement, you can attach things from other people or animals to yourself, however this is extremely difficult The power relies on the mental capacity that is specific to each bracket and sub skills. Some (like pure elemental) are very specific, while others (like creature elementals) only require an open mind. Casters can only perform within their overall bracket (e.g. Pure elemental), but can master any base skill within that bracket. You start off with one skill, the skill you are born with, and once you have enough understanding, you can move on to the next skill that goes in a pre chosen order. If you try to cast a different skill, then you can injure, or even kill yourself. When you have mastered a skill is not always clear, and you can be in danger if you think the skill is mastered and it isn't. However, you only need a certain level of competence Elements and set skills can be applied to different elements when taught. Raw elements (water) are easier to cast than effected elements (ice). Effected elements can still be used, but it takes longer to learn Pure elemental The ability to control classical elements. You can still be hurt by the elements. You can still drown as a water caster. A requirement for pure elemental casting is that you hold yourself apart from the element, although you do not need to do it to be able to cast it. However, if you don't remain aloof you will be consumed by the element you are using In order to cast, you must have an emotion that is particular to each element. However, this only allows a small amount of power, and in order to use more power, you must have a source. The source is quartz When picking up the elements, the speed and weight depends on your power source's strength and your physical strength. It is only elemental mages that require a source of power, as creature casters use blood, and the magic within regenerates on its own. The strain on physical strength is correspondent to the weight of what you are picking up, emotional strength, source strength and your own weight. You learn them in set order of Fire-air-earth-water-fire Fire Requires inspiration and/or control over emotions Innate skills: Lightning Water Requires being grounded, and/or flexibility of the mind Innate skills: Ice, Earth Requires determination and patience Innate skills: sand Air Requires freedom and acceptance of self Innate skills: heat levels Creature elements Enhancement Enhancing the human body. Requires understanding that life is limited Enhancement can only be applied to the self. Enhancements must be physically possible A master can make the impossible (e.g. Giving yourself wings) , but must alter his/her anatomy to make this change. There is a certain amount you can change your anatomy. The main way is of shifting muscles, as creating muscles is practically impossible. Also, to get rid of muscle, you must cut it out of your body, then work from there. You also can only shift muscles a certain amount, and if you shift them too far, you can loose limbs as they don't have anything to move them. It is very hard to insert muscle, but it can be done. However, if the muscle gets caught on bone, then it can tear the whole muscle, and render it useless. It is similar for other things non-organic materials can be used (such as rock for bones) Bonding Bonding to an animal. Requires creativity and an open mind You can only bond with one sort of animal (e.g. Wolves) The animal must be one of the "higher animal order", meaning it must have some version of intelligence. You can talk with the animal, but not control it. You will adopt more animal like traits. If the magic is used too much, then you can begin to transform into that animal. Origins Magic is an innate force of energy, and resides in the environment, and migrates through the world slightly. Although it originally flowed freely between the normal world and a different world (The Undying Lands), it has become stunted. Originally, before the worlds split magic could easily be accessed powerfully and the magical energy itself could be moved, however, now the magic energy can only be moved around in materials that they naturally congregate in. The caster moves the energy within the matter, thus moving the material itself.
  7. Elend. He was a good character, who even though he grew up in a society that despised skaa, he was kind and compassionate. He had a vision, and he wasn't afraid to see it through, and though he was emperor, he planned on inducing a democratic state in Scadrial. He never lost sight of his morals, and plus, he's a mistborn, and mistborn are cool. Kaladin is cool, but he doesn't have the same moral high ground as Elend, as he broke his vows at one point. Plus, in a fight, I think despite Kaladin's gravity surges, he'd still be able to avoid getting hit, and, atium can get him out of pretty much any bad situation. He may not have the same finesse that Vin and Kelsier have, but I would argue that the same is with Kaladin's surges.
  8. Heal Khriss, hurt Iyatil 1. Khriss--232. Nazh--163. Iyatil--254. Felt--6 guys...why are you all hurting Khriss? She's an epic character!
  9. Heal Khriss, hurt Iyatil 1. Khriss--25 2. Nazh--16 3. Iyatil--25 4. Felt--4
  10. Heal Khriss, hurt Iyatil 1. Khriss--232. Nazh--163. Iyatil--254. Felt--6
  11. Heal Khriss, hurt Iyatil Heal Iyatil, hurt Felt 1. Khriss--25 2. Nazh--15 3. Iyatil--22 4. Felt--8
  12. Heal Khriss, hurt Iyatil 1. Khriss--23 2. Nazh--15 3. Iyatil--22 4. Felt--10
  13. Heal Khriss, hurt Nightblood 1. Khriss--272. Nazh--153. Nightblood--34. Iyatil--165. Felt--9
  14. Kell. I mean, it's Kelsier, the mistborn and survivor. Plus (SH)
  15. Heal Khriss, hurt Nightblood 1. Khriss--27 2. Nazh--15 3. Nightblood--2 4. Iyatil--15 5. Felt--11
  16. Heal Khriss, hurt Nightblood 1. Khriss--26 2. Nazh--15 3. Nightblood--3 4. Iyatil--15 5. Felt--11
  17. Heal Khriss, hurt Nightblood 1. Khriss--25 2. Nazh--15 3. Nightblood--5 4. Iyatil--14 5. Felt--11
  18. Heal Khriss, hurt Nightblood 1. Khriss--24 2. Nazh--15 3. Nightblood--6 4. Iyatil--14 5. Felt--11
  19. Heal Khriss, hurt Nightblood 1. Khriss--22 2. Nazh--15 3. Nightblood--9 4. Iyatil--13 5. Felt--11
  20. Heal Khriss, hurt Nightblood 1. Khriss--212. Nazh--143. Nightblood--114. Iyatil--125. Felt--12
  21. Heal Khriss, hurt Nightblood 1. Khriss--19 2. Nazh--12 3. Galladon--1 4. Nightblood--13 5. Iyatil--14 6. Felt--11
  22. Heal Khriss, hurt Nightblood 1. Khriss--182. Nazh--123. Galladon--34. Nightblood--135. Iyatil--126. Felt--12
  23. Heal Khriss, hurt Nightblood 1. Khriss--16 2. Nazh--12 3. Galladon--5 4. Nightblood--14 5. Iyatil--11 6. Felt--12
  24. Heal Khriss, hurt Nightblood 1. Khriss--14 2. Nazh--12 3. Galladon--7 4. Nightblood--14 5. Iyatil--11 6. Felt--12
  25. Heal Khriss, hurt Vasher 1. Khriss--13 2. Nazh--10 3. Galladon--9 4. Vasher--3 5. Nightblood--14 6. Iyatil--11 7. Felt--10
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