Magic Write-up Jun 8, 2015 17:24:27 GMT -6
Post by Deleted on Jun 8, 2015 17:24:27 GMT -6
Magic is present in every Species in Equestria. How they use thier magic is a bit different though.
Earth Ponies: Have a Connection with the Earth. This takes form in a number of ways. Some have a sort of Sixth Sense that pertains to their Special Talent. Such as the Pinkie Sense which detects dangers in a very vague manner, or Cheese Sense which can detect parties on the horizon. Others use thier magic to help grow or prepare food, such as the Apple Family Orchards or Bon Bon's Magical Candies.
Pegasi: The Feather Winged Ponies of Equestria have the Magic to control the Weather. Whether they are destroying or moving clouds with thier hooves, or creating tornados of significant power with just thier wingpower, a Pegasus has the magic to help shape the world. Thier Magic also allows them to fly through the air as only Pegasi can.
Unicorns: Their magic is the most Noticable. By controlling magic, they have much more tactile uses and can assist Equestria in a Multitude of ways.
Bat Ponies: The Magic within the Bats are used to help the night. This takes shape in their extraordinary abilites with sound.
Caribou: The Bou, as they are lovingly refered to. Their magic is instilled not only in the Wyrd, but in their ability to survive in the harshest of conditions just as well as Unicorns do in Canterlot.
Changelings: Love Magic is very powerful and the Changelings not only feed on it, but use it as fuel. Thier fire and ability to change help the hive grow and thrive.
Crystal Ponies: These ponies were imprisoned for a thousand years and managed to survive. Their magic stems from their emotions. They know emotions better than anypony and express it like nopony else.
Diamond Dogs: No Race can move Earth like the Diamond Dogs. Thier magic can literally move mountains so they can gather their shinies.
No I don't mean Celestia's School. There are eight Schools of Magic.
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations.
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Healing: Certain divine conjurations heal creatures or even bring them back to life.
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.
Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion: A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.
Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.
Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Transmutation spells change the properties of some creature, thing, or condition.
Universal Spells encompass any spell that does not fall into the other schools.
The Three Manipulations
Basic Manipulation is what all unicorns use to just manipulate magic to do simple acts. Telekinesis does not require any other Manipulations.
Magic on it's own is just a colored aura of the unicorn using it. Nature manipulation changes it to one of the ten elements of Nature. Terra (Earth), Pyre (Fire), Aera (Wind), Aqua (Water), Cryo (Ice), Aes (Metal), Flora (Wood), Lux (Light), Nox (Shadow), and Fulmen (Electricity).
Shape Manipulation rarely has serious effects to the spell, but often times is just as inspireing for the Unicorn as it does for creating the spell. It is often the hardest part of the spell.