GRpgV2 Magic

## Magic

Ah magic, one of the key systems in many fantasy rpgs. There are many different magics in GRpgV2. Each magic does something different and has different effects when used on a target. There are 42 different magic types in the game and most of those magics have 2 different options, Creation / Manifestation and Control / Manipulation. Creation allows the user to create that element and control it whereas Control allows the user to control a pre-existing element in the environment.

#### Magic Constellations

In this universe magic is powered by the stars. Through these constellations players can choose their next magic. The player starts by selecting 1 of the 4 starting elements. Once they advance 15 levels they may choose one of the first magic in any constellation. Another 15 levels will allow them to choose another magic. There are 6 options available, continue up/down the constellation line or select a magic of the same tier on either 1 or 2 constellations across. For example: If a player obtained Music and could choose another magic they would either be able to choose Language, Healing, Shadow, Glass, Rubber, or Paper. A player will be able to select a new magic every 15 levels and will have to visit the cathedral to make the selection.

#### Forbidden Magic

On the sixth stage lies forbidden magic (Demon King, Time and World God). These magic only come with 1 or 2 abilities, not total control. Demon King Magic is extremely powerful demon magic and is only accessible after obtaining Demon Magic. World God Magic is god-like magic and is only accessible after obtaining Holy Magic. Time magic allows the user to temporarily stop and slightly reverse time in selected areas, this is accessible by both Demon and Holy Magic. Using these magics have drawbacks. Using Demon King magic will slowly turn your body into you an unrecognisable demon which will rampage uncontrollably if taken over your entire body. World God magic will slowly link your soul to the heavens as you use the magic. Once the link is complete you will die and all memories of you will vanish. Time magic will steal your future. Basically the more you use it, the closer your time of death will be. It is only possible to specialise in Time magic, this will allow you to effect more area with your time and the consequence of using it will be lessened.

#### Specialisation

Once a player reaches a magic they really like they can specialise in it. This means that all other magic that they possess will become unavailable to them and that power will be shifted to their specialised magic. This makes that 1 magic very powerful. Specialising in a magic can unlock cool abilities and even allows you to use both the creation and control forms of that magic. This includes the ability to control other people's magic as long as they are using your specialised magic.

#### Creation / Manifestation

Choosing this option for magic allows the user to manifest that magic nearby. The magic can be manifested anywhere on the body but is most effective in the hands. Having a low control stat (under 200) means that the user will have to manifest the magic directly from their body. Having higher control can allow the user to manifest the magic from outside their body. See the table below for more info:

 100 to 200
 200 to 300
 300 to 500
 500+

#### Control / Manipulation

Choosing this option for magic allows the user to manipulate nearby existing forms of said magic. Manipulation is stronger and easier to control than Manifestation however it doesn’t allow for the freedom that the other option provides. Having a lower control stat limits the quantity of existing magic the user can manipulate. See the table below for more info:

 50 to 100
 100 to 200
 200 to 300
 300 to 500
 500+

Keep in mind that the tables above are just a guidance and are not fully enforced

## Using Magic

### Fire, Water, Nature, Wind, Mud, Lightning, Wood, Metal, Glass, Paper, Ice:

#### Control:

Enables the user to control existing [element] that aren't created via magic

#### Creation:

Enables the user to create and control their own [magic]

#### Specialisation:

The user can control existing [element] and other people's [element] magic while being able to create and control their own [magic]

### Illusion, Music, Chain, Explosion, Light:

#### Creation:

Enables the user to create and control their own [magic]

#### Specialisation:

The user develops a resistance against [magic] and your ability in using your [magic] will increase greatly

### Language:

Allows the user to communicate in any language they recognise, this includes animal languages

#### Specialisation:

Allows the user to communicate to people telepathically and allows them to speak ancient / forgotten languages as well as monster languages

### Construction:

#### Control:

Allows the user to manipulate man-made structures such as houses, buildings, walls, etc.

#### Creation:

Allows the user to create simple walls and floors from basic materials. These materials can improve with training and levelling.

#### Specialisation:

Allows the user to create entire buildings and structures such as housing, towers, castles, etc. The user's party will also gain a minor stat boost while inside these structures and will slowly regenerate health.

### Poison:

Allows the user to create poisonous substances. These can be in the form of gas or liquid. Hitting an opponent with poison magic will not deal much damage but will always inflict them with poison. Especially good against nature magic.

#### Specialisation:

Inflicted Poison can come with extra debuffs.

### Shadow:

Allows the user to manipulate shadows, the user can make shadows 3D and can sink into shadows similar to when you sink into the paint in Splatoon

#### Specialisation:

Allows the user to create their own shadows

### Rubber:

Allows the user to stretch, bend, compress any cylindrical / long object they touch

#### Specialisation:

Allows the user to stretch nearly anything they touch and to be able to rubberfy things in close proximity without touching it

### Morph:

Allows the user to transform into any monster or animal they have taken research samples of. Transforming themselves into a monster or animal completely changes their appearance, their language (unless they have language magic) and their abilities.

#### Specialisation:

Allows the user to transform into any monster or animal upon seeing it, they do not need to have obtained any research samples.

### Portal:

Allows the user to place a portal in close proximity (can place mid-air too). The user can place more portals as they train and they can link them as they wish. With enough training and concentration, the user can place a portal at any town on the same island they are.

#### Specialisation:

The limit of placable portals increases drastically and the range covers the entire planet. The size of the portals increases also.

### Clone:

Allows the duplication of the user however the clones can be destroyed in 1 hit but still deal the original damage

#### Specialisation:

The user can duplicate the object they are holding (these will be a lot weaker than the original). The user can also clone very simple and familiar objects without actually having the object on them or in their sight.

### Healing:

Allows the user to heal their own and ally's wounds. The healing ability is limited however, you will not be able to heal internal injuries or lost limbs.

#### Specialisation:

True Healing ability is unlocked allowing the user to heal any internal injury and can reattach limbs. The user can also heal very minor illnesses

### Dragon:

Allows the user to take on properties of a standard dragon. This includes: wings, elemental breath, claws, scales, and keen smell. The user may only be able to take on 1 property at a time.

#### Specialisation:

Allows the user to transform into a full dragon at will.

### Weather:

The user can control the weather in small areas. They can make it rain, move clouds and summon thunderstorms. The user also may manifest properties of these weather effects (example: rain / hail can be shot directly from the user. These weather conditions can also gives buffs to certain magics.

#### Specialisation:

The user can control the weather of an entire island. They can also control where lightning strikes and how large and fast the rain drops are.

### Mirror:

Grants the user the ability to summon mirrors anywhere in the area, these mirrors can enhance the light reflected off of them into high density beams. Light / Plasma based magic such as Fire and Lightning will also reflect off these mirrors.

#### Specialisation:

Gives the user an additional ability which allows them to duplicate anyone who looks into their mirrors, this duplicated copies the original person.

### Cardinal Magic:

Allows the user to change the direction of approaching magic by concentrating on it. This means that the magic must be targeting them and that the user cannot change the direction of magic that they cannot see or react to in time. The user will only be able to redirect 1 magic entity at any single time.

#### Specialisation:

Allows the user to force all nearby magic towards or away from a selected spot.

### Shield Magic:

It allows the user to summon shields. These shields can be manipulated mid-air and do not need / is not intended to remain in contact with the user. Each shield has its own health values. The combined health pool of all summoned shields will be equal to halve of the user's total health, the combined health pool is distributed equally among the shields. Shields can be merged into one another which will add the health values of the shields together. Any health lost from the shields will be removed from the total health pool. In the event that a shield is destroyed, the user will take 25% of the shield's health (damage is rounded up). The shields can deal exactly 0 damage in anyway by themselves. However, they can be used to push opponents and be used as 'stepping stones'.

#### Specialisation:

The total health pool of the shields are equal to 100% of the user's health.

### Martial Magic:

Grants the ability to enhance ones physical abilities. It can be used to boost a certain stat during combat and will be increased by a percentage (stat/(level*7)). Only 1 stat can be boosted at a time. The magic can be used outside of combat to assist with physical abilities (agility, strength, etc). This magic works with melee weapons and will stack with other buffs.*

#### Martial: Stockpile:

*Attack: Allows the user to physically attack 3 times in a single turn. The first attack acts as normal and each following attack that lands will deal an additional 40% dmg from the previous attack.*

*Damage: For every time the user is attacked during a single round, the inflicted dmg will be reduced by 5% and will stack with each following attack.*

#### Martial: Bulk:

Attack: Allows the user to charge a physical attack over 2 turns. The attack will inflict 300% dmg.

Damage: The user can nullify a percentage of inflicted dmg in exchange of losing that percentage of dmg on their next attack. If the user decides to block 100% of an attack, this will forfeit their next turn. This is only valid against a single attack.

#### Specialisation:

All subtype ability values are doubled (excluding turn values). The user can choose to instead use the abilities from the Martial Subtype they didn't choose, allowing them to mix subtypes. The user can also boost all stats during combat, however, this will only last 3 turns.

### Magnet Magic:

By touching an object, the user can set the object's magnetism as 'Plus' or 'Minus'. Objects which have the same magnetism will push away while objects with opposite magnetism will pull together. The strength and duration of the magnetism depends on the user's ctrl stat.

#### Specialisation:

The strength and duration of the magnetism significantly increase. The user will also be able to remotely set an object's magnetism without touching it.

### Spirit Magic:

Grants the ability to speak to ghosts. Ghosts may choose to lend their power to you. This can be anything from their magic to their skills and talents.

### Fusion Magic:

Allows the user to fuse 2 objects together. The new object will take the properties of both fused objects. However, if said properties clash, the fusion will not work or it'll balance out. Living Organisms cannot be fused and only 2 objects can be fused. Fused objects cannot be fused to create fused fused objects.

#### Specialisation:

The user will now be able to fuse already fused objects. This only works once so the user will not be able to fuse fused fused objects with other fused fused objects to create fused fused fused objects.

### Demon:

The user can control dark energy which quickly becomes destructive. The user can also have demons possess their body and attain their abilities however the user will not be conscious while this happens.

#### Specialisation:

The user masters dark energy and is able to summon demons however it will require the user to sacrifice a part of themselves to do so. The user can then command or gain the abilities of the summoned demon.

### Holy:

The user can control the magic blessed to them by the gods. The magic is pure and can purify any corruption. Holy magic can also give buffs to party members and cure illnesses.

#### Specialisation:

The user harnesses the power blessed by the gods. This allows them to give huge buffs to party members and cure any debuff.

### Demon King Magic:

#### Demonisation:

The user can corrupt any being's mind and make them insane and extremely hostile however these effects can be reversed with holy magic

#### Memory Bolt:

A quick bolt of demonic magic is shot towards the target. If this bolt happens to kill the target, all memories of the target will fade from existence

#### Drawback | Demonic Hostage:

Demon King magic will slowly turn your body into you an unrecognisable demon which will rampage uncontrollably if taken over your entire body. Your magic power will grow stronger as the demonic energy takes over your body.

### World God Magic:

#### Total Heal:

Heal yourself or an ally to full health instantly. However this takes 5 turns to use.

#### God's Wrath:

A beam is shot down from the sky onto the target, likely killing them instantly however this can be stopped with demon magic.

#### Drawback | Heavenly Link:

World God magic will slowly link your soul to the heavens as you use the magic. Once the link is complete you will die and all memories of you will vanish.

### Time:

#### Time Stop:

Select a small area and have time stop there. Time can only be stopped for up to what the user's control stat is, converted to seconds.

#### Time Reverse:

Select a small area and have time reverse there. Time can only be rewound up to 1 hour.

#### World Time Stop:

Stop time for the entire world. Time can only be stopped for a maximum of 30 seconds.

The user will be able to select more than 1 area for time magic

#### Drawbacks | Future Fade:

Time magic will steal your future. Basically the more you use it, the closer your time of death will be. Specialising in time magic lessen the consequence of using it.

## Hidden Magics

There are some magic in the world that only a few select individuals are able to control. These individuals were incredibly lucky to be born with such powers however they cannot access any other magic. These hidden magics cannot be obtained through the magic tree and as of right now there is no method for players to be able to use said magic.

### Living Pyro, Hydro, Dendro, Anemo:

Grants the user the ability to bring their fire/water/nature/wind magic to life. Able to create life and control it.

### Space Warp:

The user can visualise a location and instantly teleport themselves there no matter the distance. However they cannot teleport others with them.

### Modify:

Grants the user the ability to modify the weight, scale and state of any object they are touching.

### Animation:

Grants the user the ability to bring any object they touch to life. The size and complexity of the object determines how much control they have over it.

### Gravity:

The user can manipulate gravity in a 5m radius of them. The user can increase the strength of the gravity.

### Mimicry:

Grants the user the ability to use any ability that directly hits them. However they are only able to use it exactly how their opponent did it (hit by fireball, can only create fireballs).

### AntiMagic:

Allows for the user to negate nearby magic. When magic comes into close proximity of AntiMagic, it will weaken it considerably. When magic comes into direct contact with it, the magic will vanish completely. These also takes effect against the user's own magic. Once the user gains more control over the magic, they will be able to expand the radius of the AntiMagic's effects.

### Energy:

#### Absorption:

Allows the user to absorb magic from an object or area to store or manifest it.

#### Augmentation:

Allows the user to enhance or weaken someone else's magic power when in close proximity.

#### Bestowal:

Allows the user to bestow magic power onto another or to awaken one's magic ability.

#### Manipulation:

Allows the user to manipulate another person's physical magic.