I'm currently working on a project of re-vitalising and upgrading the lore revolving around the Ikra Family and their magic, Ikra Magic.
Long story short, it involves me categorising and listing each form of magic - and whilst I've been able to do so, the last 5 stand out as uncertain to me. I've had a few people share their views, but I'd like to hear what the wiki users think on the matter.
So, I want to know what you believe chaos, law, soul, cosmic and astral magic revolve around. Provide examples, and what kinds of magic/abilities they allow the user to perform, or interact with.
Whilst I can't promise your answers will make it into the final work I'm doing, I can assure you I'll take everyone's feedback/views into consideration.
My ideas are...
chaos: if we're ignoring Dagon'Hai chaos magic, I would link chaos runes with curses and debuffs. So, chaos runes are used when producing malicious status spells. They can be used, for example, on a person or place to disrupt teleportation magic or to drain strength/endurance while the spell is active.
law: portal/distance magic. Used to pull open interdimensional rifts, like to the abyss for teleportation, and to move things that can't traditionally be moved over distances, like health from one body to another, possibly through some delicate ue of portal rifts.
soul: I might risk calling this soul magic, but let me explain before you run with that. What I mean is, it seems like a magic that allows you to latch onto the essence of a person - to cast very powerful curses that need to be targetted onto a specific individual, or to cast a spell onto someone that becomes much more challenging to handle from a distance than on yourself, like opening a teleportation rift on someone else instead of on yourself (which I imagine might be difficult because, when the mage is the traveller, he can make corrections based on how the magic feels so he doesn't lose any limbs, but maybe when it's on someone else you have to get it right the first time).
cosmic: enchantment magic. used to bind magical spells onto things that hold magic well, like a jewel on a necklace, and used to stabilize magical spells on things that don't, like the direction/projection of brainwaves in the lunar telepathic spell.
astral magic: this could go two ways, either animation magic or the base lunar magic. If animation magic, then it would be key in imbuing inanimate things with both long or short-term behaviors. Could animate a trusty watering can to bob around and care for your garden without supervision, or could animate a log to throw chips off until it became a nicely shaped plank. If it's the basic block of lunar magic, that would make it more like a telekinetic magic that allows the mage to handle things with magic remotely; to do things that would normally require the use of hands/tools, like remotely/magically carry a watering can or saw down a plank.
Astral magic appears to revolve around the interaction of others like Healing/Cure other, Vengance and Monster Examin. Astral magic may effect the minds of others when the spell is cast which does follow the Moon Clan's lore since they are known to walk in dreams and read minds, ect.
Chaos - Mother fucking illusions
Law - Mother fucking Physics, you are not longer falling down YOU FALL UP!
Astral magic - Stars mother fucker
Cosmic - You have a sword made of bronze, NOW IT HITS LIKE MOTHER FUCKING RUNE!
Soul - There is no soul, the Ikra's are all naturally ginger like the sicarius. (disregard this, Matt sucks. )
Chaos - This is magic designed to disassemble, disturb, or destroy.
Law - Magic of physics. Travel between any two points in space directly without normal passage through the rest of space. Can be very nuanced.
Astral magic - Draws upon the magic of the 'Astral Plane' or Space. Associated with celestial bodies such as Moons.
Cosmic - Draws upon the magics of the celestial bodies such as Stars.
Soul - Manipulation of 'Aura'
Chaos - Interactions, change in an unpredictable manner. I'd hazard saying that this is the only magic you would ever want to be bad at, because becoming better means you have less of an idea of the outcome.
Law - Physics. As described previously.
Cosmic - Enhancement and imbuement.
Astral - Interaction, change in predictable manner.
Soul - Literal godmodding.
chaos, law, soul, cosmic and astral magic. Simple enough.
chaos: Infernal magic, or unpredictable magic. Sort of along the lines of Infernal spells or the 'Wild Magic' skill in regards to magic. It draws its source from the Infernal dimensions.
Law: Physics, balancing magics, planar-connection magics. like mentioned above. I would have to stretch out on a limb and say it draws from the abyssal realms with the new advances it teleportation... But prior to that its actual drawing point I couldn't say with certainty. However, I'd say that it's drawing point is unknown. Maybe the void?
Cosmic: Enhancement and imbuement. Closest I could think to spacial energies; Draws not from the moon itself, but the outside areas and realms. similar to above.
Astral: Draws its energy from the Moon, Zanaris. like mentioned above, but also a PRIMARY basis for all lunar magic. Without Astral, there would not be Lunar Magic.
Soul: The most questionable and controversial of any particular magic: It effects the spiritual or energetic fields of a body (Aura, Energy Levels, Soul Energies, Life Force).
Many have used Soul Magic in incorrect or outright God-moddy fashions. However, that's not to say that in my view it's outright illegitimate. Soul Magic, if and when it's used correctly, can be used well within the limits of Roleplay.
For one, the Soul CANNOT leave the body, while alive. Though, if a shade/spiritual being is powerful enough, and its prior body is already gone, it may be within the realm of possibility for this spirit to assume control of a living body and assimilate it, perhaps forcing out the current occupant of the body. This being said, the spirit would need to have significant levels of power; most dead characters if they became spirits would not be able to 'assimilate' another body. In another reference, Soul Magic could serve hand in hand with necromancy, and serve to anchor one's spiritual essence to a point in Gielinor, or elsewhere. This being said, doing so would prove VASTLY dangerous, but incredibly helpful. It would require vast amounts of time and practice.
All in All, Soul Magic would be more common with Necromancers, and falls under a Category similar to Haemalchemy. It would be a dangerous art that would be proceeded with caution, known only by a few and practiced by less.
My idea of Soul Magic's drawing point would be that it draws from the Spirit Realm/Shadow Realm.
So, for the most part, Soul Magic is a case-by-case basis, in my opinion. You have to think of when it'd be applicable to do so, and if it would prove legitimate. No, people can't separate their souls from their bodies and walk about in spirit mode. If they did, their soul sure as hell wouldn't be returning to their body, and their body would either drop dead instantaneously or become a 'soulless' being, while their soul would either be sent to the afterlife or doomed to walk around as a ghost/shade/spirit/whatever. It is also heavily worth noting that 'Death' the Grim Reaper NPC serves as the gatekeeper to the afterlife. as seen in 'missing, presumed death', the npc's souls are unable to leave their bodies without Death's Aid. Now, mind you, Death isn't a God; he's a manifestation with a purpose. It could be plausible that Death actually had some knowledge of such a magic to begin with. Take it how you want; I don't think it's an outright Godmod/Lorebreak. I think it's moreso a usage and case-by-case basis.
That's just my thoughts on each; with their own views. Everyone's summed it up their own way. I do agree with Vivid's view of Soul Magic in part; long-distance spells could use this 'Soul Magic' to single out a person's essence and target them, turning a normally one-way fire wave into a heat seeking oh-god-why missle. Much inceneration, much rage would happen thereafter. Unless, of course, they have an anti-fire shield. Which then comes down to legitimacy of ownership-...
BUT THAT'S NOT THE POINT!
Soul Magic is, with a few other things in w42, one of the outright most misused tactics in all of rsrp. In the case of one such person, whose name I won't mention... Tearing a soul from a living body, absorbing spells, spiritualizing himself... All of that kind of makes me want to slap him upside the head like a gibbs and denozo moment in NCIS, and tell him to use it correctly or not at all.
It's a very hardcore magic, to say the least. Only people who understand what the hell they're getting into OOC and IC having suicidal characters who want to practice a magic that'll likely tear their life force asunder if they're not careful for thrills, should go into the usage of it.
Outside of Soul Magic, yeah. A lot of those are good for something, and fun to use. What Vivid mentioned with Chaos magic... I did something along those lines once. A man was preparing to roflport out of the bar... So I used the disruptive force within Chaos Runes to formulate a creative and intuitive spell to disrupt the teleportation matrix in the vicinity... The guy raged, but most of those around me accepted that he had come out of the teleport as a jumbled mass of inside-out body parts and guts. Poor guy, he shouldn't have picked that fight. All of those magical types you mentioned are lots of fun if you know what you're doing with them.
As I like to say, Magic in rsrp is limited to a mage's ability and the creativity of the Roleplayer behind it. there are, VERY few things you cannot do, make a valid explanation for... Or at least use a similar idea, in rsrp, with magic. There are limits... But did you think that a simple fire spell was just the launching of a huge blob of fire at your opponent? Ever tried raising the temperature level by exciting the molecules in the air through fire magic?
>Sometimes, its like they can't think for themselves...<
I'd like to add to Law magic with the fact that is also used for telekinesis, though it is limited. Most of the time I've seen wizards use telekinesis to bring objects closer to them or move them from one location to the other, namely books and small things. I've also seen them use it a lot to close doors.
Though in the case of heavy objects about the size of a person, it requires a great degree of concentration and skill just to hold onto it. In the case of Ariane in the Wizards Tower quest, she could move large objects short distances if she concentrated enough. In the Mage's academy, the Adventurer could only slide the stone statue towards him since telegrab isn't a particularly strong spell in terms of telekinesis. Neither though could lift huge objects like a ship or bring down a fortress wall with one telekinetic wave of their hand. That would require a crazy amount of power, even a Mahjarrat wouldn't be able to do that.
Otherwise, you can use telekinesis to force open a door if it wasn't too strong, you can use it to "Force Push" humanoids, you can even use it to keep an area from caving in. Most of the time Telekinesis is used as a tool in terms of lore or rp, it's only weaponized forms I know of so far would be the "Force Push" or using it to pin a person to a wall. Otherwise though, it's mostly used to assist a wizard with reaching things over a distance or to influence something in a wizard can't touch.
Yup, glad you mentioned that Frostsen! I'd have to agree with you there, though for as the size and weight of an object, I'd say it'd wouldn't require any more energy than the other objects, but rather more concentration and skill, as you mentioned.
What do you think?