Pact Magic
Sept 26, 2019 1:10:53 GMT -8
Post by unknownmercury on Sept 26, 2019 1:10:53 GMT -8
Power Set Name: Pact Magic (Also called The Practice, Karmic Magic, Contract Magic, etc)
Basic Concept: Focusing heavily on oaths, bonds, and contracts, this system of magic is known by Practitioners for its extreme versatility and ability to gain great power through shows of word and deed. The origin of the system is unclear, as each country has its own tales and traditions that they say came first. All that is known is that through the Awakening one becomes bound by Karma and gains the ability to see beyond the veil of mortal perception, to see the spirits that aid them in their magic and to perceive those creatures who are otherwise hidden from sight. In this way, a Practitioner can make pacts with these creatures and coerce them to do the user's bidding, at the risk of those self same creatures preying on the foolish mage who reaches too far too fast.
Focus: Utility through versatility.
Type: Magical
Pros:
Cons:
Abilities:
Ability Name: Fire Ball
Ability Description: A weak ball of fire blazes forward to hit the opponent. Not very strong, mostly concussive force.
Ability Name: Unnamed Healing Spell
Ability Description: A healing ability that mends bones, blood vessels, and tissue damage. The user draws a sigil on target and puts power into it. Strength varies based off of substance used to draw the sigil.
Ability Name: Spirit Summoning
Ability Description: The user summons a spirit to appear, usually for the purposes of binding to an object, though this can also be used to seek answers to questions the spirit may no. Has a chance of backfiring, in which case the enraged spirit will attack the Practitioner.
Karma: Karma is a nebulous force that gives Practitioners power. It is measured on a system that has no numerical values but can be summed up as positive, negative, or neutral. Having positive karma generally makes one's life easier through the universe steering positive experiences your way, people being more likely to take you at your word or consider you nonthreatening, your spells being more powerful, and Others being more willing to negotiate.
Negative karma means you're less likely to be trusted, you'll find trouble more often, your spells might not work the way you want them to if at all, and Others will be tougher in making deals.
Being karmically neutral is exceedingly difficult, and means that the universe is waiting for you to prove yourself by word and deed. This is baseline human level until the Awakening Ritual is performed.
Actions that affect Karma Positively
Actions that affect Karma Negatively
These are just a few examples, and more will be added as they come up.
Basic Concept: Focusing heavily on oaths, bonds, and contracts, this system of magic is known by Practitioners for its extreme versatility and ability to gain great power through shows of word and deed. The origin of the system is unclear, as each country has its own tales and traditions that they say came first. All that is known is that through the Awakening one becomes bound by Karma and gains the ability to see beyond the veil of mortal perception, to see the spirits that aid them in their magic and to perceive those creatures who are otherwise hidden from sight. In this way, a Practitioner can make pacts with these creatures and coerce them to do the user's bidding, at the risk of those self same creatures preying on the foolish mage who reaches too far too fast.
Focus: Utility through versatility.
Type: Magical
Pros:
- Extreme potential: A Practitioner may call upon any number of tricks that they've picked up through the years to blindside you.
- Generally speaking, the best answer to Pact Magic is Pact Magic.
- Gives you access to scary creatures beyond normal understanding.
- Rarity means that people generally don't know what you're doing.
- Can become somewhat powerful quickly through dabbling.
Cons:
- Gives scary creatures beyond normal understanding access to you.
- Subject to Karma.
- For any trick Pact Magic can do, Pact Magic has an answer to it in some form.
- Generally rare and hard to learn more practices
- Generally need to focus on a single school to reach any sort of exceptional power.
Abilities:
Ability Name: Fire Ball
Ability Description: A weak ball of fire blazes forward to hit the opponent. Not very strong, mostly concussive force.
Ability Name: Unnamed Healing Spell
Ability Description: A healing ability that mends bones, blood vessels, and tissue damage. The user draws a sigil on target and puts power into it. Strength varies based off of substance used to draw the sigil.
Ability Name: Spirit Summoning
Ability Description: The user summons a spirit to appear, usually for the purposes of binding to an object, though this can also be used to seek answers to questions the spirit may no. Has a chance of backfiring, in which case the enraged spirit will attack the Practitioner.
Karma: Karma is a nebulous force that gives Practitioners power. It is measured on a system that has no numerical values but can be summed up as positive, negative, or neutral. Having positive karma generally makes one's life easier through the universe steering positive experiences your way, people being more likely to take you at your word or consider you nonthreatening, your spells being more powerful, and Others being more willing to negotiate.
Negative karma means you're less likely to be trusted, you'll find trouble more often, your spells might not work the way you want them to if at all, and Others will be tougher in making deals.
Being karmically neutral is exceedingly difficult, and means that the universe is waiting for you to prove yourself by word and deed. This is baseline human level until the Awakening Ritual is performed.
Actions that affect Karma Positively
- Making and keeping an oath or promise.
- Helping people.
- Fighting Karma-negative people.
- Making deals that favor others.
Actions that affect Karma Negatively
- Breaking an oath or promise.
- Lying.
- Hurting people without cause.
- Using Pact Magic on non-Practitioners
- Making deals that favor yourself.
- Killing with magic.
- Stealing.
- Trespassing.
- Informing others of Pact Magic.
These are just a few examples, and more will be added as they come up.