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Saturday, March 26, 2011

Famous Spellcasters: Ultimecia

Name: Ultimecia aka the Sorceress aka Edea Kramer 
World: Unknown world aka Final Fantasy VIII
Spells: Apocalypse, Blizzard Palm, Great Attractor, Ice Strike, Knight's Axe, Knight's Arrow, Knight's Blade, Shockwave Pulsar.


Ultimecia is a powerful sorceress with access to a number of powerful spells that allow her to manipulate time and space. She lives in one of the many aspects of the world within the final fantasy universe.

She has long for control over her world for centuries, both interfering with its Past, Present, and Future. She has manipulated many in order to achieve her goals, and has even further ambitions to ascend to full godhood itself by destroying both Chaos and Cosmos.

Within her own world it her origin is shrouded in mystery, as individuals do not know if she hails from the future or distant past. In various ages she often possess individuals such as Edea Karmer or Rinoa. Through these agents she often fights through them, staying behind the shadows as a puppet master with these proxies.
Within her world she was eventually defeated by heroes from the SeeD Academy who uncovered her devious schemes. However, although gone ... she still exists someone in the darkness as n agent of chaos that can be placed back anywhere in reality.

Monday, March 14, 2011

Famous Spellcasters: Syaoran Li


Name: Syaoran Li "Litte Wolf"
World: Unknown world aka Card Captor Sakura
Spells: Unknown.
Artifacts: Lasin Board, Jian, Clow Cards.

Syaoran Li is a relative of Clow Reed, a powerful sorcerer who created an artifact of both western and eastern magics know as the Clow Cards. These cards like tarot cards, but are tied to certain elements and powers. The both have four guardians known as Ruby Moon and Spinel Sun, as well as Yue and Kerberos. This powerful artifact was sealed in the "Book of the Clow" at the time of Clow Reed's death.

However as fate would have it it was accidentally opened by a young girl named Sakura. She and Syaoran are on a mission to find all the clow cards to gain control of them. Syaoran is a powerful sorcerer familiar with Celestial Calligraphy, Taoist Mysticism, Feng Shui, and is also an excellent swordsman to boot! He can call on a variety of power to help him subdue the clow as well as many of the other parties interested in capturing the deck!

Each of the Cards of the Clow have mysterious powers and often have entities they embody.

Moon Cards
The Dark, The Watery, The Windy, The Erase, The Change, The Time, The Illusion, The Sleep,
The Silent, The Dream, The Mist, The Freeze, The Bubbles, The Wave, The Wood, The Snow, The Cloud, The Rain, The Fly, The Jump, The Storm, The Float, The Move, The Dash, The Voice, The Song.

Sun Cards
The Light, The Fiery, The Earthy, The Glow, The Shadow, The Big, The Little, The Create, The Return, The Sweet, The Power, The Thunder, The Fight, The Sword, The Arrow, The Shot, The Through, The Twin, The Maze, The Flower, The Shield, The Sand, The Libra, The Lock, The Loop, The Mirror.

Other Cards
The Nameless, The Hope, the Nothing.

Card Captor Sakura is an Anime from japan. Right now many people are suffering from a horrible disaster of epic proportions, "Earthquake, Tsunami, Nuclear Fallout, Volcano, and Snowstorm". If you can please donate to one of many relief funds out there! Japan has given us some great stuff from anime, video games, and manga.

Royal Mail: Wizards Stamp Collections.....

In Great Britian, the Royal Mail will be releasing a "Magical Realms" stamp collection featuring some of Britian's famous fictional personas. If you are a stamp collector or someone who would love to give a unique gift, then look no further. These stamps feature personas from "The Chronicles of Narnia", "Discworld", "Harry Potter", and the "Arthurian Legends".

Thursday, February 17, 2011

Spellcasting 101: Practitioners of Arcane Magic (Part 1)

As noted there are various forms of magic, and likewise various forms of spellcasters.
Most notably the master of the arcane magics is the Wizard. Historically speaking though, the wizard is not the first practitioner of magic as that title most often falls to the Sorcerer.

The Wizard
A wizard is an individual, through study and research, who is able to unlock the secrets and practice of magic.
Such individuals are of a scholarly nature and follow a very analytic view of magic. They know that magic itself follows certain rules and thus through the manipulation of words of power, symbolic materials, and movements they are able to cast spells. They also have tendency to to be considered bookwise, as through the practice of magic requires learning of a variety of subject from basic alchemy, ancient history, reading & writing, art, herbal lore, cooking, geography, myths & legends, etc.
In most societies, an individual who is considered a person quick of wit and intelligence is most suited to become a wizard. Most are taken at a young age an entered in either a school of magic or apprenticed under an established wizard. Very few are self taught, sometimes having access to arcane documents or being coached by a spellcasting being.
Depending on how the wizard was taught; 1) They can memorize a certain number of spells per day (Standard D&D) that they can cast, 2) focus on an effect they want to cast (skill check), or 3) Cast a number of studied spells (spell points). It is a common misconception that wizard's forget the spells that they cast and must study them again. The main reason why a wizard must spend a number of hours to prepare their spells is mainly to refresh what selection of spells they can cast [The main benefit of being a wizard is the ability to learn and cast any number of spells!)


The Sorcerer
A Sorcerer is an individual who has a innate ability to cast magic. This is mostly likely due a biological influence such as familial bloodlines (magical/planar creature in their ancestor) or from exposure to some sort of magical/planar environment or creature. They can come from any walk of life an usually manifest their abilities at a young age. Usually they display powers that are categorized by ancestry or exposure (ability to cast fire spells may stem from the exposure to plane of fire or a set of spells cast by dragon may indicate a dragon ancestor). They usually discover their abilities on their own.
Sorcerers were mostly like one of the first to practice arcane magic, as it was an innate part of their nature.
As other saw their abilities, this most likely started the study on how to access that power and thus wizardry was born. Sadly most are shunned or feared, as individuals with strange powers. Most sorcerers usually keep their abilities hidden and attempt to use their powers in more subtle ways.

Unlike a wizard, a sorcerer is limited to the numbers of spells they are attuned too. Their one benefit is that they can cast spells more freely (in the sense of more spells per day). If they are fortunate enough, they can find other sorcerers who can help them discover spell they are attuned to. Some even go on a quest to discover their ancestral natures and learn from the creatures whom they share a blood bond with.

The Warlock
Some people want power quickly, others lack the innate ability to even practice magic, so the warlock offers those that path to attain powerful magics quickly (although there are a few rare individual who are born with natural ability). A warlock is an individual who has been infused with a magical abilities. They are living batteries of eldritch power who through the force of their will can achieve a number of mystical abilities.
Most notably, Warlocks have the ability to emanate eldritch bolts of power. This energy is often used to empower other abilities. Unlike wizards and sorcerers they can only achieve a minute number of effects, but can do so an unlimited amount of times.
Sadly Warlocks are dependent on their patrons for instruction, or must dig through magical research to find methods to access their power.

Friday, February 4, 2011

Famous Spellcasters: Watson Livingston

Name: Watson Livingston
World: Unknown world aka Battle Fantasia
Spells: Platina Ball, Torabase Minore/Majore, Twinkle Dust.
Artifacts: Moonutts Wand, Stardust Hat and Cape, Books of Magic and Truth, Pocketwatch of Oblivion.

Watson Livingston is a Formosan, a rabbit like humanoid native to the world of Battle Fantasia. He was one of the many heroes, who in the past defeated a great evil and bought peace to the land. He nce journeyed with the knight Dyna, and Donvalve of the dwarves to stop the evil wizard Dokurod from bring forth the terrible incarnation of darkness. Shortly thereafter, he was appointed the head of the Royal Astronomical Observatory of Roselia for his bravery.

He has developed many spells that draw upon the powers of the stars. His Twinkle Dust and Platina Ball spells are surprisingly powerful . He also has a familiar, Torabase, an enchanted mechanical trap which he can summon to surprise foes. His wand (which is the size of a small staff) can also transform into a flying broom. Watson is a noble individual, who value patience and understanding before re-acting to a situation. Once committed though he will pursue his goal with efficiency.

(On a side note.... It is year 4707! The Year of the Rabbit for those celebrating the Chinese New Year. Gung Hay Fat Choi)

Sunday, January 30, 2011

Spellcasting 101: Schools of Magic



As a spellcaster, there are several main fields of study in which magic falls under (Using the definition familiar with the Dungeons and Dragons RPG. Note other RPG may categorize the fields differently). Most individuals will agree that there are some 8 major fields of magical disciplines, with the 9th being a universal school.

Abjuration: Magics are mostly concerned with protective spells. A spellcaster specialized in the field is an Abjurer. 

Alteration/Transmutation: Magics that change the properties of an item, creature, or condition. A spellcaster specialized in the field is a Transmuter.

Conjuration/Summoning: Conjuration magics bring forth non-living matter or effects forth which can also include healing forces and spirits. Summoning magics bring forth or the attention of living creature or powers. A spellcaster specialized in the field is a Conjurer or Summoner.

Divination: Magics involving knowledge of the past, present, and future fall under this field of study. A spellcaster specialized in the field is a Diviner.

Enchantment/Charm: Charm magics influence individuals through mind effecting compulsion. While Enchantments can imbue items or creatures with magics. A spellcaster specialized in the field is an Enchanter.

Evocation/Invocation: Magics that draw power of the natural energies and forces found in the universe (earth, fire, water, air, positive/negative energies, etc.). A spellcaster specialized in the field is an Evoker/Invoker.

Illusion/Phantasm: Magics that alter the perception of reality. It includes figments which create false sensation, Glamers which change sensory qualities, Phantasms which are mental impressions, and Shadows which are semi-real creations and effects. A spellcaster specialized in the field is an Illusionist.

Necromacny: Magics dealing with life, death, undeath. A spellcaster specialized in the field is a Necromancer.

Universal: These spells contain one or more of the other fields.

Beyond these basic fields, there are hundreds of schools which group spell under their particular effects, cultural influences, spellcasting technique, themetic effects..

Blood Magic: Spells dealing with the inherent magical properties of blood.

Chronomancy: Spell dealing with time effects. A spellcaster specialized in the field is a Chronomancer.

Elementalist: Spells dealing with
an natural elements. A spellcaster specialized in air magics are Aeromancers, earth magics are geomancers, fire magics are pyromancers, and water magics are hydromancers. Other variationa could include Storm,
Seas, Sand, Light, Darkness, Wood, Steel, Magma, Ooze, Ice, Minerals, etc.

Demonologist: Spells dealing mostly with calling forth forces and spirits and supernatural spirits. Usually known for trafficking with a variety of supernatural beings.

Digitologist: Spells cast using mathematical formulas.

Dragon Magic: Spells dealing with magics the emulate or associate themselves with the abilities of dragons.

Gem Magic: Spells dealing with the inherent magics properties of gems and precious stones.

Runic Magic: Spells using a certain number of glyphs that are associated with a number of supernatural effects.

Sonomancy: Magic dealing with sonic based effects. A spellcaster specialized in the field is a Sonomancer.

For Divine spellcasters the main eight disciplines do apply, but are usually organized by themes associated with their Divine Patrons. Such themes are Sun, Moon, Healing, Magic, Nature, Knowldege, Death, Creation, Weather, etc.

Sunday, January 23, 2011

Spellcasting 101: Introduction to Magic


If you have played a wizard, priest, bard, shaman, or sorcerer you are familiar with spellcasting. In the worlds of RPGs they are a myriad versions of spellcasting techniques, schools, studies, and disciplines. These range from spellcasters invoking spirits & powers, channeling the ambient magical force of the universe, fuel these effects with the use of their own person power, or tapping into the echoes of creation by rote & formulas.

So what is MAGIC? Defined it is simply "the use of means (spells) believed to have supernatural power over natural forces." It is the path in which magic is used that makes it very interesting to study, as well as the potential power it can bring.

First off magic itself can be divided into two major parts: Arcane or Divine.Arcane magic is the means in which am individual taps into these supernatural forces on their own. Divine magic is the ability to channel the power of a spirit or deity into a magical effect. The major negative factor with Divine magic is that you can be cut off from its source if you fall into disfavor of the spirit of deity you are channeling. Although there are some forces that do remain neutral, but they often come at a price.

Next we will go into the basic components of an actual spell: Verbal, Somatic, Material. If you are familiar with D&D, these are typical terms... although these terms extend from real world applications of spellcasting (ex. Bell = Somatic, Book = Verbal, and Candle = Material). Every spell uses one or more of these components in order to perform magic.
   The Verbal component itself are words of power, chants, incantations, prayers, hymns, or sound used in a spell. Dr. Strange, the Sorcerer Supreme of the marvel universe, is famous for saying the incantation such as "Let the vapors of the Vishanti drive you from the sight of man! Let the  mystic Hosts of Hoggoth prevent you
from ever returning again!". Raistlin Majere uses these words of power from the Magius language "Ast tasark simiralan krynaw" for a sleep spell. . Ravens, a sorcerer for the DC universe, uses this mantra when casting a any spell "Azarath. Metrion. Zinthos". Also in the DC universe, Zatana is well known for her spells to be cast as she recites the intent backwards "emit pots". In Disney's Wizards of Waverly Place, many of the wizards use traditional words of power in conjunction with context sensitive phrase such as "Some are evil, some are kind, but now all must speak their mind". A bard musical song (sung, played, hummed, whistled, etc) is used. A priest while also often say "In the name of "power/spirit/deity" I ask that you allow me to...".

   The Somatic component are actions or gestures used in a spell. Dr. Strange of uses a variety of hand positions while invoking his spells . Raistlin Majere sleep spell requires the action of sprinkling the material components in the direction of the target. In Disney's Wizards of Waverly Place and the world of Harry Potter, specific wand gestures (flick, slash, dip, circling, etc) is used. The act of writing runes and glyphs, ringing a bell, dance movements, or even twitching one's nose or bobbing one's head can be enough to fulfill this requirement as well.
   Lastly are material components which are items which that support the effect the caste is trying to manifest. There are millions of variations of components, but most follow a common sense rules... spell designed with fire in mine might require a combustible or volatile material or a representation of fire itself. Usually components are consumed upon casting, but some items may be reused again and again. This also includes other categories as well.
-Power Components, which are items that tend to enhance a spellcasting effect (ex. a phoenix feather used in a healing spell may aid in greater healing or black dragon's blood for a more damaging acidic spell).
-Foci, non-consumable items that can be re-used... but traditional a thematic accessory that can be substituted for multiple components..... such as a wand, book, orb, holy symbol, amulet, top hat, staff, etc.

Now keep in mind, that spell can require a combination of any three of these items. Some spell just require a gesture, a magical word, or just the presence of an item to make an effect possible.