Magick

Aurius

He Who Stood At The Altar And Burned
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Technical information

Category
Alignment
Type(s)


Site lore

Dark Side
· Sensory
· Energy Manipulation


Historical information

Affiliation(s)
· The Sith Eternal
· The Sorcerers of Rhand
· The Embers of Vahl

Dark Aura[/aname]

Overview · Applications · Limitations and Drawbacks · Learning · Other Comments

Dark Aura was a dark side Force power requiring intense knowledge of Electrokinesis. The practitioner charged the surrounding air with malicious Force energy, damaging those around the user and slowing their movements.

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Known applications

An ancient technique supposedly developed by the former Sith Emperor, Dark Aura exists as a melancholy medium within the Force. The main difference between Dark Aura and regular Sith Lightning is the scope at which the abilities are used. Without the appropriate knowledge or skill, a practitioner would only be able to summon a mockery of Aura’s full power.

Those who had mastered the Aura could summon a mist or haze of dark energy that would coil and coalesce about their presence, pushing outwards with imposing negative power. The very air becomes thick and cold, with a chosen element (most usually lightning) crackling within the maelstrom. The effects of Dark Aura are usually more prevalent on Light side users, enabling a Dark Sider to surround their immediate area with intense dark energy. It will also begin to passively slow any incoming attackers. When focused and put out at maximum power, it will also begin to attack any foes within it’s confines - battering them down with the Force and element of choice even as the practitioner might fight them.

Limitations and drawbacks

Dark Aura is not without its own weaknesses. Being an extremely complicated manipulation of the Force, and requiring multiple levels of knowledge to achieve correctly, the ability is seldom used without careful consideration. Not only does it require a practitioner to have completely and utterly given themselves to the Dark, but that user must also control the maelstrom they create, so that it does not grow out of their control and begin to harm the user as well.

Furthermore, this ability is extremely corrupting within the Force. Those who use it will begin to notice the beginnings or harsh continuation of Dark Side corruption on their physical being. Their skin would grow pale and eyes Sith crimson, within sunken sockets. Fervent years of overuse can turn a sentient being into nothing more than living husk of dark energy, barely resembling that of an ordinary being. None who align themselves with the Light would dream of attempting something so vile and perverted.

Learning

"Never ever doubt magick. The purest honest thoughts come from children, ask any child if they believe in magick and they will tell you the truth."
Dark Aura, as mentioned before, is a multifaceted force ability. In order to correctly channel it, one must firstly understand the Dark Side and it’s rudimentary offensive abilities. Once a practitioner has mastered the basics, they must then go on to learn and manipulate elements through aggression. This can be done through circumstance, training, or being on the receiving of such an attack. Once the practitioner has learned the tenants of controlling said element - only then would they have the ability to attempt to summon Dark Aura.

Now armed with the necessary knowledge, the practitioner would then learn to steep themselves in the very font of the Dark Side, allowing it to seep out from their being and surround them in it’s dark embrace. From there, the practitioner would add their element of choice within the maelstrom to attack their opponents, or defend themselves.

Self-learning this technique takes years at a minimum, and requires a very strong connection to the Dark Side. A holocron or appropriate teacher would cut the time in half, but it is still a difficult ability to summon or control, making it a rare sight in the Galaxy.

Intent

So, I don’t know whether this falls under Sith Lightning, as a result I changed the ability slightly so that any element may be used. This ability was first introduced to me in Battlefront 2015 and would later appear in Battlefront II in 2017, as one of the primary abilities of Emperor Palpatine. The Dark Aura would also go on to make an appearance in the Rise of Skywalker, following Palpatine’s full revival before he dropped the dubstep beat.

As it is a canon force ability, I figured I would give it a write up so that those who like the concept might officially use it within site canon as well.

Other comments

Thank you, Deviant. I modified the code a wee bit but without you, these lore entries wouldn't look so damn beautiful.
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The Good Doctor

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Can you please change the font? I'm having a hard time reading this, and I'm sure others feel the same.
 

Malon

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I like the initiative behind this write-up. The site has needed a magic write up for a long time, and you've taken a good first stab at it. Unfortunately, though, I cannot approve this.

This article ignores all of the canon lore on magicks (which acts very different than fantasy magic) and instead intends to create magic as we know it from more traditional fantasy franchises. I am going to move this to the Workshops so that you can edit it if you like. My suggestion is to go and look up magick and its related articles on Wookieepedia so that you can see how it works, and reframe this article with that in mind.

@Aurius Pheonix
 

Aurius

He Who Stood At The Altar And Burned
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I like the initiative behind this write-up. The site has needed a magic write up for a long time, and you've taken a good first stab at it. Unfortunately, though, I cannot approve this.

This article ignores all of the canon lore on magicks (which acts very different than fantasy magic) and instead intends to create magic as we know it from more traditional fantasy franchises. I am going to move this to the Workshops so that you can edit it if you like. My suggestion is to go and look up magick and its related articles on Wookieepedia so that you can see how it works, and reframe this article with that in mind.

@Aurius Pheonix
I'll rework it to suit canon a wee bit better. Thanks!
 

Aurius

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Technical information

Category
Alignment
· Neutral
Type(s)


Site lore
· Sensory
· Healing
· Energy Manipulation



Historical information

User(s)

Affiliation(s)
· Venatus
·
Various Sects
_

.
Force Empathy


Overview · Applications · Limitations and Drawbacks · Learning · Other Comments

Empathy—also known by the names Force Empathy, Empathic Manipulation, and Clairempathy (titles differ from user to user)—is an ability used to fully interpret, manipulate and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing Force-Users to understand introverts or discover one emotion is actually hiding another. Some users may learn to read emotional imprints left into environment or objects. Empathy is directly associated with Force Sense, though it's practitioners are far more specialized.

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Known applications

An ancient technique supposedly developed by a former Jedi, Magick exists as a strange medium within the Force. The main difference between normal force manipulation and magick is that the arcane relies on words and rituals. Without the appropriate connotation or will, or the correct location and ingredients, spells cannot be cast.

Those who had mastered the arcane arts learned many ways to circumvent the most lengthy of rituals, and cast spells through thought and memory alone, making them mighty forces to be reckoned with. Mages prided themselves for using the natural ichor produced by Force Sensitives to command reality itself, divination, scrying, spell-casting or incantation, hypnotism, spirit communication, spirit-infusion of talismans and totems, and spirit-conjuring techniques linked with Nature. Whereas other practitioners, such as the Nightsisters of Dathomir, used Magicks for more sinister purposes.

Archmages, Nightsisters (and those of similar power), with their vast understanding of the natural ways, held tremendous power and ironclad discipline. Traditional methods of channeling energies of the Magick including conjuring objects from raw spirit ichor meant nothing to these beings, as they can draw their ichor from the life around them. Anyone wielding magick in this state witnesses' it at it's most potent and truest form, capable of altering reality through complex and mesmerizing spells. From conjuring mighty beasts to infusing one's own body with various forms of protection.

Magical effects where entirely based on the intent of the user. Even the most basic of spells can go awry if the caster loses focus or loses control of their emotions. For instance, if a mage were to cast a simple fire spell whilst feeling great rage towards an enemy, they may end up setting their enemy on fire quite by accident. As such, it is not common to dabble in subjects not directly taught by a master.

Limitations and drawbacks

Using spellcraft is a difficult and arduous process. In combat, it can place the user at a disadvantage due to the time needed to cast spells, whereas most other uses of Force Manipulation are instantaneous. Furthermore, any spells cast with the express intent to harm falls dangerously close to the Dark Side of the Force, tempting those without the willpower to resist. Indeed, magick also has entire schools devoted top both Dark and Light manipulation, depending on which ichor you choose to use.

The abilities and spells were also highly limited by the knowledge of the user. The oldest of Magi were known to invent and modify their own spells to suit their needs, but any beyond master-level casters required either a Tome of Law or Book of Shadows to record incantations for later use. Furthermore, if one has bound themselves to a companion, spirit guide or dark spirit, you find yourself entirely at their whims.

(It is important to note that if the connection between a Mage and their source of power is cut, they shall lose the ability to cast. This only applies to those who gained access to magick without a natural connection to the Force. ie: binding yourself to a creature, fiend or spirit in exchange for power.)

By far the greatest drawback to magick is the effort require to cast spells, and the strict rules that follow them. The consequences for breaking the rules of Magick is almost always death. Any spell took the same amount of energy from the user that would have been used normally. For instance, if you healed a broken arm, you would feel the exhaustion and pain of that arm's healing process all at once. Furthermore, once a spell is cast it cannot be withdrawn, and the user must exert that amount of energy or die should they fail to do so. Distance also has a huge factor in the effort required to cast spells, the farther the target the more tiring the act.

Learning

"Never ever doubt magick. The purest honest thoughts come from children, ask any child if they believe in magick and they will tell you the truth."
Magick was the art of thinking, as a true master of magery could use the word for "water" and create something that appeared to be entirely unrelated, such as a gemstone, though the relation would be clear in their mind. A magick user's abilities were limited by their knowledge of spells and the language of incantations: the smaller their vocabulary, the fewer feats of magick they were able to perform. In truth, a spellcaster's abilities were limited only by their creativity: the smarter the spellcaster, the more they could accomplish with one word, though additional vocabulary made the difference between amateur and master.

Contrary to popular belief, the sound has no effect on the manipulation of the Ichor. Most mages, however, continued to speak words aloud, ensuring that stray thoughts did not disrupt the spells they cast. Teachers would often expand the vocabulary of their students before touching base on this subject, however, as casting spells without the proper focus can cause devastating mishaps.

A person's ability to use magick was often characterized by a specific color. Similar to the color imbuement of a lightsaber crystal, the appearance one's magick took was dependant on personality and purpose. Mages usually were taught to direct magick through either their hands or an instrument, although there are sources claiming Mages need no limbs at all to perform spells.

Since magick depended upon the caster's life energy, a spell beyond the caster's capability would either kill them, whilst a spell close to the limit would render them unconscious. Also, since magical energy required a connection to either natural powers or spirits (known as Ichor), when the energy was released, it couldn't be undone. Thus, if a caster was to formulate a spell so that there could be only two options (success or death) and a stronger adversary could prevent the spell from succeeding, the caster would invariably die. This could be circumvented by formulating spells as processes which could be canceled at will.

Intent

So magick became canon through the Clone Wars TV show, and I've always been interested in exploring it as a medium for Force Manipulation. Using common tropes of magical powers and the extended descriptions from legends, I've attempted to create a usable version for the site. This is far from perfect and still needs some work, though I'm sure the constructive critisism will set any balance issues straight.

Other comments

Thank you, Deviant. I modified the code a wee bit but without you, these lore entries wouldn't look so damn beautiful.
 
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