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Wild Magic (Concept)

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Wild Magic is a unique type of magic originally created by dragons in what was an attempt to defy certain limitations or rules that other forms of magic were constrained by. The successful creation of Wild Magic through countless years of trial and error from the greatest minds of dragon kind would result in a unique type of magic possessing two simple but unbreakable traits.

Rule of Wild Magic

Rule 1. The Unbreakable

Any and all spells cast or enchantments created through Wild Magic are absolutely impossible to nullify; dispel, negate or even destroy regardless of the opposition involved (That is short of an omnipotent being). This meaning that Wild Magic may be used in areas where magic would normally not be able to function like wise the normal means used to counter magic such as spells that dispel or metals that nullify magical energy will not be able to serve their purpose and spells cast through Wild Magic will continue on course as if they were not considered magic by said counter measures.

Wild Magic may cast any spell that other forms of magic can cast even spells that dispel other forms of Magic however, not even Wild Magic can cancel or nullify other spells cast through Wild Magic. Generally speaking Wild Magic is an excellent counter in combat against another foe using a different form of magic as a Wild Magic caster can cast spells that dispel the spells of their foe where as the other Magic caster is unable to dispel their opponents Wild Magic spells regardless of any power difference between the two.

This does not mean Wild Magic is superior to all other forms of magic rather Wild Magic is ONLY superior to other forms of magic specifically in its ability to not be NEGATED. Because of this Magical Resistance is STILL effective against Wild Magic but drastically less so than it would be against other forms of magical attacks, like wise Wild Magic CAN be absorbed but the EFFECTS of the spell will still function even if ALL the energy of the spell was absorbed (I.E Absorbing the magical energy of a Wild Magic projectile will not prevent the projectile from harming the absorber, it only means that the absorber has magical energy stored).

Due to the aforementioned, enchantments created through Wild Magic are highly prized as the power of these enchantments can not be nullified or stripped away, the only means to get rid of an enchanted item created with Wild Magic is through the absolute destruction of said enchanted item.

But with such power comes a great cost that leaves debate to the practicalities of using Wild Magic over any other form of Magic. While Wild Magic may be able to cast spells or create enchantments that any other form of magic can, the cost will always be ten times higher than it would be if it were cast through any other form of magic. Meaning that a Wild Magic caster will drain his or magical energy ten times faster when using destruction spells than a normal wizard would using the same spells, like wise a Wild Magic caster will be using ten times the energy to perform a healing spell that another magical user can heal just as well but at significantly less cost.

Rule 2. Monsters Only

Wild Magic can only be cast by those whom can be considered "Monsters" no matter how much power or experience the caster has, the Wild Magic appears to be conceptually tied or apart of a certain class of beings whom are the only ones that would have Wild Magic obey.

This prevents beings such as Humans, Extraterrestrials, Angel's and even Divine Being's from using this power while allowing beings such as Dragons, Demons, and even Vampires to use Wild Magic. However there are EXACTLY two loopholes to this second rule, the first loophole is that Wild Magic does not have prejudice against non pure monstrosities meaning that monster hybrids which are half human will still be able to command Wild Magic to its full potential. The second loophole for those fortunate or unfortunate to not be born half monster can still access Wild Magic by harnessing command through an artifact composed from the enchanted remains of a monster, as in that scenario it's still the Monster harnessing Wild Magic even if its remains are being controlled by a third party

OOC

  • Basically a concept buff for magic, you want magic that can be better sold through in universe reasoning? This is your type
  • Please follow the mechanics/rules listed, Wild Magic isn't some unstoppable force it can be blocked and defended against it's just a counter to " lolol I'm magic proof your spells are useless now"
  • Wild Magic has limitations and IS costly, other spells can do the majority of what Wild Magic can do but at significantly less cost.
  • This is entirely open concept for EVERYONE to use, if you have questions on what counts as a "Monster" in order to use it just PM or be free to make up a enchanted weapon made out of the remains of a monster and say you're channeling the Wild Magic power through the monsters remains.
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