Era of Players: Death God

Chapter 25: Magic Systems 1



Chapter 25: Magic Systems 1

'Damn!'

Arthur cursed under his breath, although he didn't know as much as Lilith, he could have raised his hand and shared what he knew, maybe he would have gott one or two merit points as well.

While not every teacher adopts the award system, it does exist and they ev talk about it in the school guidebook.

Merit points can be converted into credits, one merit point is equal to a whooping hundred credit points. You can imagine why Arthur regretted his decision not to raise his hand faster. These 5 Merit points converted to Credits are equal to 500 credits.

Merit points can be used to ask for favors from your professor. For example, asking for special guidance from your teacher about a specific subject you have trouble understanding.

There's ev a rumor stating with ough Merit points you can summon your teacher during a time of crisis to help you, whether this was true or false Arthur would have to find out. He secretly vowed to increase his magic-related knowledge to earn merit points during Mr Demas' class. He is known as someone to heavily relies on the award system.

If you perform well you will receive a Merit Point if not a Palty Point.

As what use The palty point has it simple, too many palty points will freeze your studt's pass for some time. Without studt passes you can't use the facilities inside the campus, and not ev being able to get back into your dorm. That is why it's scary.

The Award system is more used in the second and 3rd years.

Arthur was not the only one regretting, Aid was regretting as well but wh he thought about who earned these merit points he was happy to not have raised his hand. It was like doing his future woman a favor. He believes he did the best possible thing, maybe if he continues like this she would change her attitude toward him, he imagined.

Demas clapped his hands to bring his studt's atttion back to the classroom and he resumed his lecture on the magic system.

''I'll give a more in-depth explanation first before we will continue.''

Everyone nodded ready to list to Demas' explanation to broad their horizons.

''The first branch of the magic system is also the most common. Though oft parsed out into their ecosystems, nature-based magic systems are those that manipulate the forces and elemts of nature. The following magics fall under the umbrella of nature-based magic:

Elemtal magic manipulates the basic, oft classical, componts of nature.

Typically, this is air, earth, fire, water, and sometimes wood, though it can be expanded to accommodate other elemts like metal.

Floramancy and Mycomancy, or plant and fungus manipulation, communicate with plant life and fungal growth to harness their attributes. This can range from releasing biochemicals and pheromones into the air to convincing roots, vines, and branches to directly attack the caster's foes. They may ev tap into the "wood wide web" to gain insight across great distances.

Classically, alchemy is the transmutation of one compound to another. More commonly, the past alchemists sought ways to turn common substances, like wood or stone, into gold and other valuable materials. The more familiar depiction of alchemy in currt times, however, is the mixing of various liquid chemicals to create potions and poisons for healing, harming, and hancing.

Elixirs are the result of this.

Weather magic combines the elemts of air and water to alter the weather. Whether calling and quelling storms or tweaking atmospheric pressure and temperature, weather mages should be considered valuable members of society.

Those using this magic would be able to provide rainfall and sunshine precisely as needed for optimal crop yield, swift and exact winds for sailing, and conjure inclemt conditions for emy armies to tromp through. Players with this type of magic are deployed in specific locations such as deserts or zones closer to the badlands.

The second branch is Divination Magic: To put it plainly, divination magic is that which gains the user (or divines) insight into the unknown across time and space, such as the future, past, or across great distances and ev dimsions.

Classically, the suffix -mancy can be applied to any concept used for divination magic, like pyromancy for fire gazing and hydromancy for scrying. In popular usage, however, this isn't typically how the nomclature works. In the case of pyromancy and hydromancy, both are commonly used to dote more fanciful forms of their respective concepts (i.e.

manipulating fire with the former and water or ice with the latter), this isn't divination magic, however.

Oft considered a fairly niche system in the past in literature and gaming nowadays, divination magics are deeply rooted in real-world history, whose concepts can be added to an existing magic system to effectively diversify its casters' arcane tools.

Typically, divination requires a medium of some sort like tarot cards, flocks of birds, knuckle bones, a clear pool of water, or copious amounts of corpses. There were ev some truly bizarre forms of divination, like alphitomancy which was used to determine a guilty party by how they digested a piece of blessed bread or cake.

While these are interesting systems in their own right, they are esstially the magical equivalt of tering a construction site with only a hammer in your toolbelt: all you can do is hit things. For example, if you add a dash of divination magic to your nature-based system, your mages can do more for your story than merely huck fireballs or shape ice sculptures with a flick and swish.

The 3rd branch, the Conjuring Magic:Systems that summon nouns (people, places, or things) to the mage's location, or into existce, are conjuring magics. Conjuration is more than the mere teleportation of objects.

Summoning magic can be used to bring forth a veritable magerie of ghosts, goblins, ghouls, gods, demons, and all manner of other nasty, nice, or niche beasties. Perhaps the magic teleports the summoned creature directly to the caster's side over any distance. Or, maybe the mage tears op a rift in reality for the summoned to saunter through.

Conjuring magic may also be used to teleport the caster themself through time and space, whether it be short-range teleporting (oft called blinking), passing through worlds and dimsions at will, or creating portals that bld one reality with another. Supernatural transportation of objects is the conjurer's bread and butter.

Popular examples are especially prest in the prest era. The Conjuring magic system has evolved, nowadays it features a handful of conjuring abilities for the player with such a magic system to make use of: Blink, Displace, Far Reach, Devouring Storm, Shadow Kill, and Mesmerize are all abilities that could fall under this magic system.''


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