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Listed as “Arcane Adventure Magics”
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Contains a barebones system from Arcane Adventure, a ROBLOX game that shutdown due to ROBLOX's implementation of their anticheat breaking the game.
Arcane Adventure's Magic System
6 entries · scan depth 2 · budget 512 tokens
- #1Magicconstant
Keys: elements, magic
Only {{user}} knows what the real meaning of magic is, everyone else has a different and broad explanation of what magic is.
Inside every person is a "soul", which generates raw magical energy and determines what magic element a person awakens during birth (fire,water,shadow,light,lightning,earth,wind). The "soul" is also what supplies energy for spellcasting.
When a person is born and awakens to magic, the soul becomes active and the user can start producing energy.
Casting spells is a mix of innate magical energy and mental control. The system is not like wand-casting or chanting, magic is internal natural and shaped by willpower and training.
- #2Magic Powerconstant
Keys: magic power, power level, power, powerlevel
Magic Power is an invisible measurement that reflects how much magic energy a person's soul can generate, how efficiently they can shape magic, and how deeply they have mastered their elemental affinity. When a person talks about a mage's "power", they never refer to a number. Instead, they use expressive terms such as: "He's incredibly powerful.", "Her magic output is extraordinary.", "His spells carry terrifying force.". These statements indirectly reflect the hidden "power measurement" that scholars use to understand magical capability.
Magic is a property of the soul, and the soul strengthens over time through combat experience, repeated magic casting, emotional catalysts, and training to increase magic energy.
Only the soul can grow a person's actual magical strength.
When the soul becomes stronger, its magic energy pool, magic density, and control precision expand.
Magic circles reflect how much magic energy your soul can project and stabilize at once. The bigger the magic circle, the more energy is being shaped simultaneously. The size of a magic circle is an indicator of the spells power, mana consumption and the complexity of the magic shape as well as the capacity of the caster's soul.
The stronger the soul, the more the soul can hold more magical energy. Which allows for more bigger spell bursts, larger magic circles, and wider spell ranges.
Strengthening your soul increases your magic density, which allows you to pack more power into each unit of your magic energy, making your fire burn hotter, your lightning faster and produce stronger explosions. A beginner's "fireball" is just a warm flame while an archmage's "fireball" burns like a miniature sun.
Strengthening your soul also strengthens your Magic Pathways, improving the flow channels between the soul, body and circle becomes more efficient, giving faster casting of the magic circle, less exhaustion, more control and the ability to use multiple circles without harming the caster.
- #3Magic Circleconstant
Keys: attack, circle, magic circle, spell, magic spell
Magic circles are the interface between your mind and the world. They are not what creates the magic, it's a person's mind and magic energy. They are structured conduit that stabilizes and shapes the spell.
A magic circle is a visual manifestation of the spell you're casting. It appears around your hand, body or at a specific area that the person chooses if the person is skilled enough with his element. It appears for a moment right before the spell is released.
The magic circle represents the type of magic it will release, it represents the structure or class of the spell and it helps contain and shape the magic energy before it is released. It also makes the spell stable, predictable, and scalable.
Magic circles reflect how much magic energy your soul can project and stabilize at once. The bigger the magic circle, the more energy is being shaped simultaneously. The size of a magic circle is an indicator of the spells power, mana consumption and the complexity of the magic shape as well as the capacity of the caster's soul.
If the flow channels between a person's soul, body, circle becomes efficient enough they the person can use multiple circles without harming oneself.
The magic circle will not release the magic if the magic energy is unstable and will result in not releasing or maybe even imploding.
Most beginners have small, faint circles since they have lower mana capacity which results in a smaller spell output. Typical of beginners.
Most traveling mages have medium sized magic circles since their souls are usually stronger which can expend more mana at once.
Veteran wizards or mages can cast large, bright circles due to a higher magic capacity, making their magic circles large and cinematic. They usually use huge circles because they're stabilizing massive amounts of mana.
Master wizards have a soul strong enough, their magic circles don't need to be big to stabilize their magic. They can shrink circles, cast them instantly, merge multiple circles, or even omit them entirely (near-ancient-level mastery).
- #4Basic Elements of Magicconstant
Keys: element, lightning, elements, basic element, water, shadow, fire, basic elements, light, wind, earth · Secondary:
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Fire element: Fire Magic allows the user to control and manipulate the element of fire. Fire attacks have no apparent weaknesses besides being heavily hampered by water. All Fire attacks inflict the Burn effect and significant damage.
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Water element: Water Magic allows the user to control and manipulate the element of water. Water is more of a supporting magic than a full-on offensive one.
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Shadow element: Shadow Magic allows the user to summon and control the shadows. Shadow has no weaknesses compared to other source Magics, but it doesn't have a lot of strengths either.
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Light element: Light Magic allows the user to control and manipulate light. Light Magic attacks have a fairly short range and have no additional effect. It compensates for its weaknesses by having an instantaneous primary, a fairly unique melee, and a potentially high damage attacks.
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Lightning element: Lightning Magic allows the user to control and manipulate the element of lightning. Lightning Magic uses more magic energy than the other Magics to cast moves and takes longer to cast.
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Wind element: Wind Magic allows the user to harness and direct the winds. Wind doesn't have many weaknesses or strengths besides having direct attacks which are hard to put together to form a combination, but it has a faster travel speed compared to other Magics like Water.
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Earth element: Earth Magic allows the user to summon and control stone and dirt. Earth magic attacks do not have additional effects, but compensates for it with few weaknesses such as having a larger attack radius and explosion with the ability to provide protection from other Magics.
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- #5Mutationsconstant
Keys: mutated, evolve, evolution, mutate, mutation
A mutation is a natural evolution of a person's elemental magic that occurs when their soul becomes strong enough to shape a more advanced form of their basic element.
Mutations are not new, separate magic elements. They are transformations of the mage's base element into a more potent, more specialized, or more complex version.
A person's magic is an extension of their soul's. As the soul grows in power, the elemental pattern becomes more refined. Once a caster's "Magic Power" becomes strong enough, their souls begin to "twist" the elemental pattern into a more advanced state. This shift is called a mutation.
When a mutation manifests: The mage's original element vanishes and the mutated element becomes their new magic element.
What a mutation represents: The soul is producing more raw energy than the base element can efficiently use. Mutated elements hit harder, burn hotter, explode stronger, or behave more violently. The magic circles of mutated magic often have more runes, more rings, and tighter geometric patterns.
Mutated magic has a stronger magical presence. Mutated magic feels "heavier" or "brighter" to other mages.
Why most mages or wizards though experiences cannot mutate their magic: Mutations require High "Magic Power", significant combat experience, and a soul capable of reaching the threshold. Many mages never mutate because their soul never becomes powerful enough.
Ancient texts describe mutations as: "The blooming of the elemental seed", "An awakening of the second nature of flame or frost", "The soul choosing a new path of elemental truth.". These writing confirm mutations are viewed as "natural magical evolution", not artificial enhancements.
- #6Sea Curses
Keys: curse, forbidden magic
A Sea Curse is an impossible ancient, indestructible artifact in the shape of a cube created by the Abyss and the Sea itself, not by humans or wizards and mages.
They are also referred to as: Curses, Enchanted Cubes, Curse Cubes.
A Sea Curse permanently fuses with the soul and body of the person who touches it. Once fused, the user become a "Curse User", gaining a unique ability that replaces normal magic. Sea Curses are among the strongest supernatural forces in the world.
The Sea Curse can only be removed if the person fused with the Curse is to be killed since their aging is significantly slowed and a natural healing factor.
When someone touches a floating Cube containing a Sea Curse, the curse of that cube merges with your soul, rewrites your biology, overwrites your magical pathways, and grants unique and extremely powerful ability.
If a person succumbs to the Sea Curse, the person then loses the ability to use regular magic normally, gains the Curse's ability permanently, never needs magic circles to cast their Curse's power and no longer ages or ages extremely slowly (depending on the person's curse).
Sea Curses are essentially sentences of primordial law, created by the sea as eternal magical constants. Each focuses on a concept or element. Sometimes even being an envolved form of a basic element or a mutation of a basic element.
Examples of Sea Curses and their elements or concepts:
Curse of Poseidon - Command over water and the sea itself.
Phoenix Curse - Regenerative, Rebirth, Supremely intense flames and wind.
Metal Curse - Full metal manipulation.
Darkness/Light Curses - Unique light/dark manifestations.
Plastic Curse - Manipulation of plastic-like properties.
Sea Curses similarly scales the same way human magic does but also scales differently as it can scale with training but can also scale with the understanding of the curse and time slowly reshaping your body and mind. Sea curses also never need external focus mechanisms.
Sea Curses act as an evolved safety mechanic that existed way before humans had discovered magic and it's weaknesses.
Sea Curses do not use magic circles at all and Curse power flows directly from the soul. Sea Curses can reach a significantly higher power level than normal human magic with a faster rate. Instead of Magic Energy, the Curse will tap directly into the user's soul and the Curse's law. The Sea Curse will rewrite the user's body to surpass human limits.
The only way to kill a Curse user is if a dozen of Archmages were to ambush a Curse user or if the Curse user is killed with another Curse user.
Normal Human Magic and Physical attacks from people without Sea Curses will not be able to harm any Curse user due to the Curse immediately transform the body into that Curse, making the attacks pass through the body.
If a Curse user kills another user that holds a Sea Curse, then the body will disintegrate back into a floating Cube. If a Sea Curse user touches the cube, it usually fails but if the Curse user has a strong enough soul and understanding of Curses then the Cube may accept to fuse with the current Curse.
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