LoumunVersen on DeviantArthttps://www.deviantart.com/loumunversen/art/DTTale-Magic-Course-714058849LoumunVersen

Deviation Actions

LoumunVersen's avatar

DTTale: Magic Course

By
Published:
3.8K Views

Description

Soul Colors

RED/ Ipseity
Flaws – (too much) Eccentricity or (too less) Conformity
Mode – Physical
Magic – Intent boost (ATK), Shapeshifting, Time stutter (death cheat)

Intent Boost : Boost Spell, using the intention to harm, boosts the user’s Attack Stat temporary.
Shapeshift : Master magic, alter the user’s shape in any way possible and imaginable.
Time stutter : Color magic, using determination, travel back in time to undo the user’s death, undo everything that happened before the last user’s save point.

AMBER / Passion
Flaws – (too much) Obsession or (too less) Dullness
Mode – Physical / Support
Magic – Fire and Heat, Light, Boost bless (HP)

Fire and Heat : Elemental magic, create fire and/or heat at the user’s will. Heat Magic is less likely to harm but can do damage if used excessively. Fire Magic infuse the basic bullets, deals blinding and burning damages. Can molten earth if excessively strong. Can steam water out.
Light : Basic magic, provide light from a match flame to a blinding flash intensity. Its duration and harmful intent depend on the user’s intent and magic.
Boost bless : Boost spell, using the intent to survive or to support one’s survival, the user boosts their or one’s HP Stat temporary. (Only Boost Spell to work on one other than the user)

ORANGE / Bravery
Flaws – (too much) Rashness or (too less) Cowardice
Mode – Physical / Distance
Magic – Go through, Heat and Life vision, Levitation

Go through : Color magic, manifest Orange infused bullets that only do damages if the target doesn’t move. Can also be used on oneself to evade damages by moving through the basic bullets.
Heat and Life vision : Basic magic, vision that go beyond the usual sight. The Heat vision is based on the heat emitted by the world. The Life vision is based on the life force of creatures, plants and magic.
Levitation : Advanced magic, applies to oneself to float over the ground. Can be used on others but not things.

GOLD / Instinct
Flaws – (too much) Impulsion or (too less) Deterrence
Mode – Physical
Magic – Feral boost (INV), Earth, Over speed

Feral boost : Boost spell, letting go of sentience to survive longer, the user’s boosts their Invulnerability stat temporary.
Earth : Elemental magic, move rocks and ground at the user’s will. Can be used as bendable as the user wants it to be. Can dry water out if excessively strong. Can smother air.
Over speed : Basic magic, the user considerably boosts their movement’s speed temporary. It lowers their accuracy temporary too.

YELLOW / Justice
Flaws – (too much) Punctiliousness or (too less) Conceit
Mode – Distance / Physical
Magic – Shooting, Electricity, Sonic scream

Shooting : Color magic, manifest Yellow infused bullets to aim at targets with boosted accuracy. Can damage the soul directly and parry other basic bullets.
Lighning : Advanced elemental magic, from fire. Creates electricity at the user’s will. Infuses electricity to basic bullets and deals blinding, burning and shocking damages.
Sonic scream : Sound magic, deals shocking damages and stuns the target. Can parry natural targets.

LIME / Fairness
Flaws – (too much) Altruism or (too less) Egoism
Mode – Physical / Support
Magic – Air, Illusion and Dissimulation, Mana Flowing

Air : Elemental magic, create wind’s gust or movements at the user’s will. Deals recoils damage to the target. Can snuff fire out if excessively strong. Can scatter earth.
Illusion and Dissimulation : Advanced magic, creates illusions at the user’s will and mind. Illusions are visible to anyone. The target is oneself or others, it only works for living creatures. Or can hide the target in plain sight, it can work on anything, oneself, living creatures or inanimate objects. Dissimulations are invisible to anyone.
Mana Flowing : Expert magic, gives mana energy to the target. Supports the target’s spells and replenishes their MP. Is also used to heal MAD fits. Does not work on oneself.

GREEN / Kindness
Flaws – (too much) Compliance or (too less) Meanness
Mode – Support
Magic – Shield, Healing, Pinning

Shield : Color magic, generate a magical shield in front or around of the user or their target. Strength and number of shields is to the user’s extend.
Healing : Basic magic, gives regenerative magic to the target. Heals wounds and replenishes the target’s HP. Does not work on oneself.
Pinning : Advanced magic, pins the target onto place at the user’s will. Does not deal any damage, unless a tug of war ensues, can deal pressure damage then.

TEAL / Empathy
Flaws – (too much) Meddling or (too less) Indifference
Mode – Support / Distance
Magic – Siren’s Song, Soothing, Energy sharing

Siren’s Song : Sound magic, stuns the targets and/or lures them defenseless, doesn’t deal real damage but clouds the targets’ mind. Can lock multiple targets around the user at the same time.
Soothing : Basic magic, eases the pain of the target. Does not heal! Works on oneself.
Energy sharing : Expert magic, gives part of the user’s HP and/or MP to the target. Obviously doesn’t work on oneself. It’s a very intimate spell, seen as a close connection between the user and the target.

CYAN / Patience
Flaws – (too much) Idleness or (too less) Restlessness
Mode – Distance / Physical
Magic – Stand still, Shortcuts, Short time manipulation

Stand still : Color magic, manifest Cyan infused bullets that only do damages if the target move. Can also be used on oneself to evade damages by standing still through the basic bullets.
Shortcut : Expert magic, allows the user to relocate themselves to another place they’ve already been before. The spell’s radius is to the user’s intent. Can bring others by touching them while using the spell. Can’t go through heavy magical barrier.
Short time manipulation : Expert magic, allows the user to slow the time around them while keeping normal speed to them. The spell’s radius and duration is to the user’s intent. The only one spared of the slowed time is the user.

CERULEAN / Loyalty
Flaws – (too much) Self-sacrifice or (too less) Betrayal
Mode – Physical
Magic – Stand boost (DEF), Water, Ice and Cold

Stand boost : Boost spell, using the intent to parry and endure the hits, the user boosts their Defense stat temporary.
Water : Elemental magic, creates water at the user’s will. Can drown air out if excessively strong. Can douse fire.
Ice and Cold : Advanced elemental magic, from water. Creates ice and/or cold at the user’s will. Cold magic is less likely to to harm but can do damage if used excessively. Ice magic infuses the basic bullets, deals frostbiting and burning damages.

BLUE / Integrity
Flaws – (too much) Bluntness or (too less) Unreliability
Mode – Distance / Support
Magic – Gravity, Pressure, Telekinesis

Gravity : Color magic, controls the gravity on the target’s soul. Can increase or decrease it at will. Can also control its direction at a flick of the user’s intent. Only works on one target at the time. Only deals recoil damages if thrown on stuff.
Pressure : Advanced magic, increases the pressure on the targets, forces them still. Can work on multiple targets. Can deal pressure damage if the targets struggle.
Telekinesis : Expert magic, controls things’ movements at the user’s will. Can catch things mid-air with good accuracy. Only works on inanimate things.

VIOLET / Wisdom
Flaws – (too much) Idealism or (too less) Shallowness
Mode – Distance / Support
Magic – Summoning, Necromancy, 4th Wall awareness

Summoning : Advanced magic, grants the power to summons physical things, coupled with basic bullets or elemental magic. With this spell, the user is only restrained by their imagination and magic strength. With excessive amount of intent, the summoned targets can be sentient and escape the user’s control.
Necromancy : Expert magic, allows the user to communicate with the departed, and even summons one deceased target by focusing on their identity. Doesn’t work on moved on targets, unless the user’s intent is greater.
4th Wall awareness: Master magic, allows the user to realize what universe they live in and be aware of the different dimensions. Grants the power to travel between dimensions if coupled with enormous amounts of determination.

PURPLE / Perseverance
Flaws – (too much) Stubbornness or (too less) Indolence
Mode – Support
Magic – Trapping, Poison, Weaving

Trapping : Color magic, restrains the target into few movements available. Tangles the target with magic strings. Doesn’t deal damage unless used with a very harmful intent. Deals choking and cutting damages then. Has puppeteer functions too.
Poison : Basic magic, deals long running magical poison damages to a living organism target. Doesn’t work on Hollowers and Elemental monsters if not directly aimed at their core. Is also used to heal magical and natural poison wounds.
Weaving : Expert magic, using magic strings, can fix what was broken by stitching it back together. Meant to fix inanimate things and fabric based monsters (such as puppets) at first, it has been revealed by a inventive user that it was possible to heal wounds at the deep root. It actually doesn’t give regenerative energy but it can stop magic and actual bleeding. With greatest ability, it can even be used to prevent a soul from cracking -requires a fair amount of magic to manage such an accomplishment. Does work on oneself.

MAGENTA / Steadfastness
Flaws
– (too much) Inflexibility or (too less) Indecisiveness
Mode – Distance / Support
Magic – Karmic Retribution, Dimensional storage, Magic drainage

Karmic Retribution : Master magic, passive damaging state. The damage it deals is linked to the target’s LOVE ; the higher the LOVE, the higher the retributing damage. After the state is activated and the target is acquired, every damaging bullet will deal retributing damages in addition to their usual damage. Only works on one target per activation. Being connected to the target’s LOVE, it cannot lock targets with LOVE at 1.
Dimensional storage : Advanced magic, allows more storage than the basic inventory to oneself and target’s. Can also be used to enchant items that will then serve as dimensional storage. Easy spell to be used as an enchantment.
Magic drainage : Expert magic, steals the target’s magic energy for oneself’s profit. Can deal exhausting damages, it sip away the target’s magic essence to replenish oneself’s. The opposite of the Energy Sharing spell, it obviously doesn’t work on oneself as well. It’s a vampiric spell, quite ill-seen by most communities.


Spell Mode
Physical
The Physical mode of spells includes those which mainly apply to the user only. The elemental spells fall into that class for the individuality of their nature. Those spells would require contact in order to effect an other than the user (if their nature allow them so)

Elemental magic: Air, Earth, Water and Fire (and Heat)
Advanced elemental magic: Lightning and Ice (and Cold)
Basic magic: Over Speed, Heat and Life vision
Advanced magic: Levitation
Expert magic: Shortcut and Short time manipulation
Master magic: Shapeshift
Color magic: Time Stutter
Boost spells: Stand, Feral and Intent Boosts

Distance
The Distance mode of spells includes those which mainly are thrown. They require accuracy for the locking phase (except for the Karmic Retribution which has a passive locking phase and the Sound spells since they are sound based)

Basic magic: Light
Advanced magic: Summoning
Expert magic: Necromancy and Telekinesis
Master magic: Karmic Retribution
Color magic: Shooting, Go through, Stand still and Gravity
Sound magic: Sonic Scream and Siren’s Song

Support
The Support mode of spells includes those which mainly apply to the target. Those spells usually don’t have any direct intent to harm.

Basic magic: Poison, Healing and Soothing
Advanced magic: Dimensional Storage, Illusion and Dissimulation, Pinning and Pressure
Expert magic: Weaving, Mana Flowing, Energy Sharing and Magic Drainage
Master magic: 4th Wall Awareness
Color magic: Trapping and Shield
Boost spells: Boost Bless


Nature of Magic
Skill Nature
Skill Nature Spells are sorted by focus/magical abilities needed to learn and/or use them. Their MP consumption is based on their skill level. They are available, technically, to any user, would they be attuned/inclined or not. Spells somewhat easy to enchant items with.

Basic : Quite easy to learn. Come naturally to attuned and inclined. Little base MP consumption, consume steady MP as the spell goes on.
Flaw: very generic spells, can be difficult to pinpoint lock.
Physical - Over Speed, Heat and Life Vision
Distance - Light
Support - Poison, Healing and Soothing

Advanced : Require little focus to learn. Come naturally to attuned, quite easy to learn to inclined. Medium base MP consumption, consume logarithmic MP as the spell goes on.
Flaw: needs steady focus on the spell at hand, if not, can consume more MP.
Physical - Levitation
Distance - Summoning
Support - Dimensional Storage, Illusion and Dissimulation, Pinning and Pressure

Expert : Require good focus and solid abilities to learn. Fairly easy to learn to attuned, can be hard to inclined. High base MP consumption, consume steady MP as the spell goes on.
Flaw: needs steady focus on the spell at hand, if not, can consume more than just MP.
Physical - Shortcut and Short time manipulation
Distance - Necromancy and Telekinesis
Support - Weaving, Mana Flowing, Energy Sharing and Magic Drainage

Master : Require great abilities and solid focus to learn. Very difficult to learn, even to attuned/inclined. High base MP consumption, consume exponential MP as the spell goes on.
Flaw: doesn’t work well on its own, needs assistance from other spells/White pattern.
Physical - Shapeshift
Distance - Karmic Retribution
Support - 4th Wall Awareness

Core Nature
Core Nature Spells are sorted by their closeness to the magical essence. The Elemental spells consume CE instead of MP and, while they can be virtually learned by any magic user, are incredibly hard to grasp if not attuned or inclined. To enchant items with those spells is possible, but not recommended.

Elemental : Building blocks of magical essence. Available naturally to attuned, easily learned by inclined. Consume CE and no MP to perform. Very versatile spells.
Flaw: volatile, can overpower the user if not careful. Can be destructive.
Physical - Air, Earth, Water and Fire (and Heat)

Advanced elemental: Building blocks of magical essence. Easily learned by attuned, fairly easily by inclined. Consume CE and no MP to perform. Very versatile spells.
Flaw: volatile, can overpower the user if not careful. Can be destructive.
Physical - Lightning and Ice (and Cold)

Core energy: Magical matter. The magical essence that’s swirl everywhere in the world. Elementals are core energy sources themselves, and Hollowers heavily depends on this energy. Core energy flows freely in streams and falls across the surface of the world, and can be found in various shapes (flowers, stones…). This energy is what sustain monsters and the souls, basically. Magic food convert this energy into what’s needed to sustain the Monster’s body (HP --Health Points-- MP…), sleep allows to absorb more energy (converting it if needed). This energy is more instinctive, and a rawer magic to work with, but it can go as far as allowing its user to shapeshift!

White Pattern: Basic spell, naturally available to every magic user. The Pattern is up to the user’s imagination and teaching. As basic as it is, to use it is to think of it, as opposite to the core energy, thus it consume MP, but so little it’s hardly noticed. Virtually, a magic user could go on using White Pattern indefinitely without exhausting themselves.

Trait Nature
Trait Nature Spells are sorted by their affinities.Their MP consumption is based on their intent, the more harmful it is, the more consuming it is. They are available, virtually, to any user, would they be attuned/inclined or not, except for the Color Spells which are quite hard to learn for the not inclined. Except for the Boost Spells, these spells cannot enchant items with.

Color : Come naturally to attuned and especially to inclined. It has a steady medium MP consumption, higher if more harmful. However, it can be long to reveal itself to its user, even if their spectrum is known.
Physical - Time Stutter
Distance - Shooting, Go through, Stand still and Gravity
Support - Trapping and Shield

Sound : Come naturally to attuned, and can be revealed to inclined in extreme situations, even if it hasn’t been learnt before. Its MP’s consumption is quite little, noticeable but little.
Distance - Sonic Scream and Siren’s Song

Boost : Supportive spells to oneself (and to others in the Boost Bless’s case), fairly easy to learn, especially to the inclined. To attuned, they’re natural! Their MP’s consumption is steady, and fairly little, during the time of the spell.
Physical - Stand, Feral and Intent Boosts
Support - Boost Bless


Lexicon
HP: Health Points. Stands for HoPe, the less hope a soul has, the less max HP it has. While gaining LV increase the max HP, hope is crucial for its steadiness. Eating or a healing spell will replenish HP up to its max while sleeping can maxed it up its max temporary in the same fashion a Boost bless would work.

MP: Magic Points. Stands for Mana Praxis, to use magic, the user must have faith in it, the less they believe in it, the less base MP they have. Gaining LV can increase the base MP, but faith is the only thing allowing it in the first place. Also the reason why human children are often stronger mages than adults in the modern world. Eating and sleeping will replenish MP up to its max, Magical Drainage would drain it (obviously!) while Energy Sharing will replenish it.

CE: Core Energy. Raw magical essence that builds the world. Notably, the astral lights, the elemental magic and the magical essence of MF. It’s found in everything, rocks, plants, living creatures in various amounts and also raw and wild as streams and geysers. Some stones and plants can retain great amounts within themselves. Within the Monsterkind, Elementals and Hollowers rely the most on CE, but, while Elementals can produce their own, Hollowers absorb it from around them.

ATK: Attack Stat. Stands obviously for ATtacK, and increases with LV and/or training and fluctuates with intent and/or items. The Intent boost will increase it temporary.

DEF: Defence Stat. Stands obviously for DEFence, and increases with LV and/or training and fluctuates with intent and/or items. The Stand boost will increase it temporary.

INV: Invulnerability Stat. Stands for INVulnerability, and does not increase with LV and/or training, nor does it fluctuates with intent. It’s the only stat that doesn’t change. The Feral boost will increase it temporary, though, and items can make it fluctuate.

LV: Level. Stands for LOVE, that stands for Level Of ViolencE. It increases with EXP and increases stats and HP/MF max. Growing a high LV in very little time can be poisonous to the mind and impede on one’s sanity.

EXP: Experience. Stands for Execution Points. It increases with kills and increases LV.

DT: Determination. Stands for DeTermination. Raw magical component of intent, can be used as a chemical component in its liquid form. Monsters can’t handle much Determination because a much more physical body is needed to contain it. As a result, only humans are known to have determination.

Core traits: Main traits corresponding to a soul. One is “dominant”, and gives the color to the human soul. The other is “deep”, rooted to the heart of the soul, and can give a hint of color to the human soul. In monster souls, the two colors radiate off of the white soul, meaning its glow are of one’s traits’ colors. These traits allow to know one’s Spectrum.

Spectrum: Spectrum of magical inclination. Based on the traits’ colors, builds the “easiness” of picking up spells. The easiest being the ones corresponding to the two direct traits. Then, the ones right next to the main traits to a fairly easy point, up to six inclinations. If the main traits are very close, their direct next trait is as easy as the main ones, upping the inclinations to five. If the main traits are directly next to each other, their other next traits are as easy as the main ones, making the inclinations up to four.

Inclination: Easiness to pick up spells, based on one’s core traits. See: Spectrum

Attunement: Easiness to pick up spells, based on one’s species. Specific to monsters, humans don’t have any attunements.
Image size
2362x1771px 1.73 MB
© 2018 - 2024 LoumunVersen
Comments34
Join the community to add your comment. Already a deviant? Log In
wHAi aR U sAYin reD Iz ipsEItY, is dEtERmiNAzION , U sTUpid dINGo