A forum all about universal magic, i will later add several sub-forums for different sections, but i'm lazy right now.
This is a DND-styled way of universally enabling different magic types with custom effects and rules, nerfing mages, yet making them even more powerful.
The elementals though are much like pokémon.
Effectivity (may be used ingame):
-Normal: x1 damage
-Effective: x2 damage
-Very effective: x4 damage
-Ineffective: x0.5 damage
-Very ineffective: x0.25 damage
If there isn't a single damage: if the damage is 0.5 or more, it is rounded up
Living elementals: With the right tools and knowledge, anything is possible. You could heal with fire, for example. Though, these require extreme knowledge, and enough meta-explanation to the GM. For example a person capable of summoning fire elementals should know how to animate them in such a way, and should tell that to the GM too.
Elemental types (collective version):
Here, you'll hear about the main elemental types. The list under this contains information which are generalisation and usually depending on GM (so basically the information on elemental types under this collection is totally useless and should not be wasted any more time on).
Fire: Offensive and powerful, good with AOE
Water: Supportive, can heal
Earth: Defensive, can create walls, also rather strong
Wind: Special, mostly useless, but rather cool for the few occassions, considered trope "This looks like a job for Aquaman!", and "Cool, but inefficient"
Nature: Supportive, can hold great powers depending on the specialisation, from summoning, through buffs and debuffs, to simple direct damage
Light: Supportive, can heal and summon weaker minions. Which don't really fight... at all... really effective against dark beings, yes this is basically holy christian magic
Dark: Offensive-at-some-point, more special rather, can summon minions or lay down powerful and annoying debuffs, even mind-controls given you are a master of rolls
Elemental types (well-described, time-waster):
Fire: Offensive type, can be used for AOE and attacking, ineffective against water, earth, and wind. Very effective against nature. Depending on type, (GM dependant) effective against dark and can't affect light.
Water: Supportive type, can be used for healing, very effective against fire, effective against earth, can't affect nature, wind. Dark/light depends only on GM.
Earth: Defensive type, can be used to summon walls and minions (minions require advanced abilities), or just smash your opponents, effective against fire, ineffective against water, usually effective against wind (depends on GM), effective against nature.
Wind: Special type, can allow cool tricks. Effective against fire, but completely ineffective against most.
Nature: Special type, can be used for healing and summoning given you know much enough. Effective against water, earth, and wind. May have special connections to dark or light given GM.
Dark: Mostly doesn't effect the rest of the elementals, can be used to summon minions and spread infinite debuffs. Effective against light, cannot target most other elementals. (GM)
Light: Mostly doesn't effect the rest of the elementals, effective against dark, can be used to summon SMALLER. minions given the knowledge, can be used for healing and buffs aswell.
MINION TYPES:
There are various types... let us see the ones i didn't forget!
Objects: Solid objects are mostly avalible to everyone. They are basically useless. All they do, is... "OBJECTION! Walls have their own rights!" Fine, fine... Objects can block damage given you use them well.
Elementals: Elementals are pure forms of walking material, they can be very powerful or tough, depending on what they are made of. They usually require a good bit of knowledge, maybe even a book specified to them.
Golems: While golems are usually considered mechanical, given you know the arts of golemancy, you can summon your own butler-rocks! Most golems would be considered earth-magic based.
Minor dark/light summons: Minor summons are usually only scouts, ears, and storytellers. They may give useful information, or accompany and save someone who is at the edge of running insane from loneliness.
Medium summons: Medium ones are usually dark summons, being something that matters in a battle situation, medium summons will often lay down damage and tank some themselves too.
Major summons: If you manage to summon god itself, or something like that, you may just have won the fight. Major summons are something you will propably NEVER be allowed to see through normal means. Hopefully.
Good side of minor summons: they usually persist longer than usual summons.
Beasts: Beasts can easily be tamed with beast mastery, though there is the problem that they don't always obey. Of course it doesn't matter as long as the person they show their rage on is an enemy. Beasts are usually both powerful and tough, and usually fall unconcious before dying, usually persisting for a very long time besides their master. I don't know why I put them here, they aren't even magic related. Oh well...
Magical engineerments: Special tools made out of pure light, these tools are extremely rare and can only be summoned by the greatest Magineers. (yes, magineer)
Magical engineerments are usually consisting of a powerful energy-core, covered in floating panels of gold-colored metal. The metal isn't especially effective, but helps the core stay under control.
Magical engineerments are usually capable to cast light magic, but with enough enchantments and a powerful enough Magineer, they can use different elementals as well.
This is a DND-styled way of universally enabling different magic types with custom effects and rules, nerfing mages, yet making them even more powerful.
The elementals though are much like pokémon.
Effectivity (may be used ingame):
-Normal: x1 damage
-Effective: x2 damage
-Very effective: x4 damage
-Ineffective: x0.5 damage
-Very ineffective: x0.25 damage
If there isn't a single damage: if the damage is 0.5 or more, it is rounded up
Living elementals: With the right tools and knowledge, anything is possible. You could heal with fire, for example. Though, these require extreme knowledge, and enough meta-explanation to the GM. For example a person capable of summoning fire elementals should know how to animate them in such a way, and should tell that to the GM too.
Elemental types (collective version):
Here, you'll hear about the main elemental types. The list under this contains information which are generalisation and usually depending on GM (so basically the information on elemental types under this collection is totally useless and should not be wasted any more time on).
Fire: Offensive and powerful, good with AOE
Water: Supportive, can heal
Earth: Defensive, can create walls, also rather strong
Wind: Special, mostly useless, but rather cool for the few occassions, considered trope "This looks like a job for Aquaman!", and "Cool, but inefficient"
Nature: Supportive, can hold great powers depending on the specialisation, from summoning, through buffs and debuffs, to simple direct damage
Light: Supportive, can heal and summon weaker minions. Which don't really fight... at all... really effective against dark beings, yes this is basically holy christian magic
Dark: Offensive-at-some-point, more special rather, can summon minions or lay down powerful and annoying debuffs, even mind-controls given you are a master of rolls
Elemental types (well-described, time-waster):
Fire: Offensive type, can be used for AOE and attacking, ineffective against water, earth, and wind. Very effective against nature. Depending on type, (GM dependant) effective against dark and can't affect light.
Water: Supportive type, can be used for healing, very effective against fire, effective against earth, can't affect nature, wind. Dark/light depends only on GM.
Earth: Defensive type, can be used to summon walls and minions (minions require advanced abilities), or just smash your opponents, effective against fire, ineffective against water, usually effective against wind (depends on GM), effective against nature.
Wind: Special type, can allow cool tricks. Effective against fire, but completely ineffective against most.
Nature: Special type, can be used for healing and summoning given you know much enough. Effective against water, earth, and wind. May have special connections to dark or light given GM.
Dark: Mostly doesn't effect the rest of the elementals, can be used to summon minions and spread infinite debuffs. Effective against light, cannot target most other elementals. (GM)
Light: Mostly doesn't effect the rest of the elementals, effective against dark, can be used to summon SMALLER. minions given the knowledge, can be used for healing and buffs aswell.
MINION TYPES:
There are various types... let us see the ones i didn't forget!
Objects: Solid objects are mostly avalible to everyone. They are basically useless. All they do, is... "OBJECTION! Walls have their own rights!" Fine, fine... Objects can block damage given you use them well.
Elementals: Elementals are pure forms of walking material, they can be very powerful or tough, depending on what they are made of. They usually require a good bit of knowledge, maybe even a book specified to them.
Golems: While golems are usually considered mechanical, given you know the arts of golemancy, you can summon your own butler-rocks! Most golems would be considered earth-magic based.
Minor dark/light summons: Minor summons are usually only scouts, ears, and storytellers. They may give useful information, or accompany and save someone who is at the edge of running insane from loneliness.
Medium summons: Medium ones are usually dark summons, being something that matters in a battle situation, medium summons will often lay down damage and tank some themselves too.
Major summons: If you manage to summon god itself, or something like that, you may just have won the fight. Major summons are something you will propably NEVER be allowed to see through normal means. Hopefully.
Good side of minor summons: they usually persist longer than usual summons.
Beasts: Beasts can easily be tamed with beast mastery, though there is the problem that they don't always obey. Of course it doesn't matter as long as the person they show their rage on is an enemy. Beasts are usually both powerful and tough, and usually fall unconcious before dying, usually persisting for a very long time besides their master. I don't know why I put them here, they aren't even magic related. Oh well...
Magical engineerments: Special tools made out of pure light, these tools are extremely rare and can only be summoned by the greatest Magineers. (yes, magineer)
Magical engineerments are usually consisting of a powerful energy-core, covered in floating panels of gold-colored metal. The metal isn't especially effective, but helps the core stay under control.
Magical engineerments are usually capable to cast light magic, but with enough enchantments and a powerful enough Magineer, they can use different elementals as well.