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Overview
Fire Emblem: Succession Crisis (Title WIP)
An offshoot of the Fire Emblem Three Houses world, focusing on the Succession Crisis of Albinea.
"In the absence of gods, mankind will create their own."
Medieval Fantasy
History
The continent of Albinea is an island to the northwest of Fodlan.
Rules
Two systems of magic are practiced in Albinea. On mainland Fódlan, only Tomes are used. The nomenclature may change between the two.
The more commonplace form of magic are the tomes. They come in three categories that are further divided into subcategories. They are black, dark, and faith. Within the black magic classification, they are further subdivided into fire, wind, and thunder. (In some cases, ice is considered a separate classification, but that is a point of contention between contemporary magical scholars.) Casters will learn specific spells of their own preference and have a set list of spells that they will learn. These spells are not cast from hit points but are limited in usage between maps. Tomes are a result of migration waves from Fódlan, whether by invasion or immigration.
Black magic focuses mainly on offensive spells. Following the Fódlani example of classification, elemental and non-elemental magic are distinctly separate from dark magic despite both having the shared characteristic of being offensive magic.
Dark magic focuses on status effects. It is an ancient form of Fódlani magic that was brought over by the first wave of invaders to Albinea. The offensive powers of these spells are great but suffer from lower accuracy. Few people have the affinity to learn this school of magic, and usually those who do have the potential can trace their lineage to the first wave of Fódlani invaders.
Faith magic is a combination of healing and offensive magic. The utility of this classification is much wider in contrast to the previous two classes, leaning more towards support than offense. The school of magic was brought to Albinea by missionaries under the Church of Seiros.
The Runic system of magic is the native magic system of Albinea, reserved now mostly for crest bearers. Each runic magic is specific to a crest and will have different requirements/activation methods. Thus, there are noble families whose identities revolve around the kind of Runic magic they can perform. In addition, there is specific terminology when referring to magic within the Runic system: magic and arts. These terms are never used interchangeably and are strictly separated. The term "magic" is reserved only for abilities that are beyond human comprehension and closer to acts of godly miracles (e.g. control over time). "Arts," on the other hand, is used for abilities that can be accomplished within the realm of human ability (e.g. reanimation of a corpse). There are (2?) common classifications:
Perpetuity is always active. Magic within this category is often considered to have the most powerful effects, concentrated mostly within the upper echelons of the Albinean crest classifications. While convenient, some correlation has been found between usage and degenerative effects on the body. Larger crests associated with Perpetuity will have much more dire effects on the body as a trade-off for instant use of the magic. Practitioners that use Perpetuity magic, especially among the highest crest classifications (Crowns), have abilities that can affect the reality around them; effectively warping the world to suit their needs. Recorded uses of this type of magic have been decreasing throughout history as the crests have begun to necrotize and decline in subsequent generations. Foremost scholars have yet to determine the cause of the decreasing size. [Game mechanic wise, their activation is similar to the Fódlan Crests, based on percentages, but work in two tiers. The always active version will have a weaker effect, but when the ability activates, the stronger effect will activate instead.]
(Name pending single-action) requires a start up time. This is the more common type of magic. The scope of what can be performed with this type of magic is very limited compared to Perpetuity, leading to the split between "Magic" and "Arts" in the Albinean magic system vernacular. It is by no means trite tricks, but compared to the magnitude of Perpetuity magic, it is seen as lesser. The start-up action can differ from family to family; one might be a spoken phrase, while another might be a choreographed movement. Nonetheless, the action must be done before the casting. [Gameplay wise, a reverse cooldown (ramp up?). A certain number of turns must elapse at the beginning of the battle and between casting.]
Effects can be shared among practitioners, but the method of how the spells are performed will drastically differ depending on whether the user is using Perpetuity or (Single Action). Let us say, for example, two practitioners each use a spell to increase their overall movement speed. In the case of the Perpetuity user, they are manipulating the flow of time around them and altering the perception of their movement. The (Single Action) user would perhaps manipulate their own body in various ways to increase their movement speed threshold, such as maximizing blood flow to the muscles or activating the muscle fibers in desired groups at once.
Medieval aesthetic
Somewhere between 1500-1700
Advanced biotechnology tree
Notes
Game Mechanics
Blade Switch System:
When characters reach a certain weapon proficiency level they gain the ability to dual wield. The attacking weapon is considered the “main-hand weapon” and the offhand weapon is called the “auxiliary weapon“. All weapons have special functions as both main-hand and offhand weapons, but their uses will vary.
Overview
Details about this universe's overview
Fire Emblem: Succession Crisis (Title WIP)
An offshoot of the Fire Emblem Three Houses world, focusing on the Succession Crisis of Albinea.
"In the absence of gods, mankind will create their own."
Medieval Fantasy
History
Details about this universe's history
The continent of Albinea is an island to the northwest of Fodlan.
Rules
Details about this universe's rules
Two systems of magic are practiced in Albinea. On mainland Fódlan, only Tomes are used. The nomenclature may change between the two.
The more commonplace form of magic are the tomes. They come in three categories that are further divided into subcategories. They are black, dark, and faith. Within the black magic classification, they are further subdivided into fire, wind, and thunder. (In some cases, ice is considered a separate classification, but that is a point of contention between contemporary magical scholars.) Casters will learn specific spells of their own preference and have a set list of spells that they will learn. These spells are not cast from hit points but are limited in usage between maps. Tomes are a result of migration waves from Fódlan, whether by invasion or immigration.
Black magic focuses mainly on offensive spells. Following the Fódlani example of classification, elemental and non-elemental magic are distinctly separate from dark magic despite both having the shared characteristic of being offensive magic.
Dark magic focuses on status effects. It is an ancient form of Fódlani magic that was brought over by the first wave of invaders to Albinea. The offensive powers of these spells are great but suffer from lower accuracy. Few people have the affinity to learn this school of magic, and usually those who do have the potential can trace their lineage to the first wave of Fódlani invaders.
Faith magic is a combination of healing and offensive magic. The utility of this classification is much wider in contrast to the previous two classes, leaning more towards support than offense. The school of magic was brought to Albinea by missionaries under the Church of Seiros.
The Runic system of magic is the native magic system of Albinea, reserved now mostly for crest bearers. Each runic magic is specific to a crest and will have different requirements/activation methods. Thus, there are noble families whose identities revolve around the kind of Runic magic they can perform. In addition, there is specific terminology when referring to magic within the Runic system: magic and arts. These terms are never used interchangeably and are strictly separated. The term "magic" is reserved only for abilities that are beyond human comprehension and closer to acts of godly miracles (e.g. control over time). "Arts," on the other hand, is used for abilities that can be accomplished within the realm of human ability (e.g. reanimation of a corpse). There are (2?) common classifications:
Perpetuity is always active. Magic within this category is often considered to have the most powerful effects, concentrated mostly within the upper echelons of the Albinean crest classifications. While convenient, some correlation has been found between usage and degenerative effects on the body. Larger crests associated with Perpetuity will have much more dire effects on the body as a trade-off for instant use of the magic. Practitioners that use Perpetuity magic, especially among the highest crest classifications (Crowns), have abilities that can affect the reality around them; effectively warping the world to suit their needs. Recorded uses of this type of magic have been decreasing throughout history as the crests have begun to necrotize and decline in subsequent generations. Foremost scholars have yet to determine the cause of the decreasing size. [Game mechanic wise, their activation is similar to the Fódlan Crests, based on percentages, but work in two tiers. The always active version will have a weaker effect, but when the ability activates, the stronger effect will activate instead.]
(Name pending single-action) requires a start up time. This is the more common type of magic. The scope of what can be performed with this type of magic is very limited compared to Perpetuity, leading to the split between "Magic" and "Arts" in the Albinean magic system vernacular. It is by no means trite tricks, but compared to the magnitude of Perpetuity magic, it is seen as lesser. The start-up action can differ from family to family; one might be a spoken phrase, while another might be a choreographed movement. Nonetheless, the action must be done before the casting. [Gameplay wise, a reverse cooldown (ramp up?). A certain number of turns must elapse at the beginning of the battle and between casting.]
Effects can be shared among practitioners, but the method of how the spells are performed will drastically differ depending on whether the user is using Perpetuity or (Single Action). Let us say, for example, two practitioners each use a spell to increase their overall movement speed. In the case of the Perpetuity user, they are manipulating the flow of time around them and altering the perception of their movement. The (Single Action) user would perhaps manipulate their own body in various ways to increase their movement speed threshold, such as maximizing blood flow to the muscles or activating the muscle fibers in desired groups at once.
Medieval aesthetic
Somewhere between 1500-1700
Advanced biotechnology tree
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Notes
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Game Mechanics
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Blade Switch System:
When characters reach a certain weapon proficiency level they gain the ability to dual wield. The attacking weapon is considered the “main-hand weapon” and the offhand weapon is called the “auxiliary weapon“. All weapons have special functions as both main-hand and offhand weapons, but their uses will vary.
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