Marvel Unlimited
Welcome to Marvel Unlimited where you create your own hero/villain and do as you please. If you have question please look for the people with the @ in front of their names, they will happy to help you.

Show me how to get started.

Marvel Unlimited

Create your own Super hero or Super villain. Save the universe or conquer it. The choice is yours in Marvel Unlimited.
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in
Latest topics
» Thou shall not steal
Wed Jul 08, 2015 1:11 am by Amen

» Cu Sith($1,500,000)
Sun May 31, 2015 2:47 pm by Amen

» Mystery Egg($3,000,000)
Sun May 31, 2015 2:39 pm by Amen

» Weapon Modifications($300)
Sun May 31, 2015 2:25 pm by Amen

» Classic Ranged Weapons($300)
Sun May 31, 2015 2:15 pm by Amen

» Melee Weapons($250)
Sun May 31, 2015 2:08 pm by Amen

» Heavy Weapons($3,000)
Sun May 31, 2015 2:04 pm by Amen

» Small Arms($500)
Sun May 31, 2015 1:03 pm by Amen

» Hawkeye's Bow ($4500,000)
Sun May 31, 2015 1:01 pm by Amen

The Daily Bugle

Senator Hines has revealed how mutants will be handled: Sentinels.

A rumor traveled the circles of the supernatural. Mutants heard a safe, underground railroad was being started, inquire at the Summit. The beyond sought the strange power said to rest at the Summit of New York City. The gossip flitted amongst the rest: valuable information was to come to light when dawn broke over the Summit.
Staff List
-Our Button-

-Our Affiliates-
Coming soon!

Share | 

 My Magic Guide

View previous topic View next topic Go down 


Posts : 23
Join date : 2012-05-27
Age : 21

PostSubject: My Magic Guide    Sun May 27, 2012 4:56 am


Magic is not divided into types or kinds with regard to good or evil, moral or immoral, black and white. Magic is impersonal, open-ended and it is exactly the same no matter where it is practised throughout the world. What makes it good or evil, is not the kind of Magic that you use, but the use to which you put it. For example, one can use a prayer, and invoke the power of the SB in that prayer. Your prayer might be that someone is to be cursed. This means that you have used the power of God for the purposes of practising black magic. It is also possible to invoke a demon, straight out of the abyss, and to get that demon to heal someone. That would, however, be an example of white magic, despite the fact that you are using a demon to assist you. These are obviously two extremes, but it shows us that the essence of magic is not white or black, good or evil but totally and utterly neutral, detached and impersonal. It is a force that one can use for doing good or evil. The way that we use this force will determine whether it is black or white, not the actual magic itself. Therefore, magic as it stands, is not divided. It's use, motives, applications, intent and objectives make Magic black, grey or white. This is because between the two extremes of black and white, are thousands of shades of grey. It is impossible to judge the shades of grey, because if we look at a person from a primitive society, then that which they do, which would be perfectly legitimate for them in a tribal society, would be black magic for a more cultured people. It would probably be in line for them however, and they would call it "good, sensible living."

Types of Magic:
Main school's of Magic

Abjuration - one who specializes in abjuration would be known as an abjurer.
Conjuration - one who specializes in conjuration is known as a conjurer.
Divination - one who specializes in divination would most likely be known as a diviner.
Necromancy (aka necromantic magic)- one who specializes in necromancy is known as a necromancer.
Enchantment - one who specializes in enchanting is known as an enchanter.
Transmutation - one who specilizes in transmutation would be known as a transmuter
Evocation - one who specializes in evocation is known as an evoker.
Restoration - one who specializes in restoration is known as a a healer
Illusion - one who specializes in illusion is known as an illusionist.
Universal - Spell falls under all eight categories. Not a true school.

Sub school's of Magic
The main schools split into several subschools. Some of the subschool categories can be found within more than one


Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.

Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information. Though out of all the schools of magic this is one of the most tricky. As everything one see's is not always what will happen. This is because the Future can be changed. Divination is a systematic method of reading the future or provide help to a problem at hand. Unlike precognition which is the ability to view the future, divination requires rituals and methodical processes. Divination can be achieved by communicating with the supernatural (i.e. gods, demons, spirits, nymphs) or just by reading certain patterns. Many kinds of divination's are seen all over the globe, the most common one includes, Bibliomancy, Oneiromancy and I Ching.
Forms of Divination:

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.( this is a forbiden magic ) Necromancy is a claimed form of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – sometimes for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge. This is because Ghost and departed Souls can sometimes know the things that shall happen next before those of the living world even know. Magical abilities revolve around manipulating the dead, death, life-force

Enchantment spells affect the minds of others, influencing or controlling their behavior. A lot of enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature. But Enchantment is also another way of power up items and other things. As with Enchantment one could cast a spell on a sword that gave it special abilities for a limited time or even permanently. One could even cast a enchantment spell on a person giving them special abilities for the time being. Though most enchanting of weapons and items is done by runes. A type of magic that most Enchanters are also good at. Though giving item's and weapon's magical abilities can be very complex since this can be very dangerous for those that use the item's. Since the items can become out of control.

Transmutation spells change the properties of some creature, thing, or condition. Spells of this school are capable of transmuting matter into different forms. They are also able to create and absorb matter and energy, shape, and rebuild it into anything of their choosing. As a spell of this school could take a piece of glass and transform it into a sword as sharp as steel. Or even transmute an animal into a new breed of its kind. Because of the mutation possibility's of this type of magic it is considered a Dark Arts when practiced on the living. Though this school can also be referred to as Alteration. The School of Alteration involves the manipulation of the physical world and its natural properties. This skill makes it easier to cast spells like Waterbreathing, magical protection, and Paralysis.

Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Though most Evocation spells involve calling or summoning a spirit, demon, god or other supernatural agent's. Because of this Ecovation tends to be a difficult school. Because unlike conjuration the summons are not loyal to you and must have a contract made with them to use them for ones biding. Though contracts can be very dangerous as they could be from taking your soul to taking your first born child.

The School of Restoration involves control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards. Wards are defenses against attacks and other things and are a big magic defense. As the school of Restoration is all about staying in good health and shape. Those of this school are easily able to heal themselves and others. As well as protect themselves against attacks. Though Wards can also be semi offensive. As one could make a ward that when activated it would send an energy blast at those breaching it. This would allow for a offensive ability that serves as a defensive spell.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions can be a very tricky form of magic as some high level mage's of this class could even be able to make a illusion come real. This allows for them to have a more offensive ability with their Illusions instead of just using them for a distracting or mental damaging purpose.

Sub Schools

A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

A creation spell manipulates matter to create an object or creature in the place the spellcaster
designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.

A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. The sensor can be dispelled as if it were an active spell.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.

A charm spell changes how the subject views you, typically making it see you as a good friend. Though Charms can also effect how people see other people.

A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.

A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like. Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.

A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.

A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others.

A rune is an arcane symbol inscribed on a creature, surface, or object. Runes exist in groups called
families, which are composed of ten runes. No runes ever require a verbal component. Inscribing a rune requires physical contact with the target Runes are a type of magic that can be used with in enchating and other thing's.There are three kinds of runes: marks, glyphs and sigils. A mark is inscribed upon a creature, and each mark targets a single creature. A glyph is cast upon an object, and each glyph targets a single object. A sigil is placed upon an object or creature in order to create an effect in an area, with that object or creature at the center. Each sigil has an area that it affects.Marks are runes inscribed on a creature. The subject must be still, so marks cannot be inscribed on unwilling creatures, however a mark can be inscribed on any helpless creature. Marks generate their effects immediately upon completion. Some inscribes have the ability to delay mark activation or even to make a mark permanent

Abilities are magical effects that are permanently (or nearly permanently) active on Wizard's or sorcerer's or even other people. Abilities can differ from person to person. One might have the ability to read Mind's or empathy to feel emotion's and feeling's. But not all people have Abilities. Some Abilities you can only be born with. While as some can be learned from a person who has that ability. And some you must go threw a ritural to get them.


A familiar (or familiar spirit or familiar animal) is an animal-shaped spirit or minor demon believed to serve a witch or magician as domestic servant, spy and companion, in addition to helping to bewitch enemies or to divine information. The animal was often believed to be possessed of magic powers, such as the ability to change its shapeAnd as the Master grow's so does the Familiar. Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Book of shadow's
The Book of Shadows is a collection of magical and religious texts of of you familly. Mosy high powered magic familly's have a book of shadows. That has all type's of spell's and information that there familly has discovered over time. These are very important to those who are new into magic. Since it tell's them way's to learn and master the ability's. And are not like reguler spell book's. Now some family's have more then one copy of there book of shadow's that is connected to the main one. And so all the infomation is sent to the main book.

The athame frequently has a steel double-edged blade with a sharp point (although the point may be dulled so as to prevent unintended physical harm during ritual use), and a handle which is often black and which may be inscribed with particular symbols dictated by the tradition, ranging from astrological glyphs to runes to magical symbols indicative of deities, spirits or the element

A wand is a thin, straight, hand-held stick of wood, ivory or metal, generally with ceremonial and/or magical associations, although historically they have also had other uses, all stemming from the original meaning as a synonym of rod and virge (a stick used as a weapon or for corporal punishment).It is traditionally made from the wood of a sacred tree, such as willow, elder, oak, apple, peach, hazel or cherry, and its length should approximate the crook of the elbow to the middle of the index finger. The wand may be carved or decorated in order to personalize it. These days, metal, crystal or many modern materials may be used instead of wood, and a wand may also be tipped with crystals and gems. A grimoire called “The Great Book of Saint Cyprian” gives step-by-step instructions on how to make a magic wand, although it is now possible to purchase ready-made wands commercially. But the main reason of the Wand is to help focus magic.

Types of Mages

Wizard's are master's of magic in the word of mouth. Meaning they have the ability to shape magic by saying thing's. Wizard's mainly use Wand's to control there magic. But very powerful Wizard's can do magic with out wand's and some can even do it nonverbal

Unlike Wizard's Sorcerer's can use the magic around them ( magic is in the air ) as well as the magic in there body. But Sorcerer's control and power over spell's comes from them understanding the spell. But Emotion and felling's are also a big part of Magic for Sorcerer's. Since the more aggresive and up a sorcerer is the more powerful they are. This tends to lead to accidents with young sorcerers or ones who cant not control their emotions.

A Warlock's are the children of Demon's most of the time. They tend to look Human most of the time. Though some of them might have a Demonic trait like a tail or ear's of a demon. Though it is possible to become a Warlock by giving ones self over to a Demon or spirit that will then grant you power's.
Back to top Go down
View user profile
My Magic Guide
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
» Kingdoms in mai otome [Guide]
» Gnoblar Horde/Gut Magic
» Millers Collectables price guide 2009 By Judith Miller & Mark Hill
» Magic Drain>Infernities?
» halogen oven user guide

Permissions in this forum:You cannot reply to topics in this forum
Marvel Unlimited :: General Area :: The OOC-
Jump to: