MyRealms Home Role Play Chat Role Play Forums Fantasy Worlds Dragon
MyRealms Home Role Play Web Space Role Play Community Outer Realms
RPG Chat Gaming Community PBP PBC
spacer.gif
Merry Meet!
Login | Logout

Mystical Realms
Home
Registrar
Who's Chatting

Destinations
My Chamber
Chat
Forums

Stats & Combat
Character Creation
Combat Basics
Character Stats

Member Guides
Chamber Requirements Chat Rules
Zatrikion Rules
The Fyres & Magic

The Plane of Zatrikion
History of Zatrikion
Information on Auvrynon
Map of Auvrynon
Auvrynon Almanac
Realms of Zatrikion

The Outer Realms
Traveling Between Genres
Realms Beyond Zatrikion
Stats

Awards & Ribbons
Anniversary Awards Recognition Ribbons
Guild & Court Ribbons

Tomes of Reference
Creature Collection
Shop Directory
Temples & Churches

Mystical Community
Guilds
Fellowships
Character Hall
Member Search

Home Page Headlines
Current
Archived
Words of Wizdom

Admin, Site & Other
Awards Received
Links
Webrings
About Mystical Realms
Contact Us
Link to Mystical Realms
Vote for Mystical Realms

Elucidations
Terms of Service
Code of Conduct
Copyrights

Top

spacer.gif
2016 Patron Awards
Dedicated Gamer
Karina

Generous Donator
Tallin

Arch Angel
Malice

Patron Awards through the Years

Top

spacer.gif
Patrons
Platinum Patrons

Mystical AngelKarinaMystical Angel  
Talyn
Eliness
Mystical AngelMaliceMystical Angel
RainSpire
Jian the Awkward
Starling
Syan
Mochthos
Willow
Jin
Iretha
Renark
Lashune
Xalyps
Rozileana
Sorcha Liev
Donastaysia
Rhianne
Skyger
Mystical AngelOrianaMystical Angel
Amestatia
Adraza
Lance Stalantart
Jack Cocane
Tallin
Lysenthia

Diamond Patrons

Molvonos
Caitlin
Orleas
Aneia
Liliana Morgana

***

Opal Patrons

Vaen
Trundia
Arishnel
Noelle
Ila
Kaden

Ruby Patrons

Fiction
Sorrow
Miyu Hotohori
Myrrh Maddigan
Serenity
Alita
Sophie

Sapphire Patrons

Kaley
Razzah
Virginia
Tivana
Graven

Emerald Patrons

Stefanikin
Tarvis
Serverus
Remus
Alviistaes
Ujjaya
Christian Bale
Isaac Alexander
Valeska
Parian

Top

spacer.gif
Affiliates
Imperia
Fantasy Fan
Elysian Fields :: A Realistic Fantasy RPG
Dark Rain
Bittersweet Forever
Shadowlack, a Science Fantasy Play by Post RPG

Become an Affiliate today

Top
The Fyres

The Fyres

The fyres are not elements like people from other planes might try to associate them. Rather they are forces of power that drive the magical nature of Zatrikion. They are the magic that is found in energy, be it the energy of a forest or the energy of a quiet sunset. It might be easy to understand how the churning energy of a waterfall exists, but there is also energy is a solemn swamp. All of this pure, natural magic is wieldable by those that understand it.

The fyres have no intelligence behind them, and it is a mistake to think of them that way. These invisible forces flow in streams that form a web about all of Zatrikion. The fyrestreams wax and wane depending on their surroundings. For each fyre can be repelled and attracted, much like iron to a magnet.

So, this brings one to understand why they are called fyres. Like the name suggests, no matter what other properties each fyre possesses, they are fueled by something. Each, when left alone, burns readily and strongly for a time, but without fuel, will naturally extinguish. Consequently, when an excess of fuel is added to the fyre, it can quickly run out of control, and perhaps even explode with catastrophic results.

There four main fyres, each with a frequency that can be either energized or calm, depending on how the user can wield it. Each has unique qualities that define it. It is important to remember that these fyres are power sources and not elements. So a cleric might pray to be able to heal, using lifefyre as that energy, and a wizard might learn to use lightfyre to summon a lightning bolt. Lifefyre does not have to sprout grass and lightfire does not have to cause a burst of air.

Fyres.jpg


ENERGIZED ----------------------------------------------------------------------------------------------------- CALM

Characteristics

Attraction

Attraction

Characteristics

Life

Sometimes called Nature's Fyre.

Druidic
Positive
Healing
The magic of the woods, of babies, of love and new life. Spring.

Sunlight, lush forests, plants and animals.

Gathers in graveyards and areas of filth. Dark.
Cold.
Hates clean houses. Decay is NOT Necromancy.

Often referred to as Rotfyre or Coldfyre.
The touch of this raw energy can freeze or eat away flesh.

The magic of rotten leaves, of autumn, of swamps and underbrush.

Decay

Fire

Fyre of Destruction, Sometimes just called Fire. Explosive and powerful, frequently harnessed because of the damage it can create.
Hot
Explosive

Flame, lava.
Tumultuous emotions. Passion, hate and lust.
Never reachable in or over the oceans and lakes. Difficult to pull up to the air.

Earth, stone, heat and magma. Pools up on islands. Rich underground.
Attracted to those that can meditate. Responds to solid emotions.

Fyre of the planet. Strong and dependable, the laylines of this fyre seldom move. Can be harnessed to use protection spells and spells that enchant. Can be explosive if let alone to pool.

Power in crystals and in the elements of earth.

Stone

Tide

The most mobile of the fyres, these fyrestreams shift with the currents created by the moons. Commonplace mages can use them for just about anything for they are easy to touch. Useful when there, but less powerful mages can find themselves drained of power if they are not careful.

Responds to the moons and ebb and flow of the other fyres. Drifts about on the surface and through the oceans and lakes.

Extremely powerful around waterfalls.

Very weak on nights with only Malikahi visible. Thunderstorms can disrupt it.
Never found below the earth or in underdark.

Soft
Fluid
Serene
Magic associated with air and calm wind. Those with the right focus can use this fyre for just about anything.
The power of breathing, of finding one's center.
Monks often harness the calm state of tidalfyre.

Air

Light

Bursts to life and then dies out quickly. The fyrestreams of lightfyre are shaped by artists, illusionists or faeries.
Deserts. Mirages. Sunrises and sunsets.

Enjoys children and people with a sense of humor. Likes fae.
Illusionary. Rainbows.

Music calls to it.
Never reaches pure quiet, silence will destroy it.
Travels with bards, gypsies and those that sing.

Frivolous.
Playful.
Bright.

Sound

Chaos

Finally, the fifth fyre, Chaos. It affects all others, and affects the realms themselves. Chaosfyre keeps Zatrikion from evolving, for the way it constantly battles with technology.

Fyrestreams of Chaos can be found anywhere and everywhere, at any given time, especially when least expected. Very powerful, raw energy that is nearly impossible to control.

It will seek out and destroy all technology.

Powerful,
fickle. Unpredictable and almost useless for true mages because magic that uses this fyre cannot be predicted. Most wizards refuse to even attempt to wield it. All they want to do is keep it away.

It is important to note that the fyrestreams do not form a perfect mesh throughout Zatrikion. There are holes, even in places the fyres would normally be attracted. This is just because of the inherent chaotic nature of the fyrestreams, and because of the Mystical Storm constantly disrupts them. Consequently, some realms might be rich in magic while others have no magic at all. It also means that any given wizard might not be directly aware that the fyres are what drive their magic. All natural magic in the realms gets its source from this power.

More information on Zatrikion magic.

Other Sources of Magical Power

Necromancy

The fyres are a natural part of Zatrikion, they are like strings of power ready to be plucked by weavers of magic. These strings can be used in a positive way or in a negative way. Necromancy uses the fyre of life and twists it around to create life without a connection to a soul. Necromancers must therefore be willing to twist what is good and natural into that which is evil and unnatural. Even if they rationalize what they are doing is for good, their magic is evil to the world. And so therefore necromancers must be of evil alignment.

Shadow Weavers

Lightfyre does not 'calm' down into darkness. The fyres are energy states, and darkness or light makes little difference for most of them. For those that try to harness the power of shadows, there is another way. Shadows are creatures that distantly resemble demons. Shadow Weavers have learned how to bend a shadow's will so that it causes damage by using the chilling touch of decayfyre with the illusionary aid of lightfyre. An attack with a shadowblade fools a target's mind with the clever use of cold, illusion and fear. This means that creatures without a mind and who are resistant to cold, like skeletons and zombies, are immune to shadow damage. Inanimate objects can't be affected by shadow. A shadow weaver must also remember that shadows are sneaky, insidious, dark and frightening. Those that wish to study them need to accept the darker aspects of existence, sacrificing that part of themselves that is light. Only then will the shadows respond. Shadow Weavers can only be evil.

Magical Items

Creating Magical Items

The creation of magical items is reserved for powerful magic users and wizards. An exceptional item of worth must be forged first, be it whatever item is desired. Then magical components must be gathered, most of them unique to the item itself. These components will require a quest and a considerable sacrifice of coin. Then the fyres must be tied permanently to the item, which requires a spell ritual that will leave the creator weakened for days. For these reasons, the creation of magical items are rare.

Potion brewing - Potion brewing can be done by an alchemist or a cleric. These "one use" items still require expensive components and time. Instead of a ritual, they also require a potion lab with proper distillation tools, which makes creating potions 'on the fly' impossible.

Using Magical Items

Wands, staves, scrolls and items that use magic as an attack first require a character with knowledge of magic to function. Characters must have a magic stat to use them. Their 'attack' roll is the character's magic stat. These items have a maximum of 12 charges in which to use magic, once theses charges have been used the item is worthless until it is recharged by someone that specializes in recharging items.

Magical items that are ongoing, such as blessings on swords, rings, and so on don't require a magic stat and require no additional roll to use. Only two rings can be worn at once and it requires a complete round to remove a ring, place a new ring on a finger, and then activate the magic used in the ring.

One use magical items, such as potions, require magic to create them, but then do not require magic to function. Potions forced upon another player are completely up to the other player if they function properly or not.

Destroying Magical Items

Destroying a magical item on a character is like destroying a part of that character. It cannot be done without permission from the other player. To dispel the magic on an item, it first requires a successful attack roll. Dispelled magic on an item is only temporary, lasting just 3 rounds. Dispelling magic on a potion is permanent.

Role Play Chat :: The Realms are what you make them!   




If you have not done so already, please read the Code of Conduct and the Terms of Service and Privacy Policy


Unless stated otherwise, all content Mystical Realms, 2001-2017. All rights reserved.
Reproduction of material from any Mystical Realms pages without written permission is strictly prohibited. Use of this site signifies your agreement to the Terms of Service.

Copyright information to other games and artists that are not a part of Mystical Realms

Top