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 Paleography Catalog: Wilde Jagde

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ICU

ICU

Male Posts : 59
Join date : 2011-02-15
Age : 31
Location : Inside your head

Paleography Catalog: Wilde Jagde Empty
PostSubject: Paleography Catalog: Wilde Jagde   Paleography Catalog: Wilde Jagde EmptyFri Feb 18, 2011 5:28 am

Wilde Jagde

"The Path of the Hunter is a treacherous one..."

History

Centuries ago, there was an ancient myth that spread across the Magical world like wild fire. All accounts of the tale told a phantasmal group of huntsmen with the accoutrement of hunting, horses, and hounds; in mad pursuit across the skies or along the ground, or just above it. These huntsmen were powerful mage drunk in the thrill of the chase. They would loom over the skies, blocking the sun, and shadowing the land in darkness. Their hunt was ruthless; anything that caught their interest was worthy enough to call itself “prey”. They had little care of what the “prey” was. They called it the “Wild Hunt”. Seeing it was thought to presage some catastrophe such as war or plague, or at best the death of the one who witnessed it.

Soon the magical world decided they had had enough of this annual disaster, and they prayed to the gods for help. The gods of magic and lore, looking down at them with compassion, agreed to help. They gave them a potion that would be consumed by an individual with a pure soul. The potion would weaken the Wild Hunt and allow the magical world to seal them forever. The pure soul would act as a conduit, and therefore sacrifice her/himself to the Wild Hunt.

No one would do it. Therefore, the gods took the matter into their own hands.

The Akehiko Family never had any daughters before, due to either mishap or accidents. However, as if blessed by fate, the eldest gave birth to a child; A girl. The eldest of the Bloom Family was called Fantine Adelaide Bloom and she was nasty, mean and crude lady. Nonetheless, she cared for the baby as much as she cared for her appearance. When the baby was voted for the sacrifice, she was outraged.
They took the baby away from her own hands, and sacrificed it. The Wild Hunt took the bait. However, Fantine was enraged and maddened that the only she thing she had cherished was taken. She made a pact with them, and they gave her ¼ of their power in exchange for revenge on the magical world. They both got what they wanted. She destroyed her village, completing the deal. She became a powerful mage, and created a bloodline built around hatred for the magical world.
Basics

The fundamental spells of Wilde Jagde are Traps. These traps take the form of seals that look like magical pentagrams and have diverse effects depending on which “Path” you call on. Yes, Wilde Jagde is divided into four “Paths” that segregate each seal according to element and effect.( Post Note: “Path” in German is “Gangart”)

  • Atem Gangart – Lit. Breathless Pace
    Atem Gangart symbolises the Winds that help the hunters move from sky to sky. The spells in this area specialize in “Movement” or seemingly displacing one thing to another location via gust and air currents. Atem spells don’t boast much on offensive spells, but rather bare the weakness the Wilde Jadge suffers: Location. Despite some spells being moveable and flexible, not all of them are capable to catch the target, especially those that have higher speed. This is where Atem Gangart comes into play. Playing with the air currents, the user can position the enemy to their advantage and gain the upper hand. As a secondary use, Atem Gangart spells can deflect things to a degree.

  • Feuer Gangart – Lit. Crimson Walk
    Feuer Gangart is the passion and power that the Wild Jagde possesses for their prey. This category carries no supportive magic but focuses mainly on offensive magic. As the name suggests, the traps in the Feuer line like to play with Fire. Their main objectives are to seriously injure, maim, and/or disable the opponent. They like to cause big explosions and recklessly destroy their surroundings, leaving the target lying in a pile of ashes. Despite their amazing destructive power, they have very long recharge period and unstable lifespan.

  • Erde Gangart – Grounded Path
    Erde Gangart represents their Prey on Land. Thus, spells in this field focus on manipulating the surroundings and play with the enemy’s footing. Spells in this field, unlike the other paths, are not traps nor are they represented by seals. It is used like any other magic, and many see it as a frustrating ability. Spells are well balanced, not leaning on either defense or offense. They can debuff their opponents and cripple their movements to an extent. The only weakness of this area is that it counts on the opponent to stay on ground to cripple them. Flying opponents are the hardest to deal with.

  • Vereist Gangart – Lit. Frozen Way
    Vereist Gangart is the complete opposite of its sibling, Atem Gangart. It symbolises the fear that strikes the hearts of all who see them, leaving them frozen with terror in their wake. It has many offensive moves like Feuer Gangart, most of which include crushing the pray or impaling it. Vereist Gangart revolves around immobilising their prey. The Wilde Jagde often used these spells when they get bored chasing their play and no longer have fun doing it. Vereist traps, though powerful, take too long to cast and have a very long recharge period.
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Paleography Catalog: Wilde Jagde

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