Green Magic

Green Magic

The Mother of Magics, Green is the only magic that can work with any magic without issue (Yellow does have some problems but it will work together with Green to mute its own abilities, but if used incorrectly the two will negate one another with catastrophic results.) Green Magic “Awakened” when the forests were created. Something that is a bi-product of green plants, living energy and pure magic, Green Magic doesn’t have a true origin as no one can trace when the magic truly began, only that it started sometime after the creations came to be and plants ruled the lands.

Green Magic, mostly used to heal, defend and summon creatures is a mostly defensive magic with the abilities of nature on its side. A caster of Green Magic can create virtually impassable barriers of plants, great creatures can be summoned to the field to defend or attack their opponent, and certain traps using living beings can be lain by Green Magic. It’s healing is legendary, only outdone by White Magic and it can actually heal poisons that even White Magic can not. Green Magic can also negate certain Curses and other such plagues, much like White, but in its removal the Curse, Hoodoo, Voodoo, etc. will be cast into a plant or creature and then the victim will be uncursed. The problem here is that the curse is still present, just off of the victim and now has to be dispersed. For this reason, many witches will learn Green and Brown Magics to help them in there quest for  the best curses, while wicca and sorcerers will use them to help people remove those same curses.

 Green Magic, known for its ability to “come back from the dead” without being undead, has a habit of using spells that revitalize its caster. Using the plants, animals, etc. around the caster, they can actually draw the life from them to save themselves. They can also do similar things with life as well. A sorcerer of Green Magic will be able to share his damage with the creatures around him to defend himself in a fight. (Any Green Magic user can switch their life points with those of any animal under his/her control at anytime in a fight, but it will cost them that many manna points to allow the exchange. This can be done by simply announcing the move. The creature has to be under the control of the user. To switch their lives back, it is a simple case of announcing it as well, but not manna exchanges hands at this point. The player is, however, fatigued for 1 round.) (See Fatigued).

This magic is the grounds for many spells of summoning. Aside from Black Magic, which is used for summoning more than any other magic, Green is the most used. A Master Green Magic user of virtually any Rank can summon a creature from their spell books, but can also summon any creature that has ever been on the planet that they have been on. The problem is that in summoning them, they have to pay the manna cost which is double the attack plus life of the creature (This is whichever the highest attack is, rather that be magic, physical, mental or energy.) If the caster can’t pay the manna cost, the remaining cost will come first from their will and then from their life. (Note: this will take as many rounds to summon as the creatures life divided by 5.)

Green is also well known for its ability to hide things. When any caster wishes to hide something from the site of others, Green is the first choice of magics. Using Green Magic, an item (Up to an entire city) can be hidden from sight, sound, empathy and magical sense all together. A lost city was so lost due to a spell the leaders cast. It cost three of them their lives to use the spell, but the city became completely invisible to all forms of vision, sound, etc. and was lost for over three thousand years without outside influence, only being discovered due to a wizard’s duel that took place directly in the middle of the city and destroying the original spell. The occupants of the city were astonished as they all believed the two wizards to be ancient ghosts until after their city became part of the probe once more and those occupants could once again react to things outside of the city. (Be very careful how you word any Green Magic spell as it takes every word to its literal meaning.)

When a caster of Green Magic is near anything that is not yet full bloomed, the plant, animal, etc. will actually get a “growth spurt” and be able to bloom out due to the magic within the caster. Due to this fact, those that are training in Green will first master the ability to control this so that they don’t age things prematurely. This ability is spread outward from the user and actually will consume manna with every round. That said, a user can use this to grow any creature they place on the field from infant to maturity by simply paying a manna cost of 20 pts. per year of growth. If choosing this, the caster need do nothing but allow this to happen at the loss of their manna. This can be used as an attack, but when being used, the user can not cast spells as their manna is being drawn from them like a spell. Thus it is rarely used save in dire circumstances.