A little Julie for all your little Julie needs
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A little Julie for all your little Julie needs
Attn: All Agents
Just a reminder: if you're going to mess with Time magic, please inform the proper officials before you do so. I'm still not sure how you did it, but you managed to accidentally remove the server room from existence, and I JUST got done fixing it. We advise whoever it is to come and confess their guilt to me personally before I have to hunt you down.
Hey, did that messenger who just poofed on by ever try winding back a clock to turn back time?
"It doesn't work like that, you-
...How did you even get this frequency?!"
What The Balls: Addendum
Please don't mention "Prime" to any of the other agents. They won't know what you're talking about. I'm purposely keeping information on the place out of my colleagues' hands because, let's face it, the last thing we need is anyone finding out about your world and royally messing things up.
It'll be our little secret, OK?
"Are you alright, Freeze? You don't look so good. Do you need me to get you anything?"
Introduction to Magic
Let's start with a question. What is magic?
That's an interesting question, isn't it. What is magic? We all have a general idea of what it is, but at the same time we all have completely different concepts of it. Is it the ability of a soul to overcome reality? Is it the formulas for unlocking the power of the cosmos? Is it rare and ancient artifacts with power immeasurable? Is it simply a myth, perpetuated by dreamers who wish for something more?
The answer? It's all of them.
Magic is a force that pervades all time and space. It comes in many forms, and goes by many names. All of you have experienced magic in some way, shape, or form; every world has magic of some form, though you might have called it something else. It's an interdimensional constant, making up everything in every world, even if we can't always see it.
Why am I telling you this? Well, because while you're working with the Agency, you'll have to deal with magic a lot. And trust me when I say that. Out of all the worlds we deal with, at least 90% of them have native casters. You'll be seeing magic often, even if you aren't the ones using it.
We here at the Agency classify magic into twelve "elements." From our observations, most practitioners of magic specialize in one or two types of magic, though many branch out into other domains to fill out their strengths and weaknesses.
If you could dim the lights so we can start the example clips, please, Miss Arenjal? It's the knob on the wall behind you. ...Thank you.
Alright, first up, Fire magic.
...Calm down, Miss Freeze. It's only a movie. It's not going to hurt you.
Now then. Fire magic is just as it sounds. The manipulation of fire and heat. It creates flames and fire, burns to ash and melts away. It's almost exclusively offensive in nature, though it does have a small amount of defensive merit. We tend to request fire users be careful about where and how they use their abilities; they can be quite destructive if they get out of hand.
Next, Lightning magic.
Lightning magic is also fairly self-explanatory. The manipulation of electric currents. It creates bolts of lightning, arcing currents, and stunning electric shocks, but it can also revitalize, protect, and even supercharge allies. It's a very potent element, but much like fire casters, lightning casters have to take care to make sure their charge only goes where they want it to.
Water magic.
Water magic is another simple element to understand; it's the manipulation of water. It takes more of a supportive role than most other elements, pushing, pulling, and dousing foes as opposed to simply burning them. It works very well with many other elements, and can be an invaluable asset if you're willing to invest the time in learning what works well with it.
Ice magic.
Ice magic is the manipulation of ice and cold. Its primary function is defense and control, freezing foes in place and creating icicle walls to protect the user. Having control of the battle is very important, which makes having a few simple Ice spells surprisingly popular among our personnel.
Wind magic.
Wind magic is the manipulation of air. It has practically no offensive capabilities, instead being almost entirely support. Moving foes around, flight, blowing projectiles away, flipping objects into the air, stuff like that. You can do all sorts of interesting things with it, which is why it's one of my favorite elements to mess with.
Sound magic.
Now, this one is one of the few that require a more thorough explanation. Sound magic is the manipulation of sound, and many other types of waves and pressure phenomena. It's the loud noise, the whisper in the dark, the static that distorts the airwaves, the blast that knocks you clean off your feet. It strikes an odd balance between strong offense and clever utility. We do advise caution when using sound magic, though, because it can be rather unpredictable and difficult to control at times.
Earth magic.
Earth magic is the manipulation of the earth and soil. It's easily one of the most well-rounded elements we know of; rock barrages, stone armor, raising and lowering terrain, creating fissures and sinkholes... If you need something done, Earth probably has a spell for it. This versatility makes earth magic a powerful tool when mastered.
Chemical magic.
Chemical magic is another difficult one to explain properly. It's the manipulation of substance and reactions. It typically manifests in the form of gouts of acid, insidious poisons, and other various substances. Chemical magic tends to be quite varied, ranging from subtle sickness to explosive reactions, most of which are at least partially offensive in nature. Do take care when using chemical magic, for the results can often be difficult to control once set into motion...
Light magic.
Light magic is another self-explanatory element that hides some of its usefulness under its perceived simplicity. The manipulation of light carries with it a lot of surprises. Not only can light casters create brilliant spotlights and blinding flashes, but they can bend light to create illusions, distracting colors, and many other tricky abilities to distort foes' minds.
Life magic.
Now, many people think of life magic as healing magic. While healing does fall under the purview of life, the manipulation of life is an art that not very well understood. Plant growing, energy draining, mind control, necromancy, summoning animals; all of these fall under the domain of Life. It's a powerful and varied art that, surprisingly, hardly ever gets noticed.
Void magic.
Void magic is the manipulation of nothing. It is cancellation, nullification, stillness, silence; it is true and complete nothingness incarnate. It's a bit of an unnerving element to work with for many, but it has some of the most useful defensive abilities of any element simply by virtue of its nature as nothing.
And, lastly, Time magic.
Time magic is the manipulation of time and physics. It's one of the most difficult arts to master, but its capabilities are nearly limitless. It provides great utility for those with the patience to learn its secrets, with spells that can speed up and slow down surroundings, hurtle foes through time, or disorient their senses by shifting time and space. It's difficult to use and can have dangerous side-effects if mishandled, but it's capable of so many interesting things...
...And that's all I have to say for this time. Thank you all for being so patient and attentive; hopefully this information will be useful for you down the line when you begin fighting mages and, if you decide to do so, learning some magic of your own.
This lecture is over, and you are all dismissed. Have a good day, everyone!
...I didn't know this organization's role in the multiverse was to suck dicks.
...What a wonderful time for Ellen to go on break...
Oh well, I guess that's the luck of the draw. I'll let her deal with the cat once she's done with her coffee.
Open RP
"Communications. Irene speaking."