When I was
young and dreamed about my very own world, I created magic artifacts to use
magic based on the tarot cards. This is a basic list of how I interpreted the
major arcana tarot cards and each power they hold.
When a mage
begins to study at the Military Universal Magical School in Lightland, all of
them will receive a deck with 78 cards, where 22 are the major arcana, with
more complex magic power than the other 56 cards, the minor arcana. While the
minor arcana helps the mage to use physical attacks, like kicks and punches,
giving the students a better notion about how to fight in the wars against our
planet, the major arcana holds an easy way to use elemental powers, transmutation
and especial powers. Each one of the major arcana cards have five levels of
power: basic, advanced, perfection, extreme and divine. The last one can only
be achieve but one person at a time for each card, and those persons will join
the elite of the Arcane Force, Lightland’s army. To a card reach another level,
it takes time, experience and the power of its holder as a base to evolve. All
the major arcana can me transmuted into a weapon, even though some may need to
reach another level first before being transmuted. When created, each card
receives their name, but not an art to be displayed, only when it’s used, the
card may begin to develop the art by their own, based on the spirit and mind of
its mage. Anyone who can use magic may be able to go to the MUMS and thus, it
will receive a magical tarot deck. Eventually, each student may have a better
affinity with one element or another, being divided in a sector that will help
the student do grow better and better with his or her individuality, but that
doesn’t mean you can’t try to use the other major arcana power. Another thing
to note, each card have a limited number of times to be used before the card
needs to rest for some time, except for the card 00, THE FOOL, whose main power
can be use indefinitely. Each time a card is transmuted it will use one of its
uses before exhaustion – except for the card 21, THE WORLD, which can only be
transmuted by a divine holder – and the transmuted card may keep consuming
their uses until their holder has no magic energy left.
Here we
have a list of each one of the major arcana and their power.
01 – THE MAGICIAN
Main power:
may be used to amplify magic powers.
Reversed
power: drain magic power from another life being.
Level to be
transmuted: basic.
Object:
wand.
Object
power: can be used into different spells, helping the mage into focus its
energy.
Can be used
up to 21 times before exhaustion.
02 – THE PRIESTESS
Main power:
healing.
Reversed
power: drain someone’s health, making the person weak.
Level to be
transmuted: extreme.
Object: necklace.
Object
power: invisibility.
Can be used
up to 20 times before exhaustion.
03 – THE EMPRESS
Main power:
controls magnetism/metal attraction (metal element)
Reversed
power: reverse magnetism/repels metal.
Level to be
transmuted: extreme.
Object:
scepter.
Object
power: mind control.
Can be used
up to 19 times before exhaustion.
04 – THE EMPEROR
Main power:
magic shield (protects yourself).
Reversed
power: create magic shields on others.
Level to be
transmuted: basic:
Object: a
shield.
Object
power: focus the magic shield power, great protection against projectiles.
Can be used
up to 18 times before exhaustion.
05 – THE HIEROPHANT
Main power:
creates illusions for a limited time.
Reversed
power: clear illusions.
Level to be
transmuted: extreme.
Object: a
ring.
Object
power: creates illusions that are more complex – sometimes it’s possible to
touch and even feel them.
Can be used
up to 17 times before exhaustion.
06 – THE LOVERS
Main power:
psychokinesis/move distant objects.
Reversed
power: blank mind.
Level to be
transmuted: advanced.
Object: bow
and arrow.
Object
power: drilling (good against magic shields).
Can be used
up to 16 times before exhaustion.
07 – THE CHARIOT
Main power:
liberate other cards full power, making them be exhausted with one single use.
Reversed
power: can drain cards power, but can’t restore them.
Level to be
transmuted: perfection.
Object:
whip.
Object
power: the whip can activate other cards power from distance.
Can be used
up to 15 times before exhaustion.
08 – THE JUSTICE
Main power:
improves cutting power with magic.
Reversed
power: cutting objects can’t cut properly.
Level to be
transmuted: basic.
Object:
sword.
Object power:
sharp cut.
Can be used
up to 14 times before exhaustion.
09 – THE HERMIT
Main power:
accelerates the recovery of another card, restoring its power after exhaustion.
Reversed
power: makes the recovery of another card be slower.
Level to be
transmuted: extreme.
Object:
lantern (the old-fashioned kind that uses a wick to light things up and its held
from above with four sides, its fuel in this case is magic and the wick is the
person’s life-spam).
Object
power: time travel.
Can be used
up to 13 times before exhaustion.
10 – THE WHEEL
OF FORTUNE
Main power:
two other cards can be used at once, mixing their power.
Reversed
power: separate powers that were mixed together.
Level to be
transmuted: basic.
Object: light
circle.
Object
power: enables more cards to be used at once: basic – 4, advanced – 5,
perfection – 6, extreme – 7 and divine – 8.
Can be used
up to 12 times before exhaustion.
11 – THE STRENGTH
Main power:
helps you to communicate with animals.
Reversed
power: makes you able to control animals with lower magic power.
Level to be
transmuted: extreme.
Object:
cape.
Object
power: can turn who use it into an animal.
Can be used
up to 11 times before exhaustion.
12 – THE HANGED
MAN
Main power:
control plants and wood, making them grow (wood element).
Reversed
power: makes plants and wood shrink to the original size.
Level to be
transmuted: extreme.
Object:
axe.
Object
power: read and control minds.
Can be used
up to 10 times before exhaustion.
13 – THE DEATH
Main power:
reveals the person’s aura and help seers to see the future of the person
through the lifelines.
Reversed
power: make holders able to see a person’s life spam.
Level to be
transmuted: extreme.
Object:
sickle.
Object
power: can be used to cut between dimensions, to trap and control soul’s
lifelines.
Can be used
up to 9 times before exhaustion.
14 – THE TEMPERANCE
Main power:
controls water or liquids (element water).
Reversed
power: pulls water away or off things, being able to drain water.
Level to be
transmuted: perfection.
Object: a chest
armor.
Object
power: it helps the holder to fly or fluctuate, sometimes having some kind of
wing to assist the process of flying.
Can be used
up to 8 times before exhaustion.
15 – THE DEVIL
Main power:
controls darkness (element darkness).
Reversed
power: dissipate shadows.
Level to be
transmuted: perfection.
Object:
trident.
Object
power: paralyzes who is touched.
Can be used
up to 7 times before exhaustion.
16 – THE TOWER
Main power:
make and controls lightening (element lightning).
Reverse power:
makes lightning not be attracted by you, making them hit somewhere else.
Level to be
transmuted: basic.
Object: (whole
body armor).
Object
power: enhances individual protection.
Can be used
up to 6 times before exhaustion.
17 – THE STAR
Main power:
control solids and minerals, make things more solid (element earth). (NOTE: not
related to metals)
Reversed
power: solid things can turned into dust.
Level to be
transmuted: perfection.
Object: diadems
or crowns.
Object
power: magic invulnerability.
Can be used
up to 5 times before exhaustion.
18 – THE MOON
Main power:
freeze with touch (element ice).
Reversed
power: freeze with distance.
Level to be
transmuted: perfection.
Object:
belt.
Object
power: can make copies of you, dividing the uses of the other cards. When united
again, the times that wasn’t used will be restored.
Can be used
up to 4 times.
19 – THE SUN
Main power:
creates and controls fire (element fire).
Reversed
power: extinguish flames.
Level to be
transmuted: perfection.
Object:
spear.
Object
power: physical invulnerability.
Can be used
up to 3 times before exhaustion.
20 – THE JUDGEMENT
Main power:
creates and controls wind (element air).
Reversed
power: ceases the wind movement closes to you.
Level to be
transmuted: extreme.
Object: trumpet.
Object
power: created powerful winds or creates sonic waves.
Can be used
up to 2 times before exhaustion.
21 – THE WORLD
Main power:
creates and controls light (element light).
Reversed
power: turn lights around off.
Level to be
transmuted: divine.
Object: four-blade
sword, called cross rod (normally it will have a cross shape somehow).
Object
power: can cut through magic and darkness, and be used as a compass to find
other cards.
Can be used
only 1 time before exhaustion, except for the transmutation, that may hold
still until its holder’s magic ends.
00 – THE FOOL
Main power:
mind focus.
Reversed
power: mind dispersion.
Level to be
transmuted: perfection.
Object:
stick.
Object
power: can make things get bigger or smaller. It may need to consume more uses
to make something smaller or bigger and to keep it like that as well.
Can be used
up to 22 times before exhaustion, but the main power may not consume uses.
Some cards
may have a second form when transmuted, like 8, THE JUSTICE, being able to
become a balance scale when the holder of the transmuted card, a sword, in the
divine level, kills someone, as a symbol of justice that will judge if killing
is the right thing or not, weighing the killed person’s soul. Or the card 20,
THE JUDGEMENT, when transmuted into the trumped when in the divine level, it may
turn into a huge golden chalice after consuming its uses; that chalice is full
of rage and will deliver destruction where the red water inside pour. Or the
card 15, THE DEVIL, which can turns into black chains to paralyze the target
better if the first attacks doesn’t works properly.
While in
each of their levels, the tarot cards keep evolving until the divine level,
searching for the best way to suits better its holder. Eventually, when the
cards reaches the level perfection, finding their holder limit, it may not look
as it is evolving, because the changes will be smaller, only changing its form dramatically
when it reaches the extreme level, only reachable in an extreme situation. To
get the divine level, it’s necessary for the holder of the card to be blessed
by the arcane magical gods. They will share their power with the holder of
someone with a card in an extreme level and them the card will become divine –
what is pretty rare to happen.
When a card
reaches the divine level, a new power is unlocked: the summoning power. When
using the transmuted card in its object form, you may call for the help of the
arcane god who turn it into the divine level, summoning the god into our plane
for a brief moment.
Also, with
the power of the arcane deck comes the power of the blank card, a card used to
banish creatures into a dimension of suspension, where they will not harm
anyone, even though they can come out of the card if the seal is broken.
Eventually, if the card is consumed by magic fire, burning everything within it,
the seal will not be broken, consuming the sealed thing or creature inside.
That’s all
for today, guys! I may change this in the future, so it may not be exactly this
way in the future, but I guess i resume it pretty well. Until next time! Bye bye!
:oD
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