07-12-2017, 02:43 AM | #1 |
Join Date: Jun 2006
Location: On the road again...
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WinX Club Magic?
It seems as though Kalzazz and I are on similar wavelengths lately, as we've both been fiddling with ideas for the WinX. In my case, I'm dealing with the RAI versions of the first three seasons and the Nickolodeon version of the fourth season (not entirely sure if RAI had rights to the fourth).
I've been poking more into how magic works in the show. I've identified five magic schools, the three main ones and two others: Alfea School for Faeries - Entirely female student body - Headmistress Faragonda and Vice Principal Griselda are likely faeries - Professor Palladium is an Elf; Professor Wizgiz is a Leprechaun; other professors are Faeries - Barrier keeps out people who are not "creatures of magic" - Spellcasting is "light" magic Cloud Tower School for Witches - Entirely female student body - Tower is essentially a living entity - Headmistress Griffin and her faculty are all witches - Spellcasting is "dark" magic Red Fountain School of Specialists - Entirely male student body - Although students are technically "creatures of magic", no real spellcasting - - possible mental control of dragons and other magical mounts - Headmaster Saladin is a sorcerer; Professor Codatorta is a Specialist - Very martial focus Mala-Koi Academy of Sorcery - Very little known about it - Quite possibly, fully male student body - Teaches spellcasting; possibly a combination of light and dark - May not be on Magix proper - Likely the school that taught Saladin and Avalon Beta Academy - Even less known about it - Appears to be a sorcery school for girls - May or may not be on Magix proper The core of both the Faerie and Witch magic appears to be best modeled with GURPS Sorcery, though the in-universe Sorcerers and the more advanced forms of Faerie and Witch magic may also be done as flavors of RPM. I'd also probably borrow the gestalt rules from GURPS Psionic Powers to handle combining powers (in-universe faerie magic term: convergence; not sure what witches and sorcerers call it). The Specialists give me the most trouble; they don't appear to cast spells of any kind, yet because they can get through the "no non-magic creature" barrier around Alfea shown in S1E2 with ease I have to assume they're "creatures of magic" ... but what form should they take? Ideas?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 07-12-2017 at 01:37 PM. Reason: altered some wording since I wrote this at 5am |
07-12-2017, 03:08 AM | #2 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: WinX Club Magic?
Wow GURPS players never cease to amaze me. WinX may not have been my cup of tea but hats off.
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07-12-2017, 04:30 AM | #3 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: WinX Club Magic?
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07-12-2017, 10:56 AM | #4 | |
Join Date: Dec 2007
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Re: WinX Club Magic?
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07-23-2017, 12:40 PM | #5 |
Join Date: Feb 2009
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Re: WinX Club Magic?
My thought on the specialists is that being from the Realms of Magix they can count as magical creatures since are native to the area
Though, in DnD terms they probably have 'Use Magic Device' |
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