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Old 07-12-2017, 02:43 AM   #1
Phantasm
 
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Default 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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Last edited by Phantasm; 07-12-2017 at 01:37 PM. Reason: altered some wording since I wrote this at 5am
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Old 07-12-2017, 03:08 AM   #2
smurf
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Default 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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Old 07-12-2017, 04:30 AM   #3
Nereidalbel
 
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Default Re: WinX Club Magic?

Quote:
Originally Posted by Phantasm View Post
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?
Any traits on their template with a "Magical" PM should be enough to count as being a creature of magic. Haven't seen the show, but, I would be willing to put any sort of Flight they have as being magical flight.
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Old 07-12-2017, 10:56 AM   #4
David Johnston2
 
Join Date: Dec 2007
Default Re: WinX Club Magic?

Quote:
Originally Posted by Phantasm View Post

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?
The Specialists are intended to be champion types. They'd probably primarily have stat boosts with 0% magical modifiers
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Old 07-23-2017, 12:40 PM   #5
Kalzazz
 
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Default 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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