Father Tree Holt

Home to the Scrolls of Colors Family
 
HomePortalCalendarFAQRegisterLog in

Share | 
 

 REFERENCE : MAGIC IN ELFQUEST

View previous topic View next topic Go down 
AuthorMessage
PCoquelin

avatar

Pisces Monkey
Posts : 767
Join date : 2012-07-14
Age : 49
Location : St-Michel/Orge - France

PostSubject: REFERENCE : MAGIC IN ELFQUEST   Tue Sep 08, 2015 10:41 am

Here, for reference, I shall gather and present the exact and distinct scenes of magic-use, up to 'The Discovery'.
I will show only the scenes drawn by Wendy, because her work should have precedence..
..and because they are necessarily 'canon'.


Original Quest - #1 :
: Gliding (High One)
: Sending (Wolf Send)
: Sending (Group Send : call)
: Sending (Group Send : Sharing a vision

Original Quest - #2 :
: Sending (Individual call)
: Recognition
: Hypnotic trance (on elf)
: Emotion feeling
: Healing
: Light control

Original Quest - #3 :
: Very probable shape-changing magic highly charged on object (the 'Great Sun' item behind Savah shows changing patterns) - possible mind manipulation
: Levitation (on object)
: Hypnotic trance (on animal)
: Levitation (on animal)
: Possible Truth-telling
: Mind Probe
: Information : self-levitation was thought to be a lost power, among the Sun Folk

Original Quest - #4 :
: Sending (Dark Send)
: Possible emotion control (or more)
: Information : Magic can stagnate and turn into a monstruosity
: Magic monster (COMBINING powers)
: Sending (Special, intense, intimate call)
: Sending (Special call, by monster)
: Probable Watching over (by a dead elf, over a living one)
: Resistance to Dark Send

Original Quest - #5 :
: Plant Growth
: Soul Name
: Telescopic Vision
: Mind Control (on animal, pretended
: Mind Control (on animal, confirmed)
: Mind Search + Visual Projection + Voice Projection (probable - or a special form of Sending)

Original Quest - #6 :
: 'Going Out'
: Plant Control + Magic Feeling
: Sending (Lock-Send - Challenge

Original Quest - #7 :
: Tree Shaping
: Sending (from elf to wolf)

Original Quest - #8 :
: Magic Feeling (faint - familiar setting)
: Magic Feeling (confirmed - non familiar setting)
: Mental Link
: Mental Guiding

Original Quest - #9 :
: Magic Feeling (confirmed)

Original Quest - #10 :
: Magic of the preservers' cocoons
: Sending (Special, intimate, intense call - confirmed)
: Sending (Calling back images)
: Possible premonition
: Locked warning
: Preservers: a magically created species
: Sending (Dark Send - Torture)
: Tree Shaping (living wood into an object)

Original Quest - #11 :
: Sending (Dark Send - Stun)
: Rock Shaping (dedicated - Door effect)
: Sending (Dark Send - Piercing back)
: Sending (Group call to one)
: Anti-Healing
: Sending (Dark Send - multi-targetted) + Leetah's remark on anti-healing
: Gliding (Blue Mountain's Gliders)
: Sending (Dark Send - Kill)
: Healing (as an improvised Shield)
: Probable Prying on Sendings

Original Quest - #12 :
: Information : Locked Warning is mainly made of visual elements and feelings
: Information : Shaping and Healing are basically the same type of magic
: Semi-dead state Lethargy - used to enforce dedication of magic (here: VERY dedicated and limited Rock Shaping task)
: Flesh Shaping
: Sending (Lock Send)
: Sending (Intense, focussed, forcing)

Original Quest - #13 :
: Information : Going Out comes with deadly risks
: Emotion Feeling or more
: Sending (Deep Sending)
: Soul Name abuse
: Probable HARD metal Shaping
: Information : Ancient types of magic
: Combined magic : Rock Shaping + Levitation (complex, dedicated, + History effect)
: Information : Symbolic and memory effect, for the Egg
: Information : Magical semi-dead Lethargy helped by a potion
: Information : Healing tells much about genetics
: Resistance to Dark Send (killing version)
: Complete Self-Shaping (Plant - High One)
: Complete Self-Shaping (animal - High One) + Magically induced INTER-BREEDING
: Information : Probable Mind Manipulation

Original Quest - #14 :
: Information : Recognition reveals the soul
: Sending (Dark Send) - Mind Control (Oblivion)
: Going Out (Spirit Capture)
: Sending and Going Out (Spirit Seeking)
: Flesh Shaping (on animal)
: Tree Shaping (turning strangleweed vines into a living trap)
: Plant Control
: Going Out (Mind Touch)
: Healing (Mental Healing)
: Probable Near-Death Auto Healing

Original Quest - #15 :
: Open Sending (Sharing a vision)
: Magic Aura (Visual Detection of magic)
: Exchange of Soul names

Original Quest - #16 :
: Watching Over (confirmed)
: Magic Feeling
: Hypnotic Trance (on troll)
: Gliding (rough version)

Original Quest - #17 :
: Gliding (floating someone else at distance)
: Call of the Palace (confirmed)
: Possible Premonition
: Soul Name offering
: Possible Premonition (preserver)
: Gliding (heavy charge)
: Possible Hard Metal Shaping ('fusing metal to stone')

Original Quest - #18 :
: Rock Shaping (combined to shape the Palace's stone)
: Stone Feeling

Original Quest - #19 :
: Sending (Link)
: Gliding (lifting extreme weight)

Original Quest - #20 :
: Forced Recognition
: Spirit Feeling (High One)
: Information : Dead elf spirits choose or not where they go
: Information : those born out of Recognition attract interested spirits
: Extreme Longevity (preservers)
: Mind Linking + Visual Effects + Preserver cocoon's Think-Do + support by the 'Scroll' item, heavily charged with magic
: Information : Source and nature of magic
: Going Out (High Ones)
: Information : Origin of the Palace, of trolls and of preservers
: Preserver cocoon's Think-Do effect + 'out of time' effect
: Mental Link (from afar)


Siege at Blue Mountain - #1 :
: Possible Resistance to the Palace's call of dead spirits
: Power absorption (with the Egg as a support)

Siege at Blue Mountain - #2 :
: Sending Detection (long range)
: Mental Submission (by use of the Soul Name)
: Mind Probe (by the use of Mind Touch)
: Gliding (while asleep!)

Siege at Blue Mountain - #3 :
: Dark Send while Going Out!

Siege at Blue Mountain - #4 :
: Mental Healing (calming down)
: Information : magic is asleep in humans
: Genetic Change

Siege at Blue Mountain - #5 :
: Concentrating magic into an item
: Magic Feeling (in humans!)
: Gliding (very probably even inside cocoons!)
: Genetic Change (confirmed - with limits)
: Power Concentration (huge rock-shaping + floating)
: Gathering Power (Sending - demonstrating Dark Send)

Siege at Blue Mountain - #6 :
: Sending (gliders - strange limitation - preservers' cocoons)
: Sending Analysis (emotions)
: Possible information on magic - Control may be linked with need
: Same Soul for two bodies (possible reality / probable Mind Control trick)
: Tree Shaping - Anti-fire effect (+ effect of love on magic)

Siege at Blue Mountain - #7 :
: Mind Control trick (more probable)
: Egg as a memory holder (like the Scroll of colors - confirmed)
: Effect of will on group magic (focus)
: Mental Healing (emotions and need)
: What group magic can accomplish
: Egg meant to ABSORB the Palace, the elf spirits inside it, and their power
: Space and time travel (group magic)

Siege at Blue Mountain - #8 :
: Mind Control trick (confirmed)
: Group magic versus one (+ interesting remark: 'they KNOW her')
: Truth in Sending (Wolfrider savagery)
: Mental Healing (waking powers up)
: Healing (BOTH human and elf, at the same time!)
: Information : interesting after-effect
: Spirit Hosting
: The only difference is love (probable key for magic)


Kings of the Broken Wheel - #1 :
: Magic causes strange genetic effects
: Magic Feeling (by preservers)
: Fire Magic (Heat Wave - Group magic - by GLIDERS!)
: Floating (used for stopping the huge bolt) + EXTREME STRENGTH (manipulating that heavy bolt) (Group magic)
: Fire magic (Bolts - group magic - gliders or linked to Rayek)
: Shield (group magic)
: Mental Link + specific event near the Palace = triggering of a special effect

Kings of the Broken Wheel - #2 :
: Information : Timmain has more powerful fire magic than group
: Fire Magic (HUGE energy bolts - causing a huge chasm - group magic
: Freeing the dead gliders' spirits restores the Palace

Kings of the Broken Wheel - #3 :
: Shape Changing (High One - inside a preserver cocoon - confirmed as incredible feat)
: Sending (from far away and intensely so)
: Flying (Palace power)
: Reintegrating even an unwilling High One (Palace power)
: Extreme Velocity Travel (Palace power)
: Emotion Transfer (Spirits power)
: Emotion Transfer (confirmed + Interesting remark: dead elves barely remember, even recent and extreme events, like murder!

Kings of the Broken Wheel - #4 :
: Waking powers up (Palace power)
: Magic Vision (Palace power)
: Mind Control (forced sleep)
: Healing (another use of magic.. *sigh*)
: Rock Shaping (..the Palace - not so difficult, now!)
: Sending the Cry out (inside the Palace)
: Rock Shaping (..the Palace - SEPARATING a piece of it!)
: Disguising the Palace (interesting 'A PART of the new land' call..)

Kings of the Broken Wheel - #5 :
: Mind Transfer
: Mental Healing (Shutting mental door)
: Shield (Palace-induced power)
: Palace-induced effects
: Water Control (Winnowill - so soon after her exile on that island!)

Kings of the Broken Wheel - #6 :
: Magic Feeling (Extreme: Hearing a mental cry from beyond time!)
: Light Control (visual effects - Scroll magic)
: Link with the little Palace
: Mind Link (from afar) + Water Breathing (so soon after her exile on that island!)
: Time Jump (Palace power)

Kings of the Broken Wheel - #7 :
: Mental Call (Extreme)
: Mental Shield
: Lock Sending (facilitating birth - without a healer)
: Mental Shield (confirmed and developped)

Kings of the Broken Wheel - #8 :
: Rock Shaping (Determining a mountain's aging)
: Anti-Healing (driven by hatred)
: Healing (a human - leprosis-like terminal disease)
: Anti-healing (controlled)
: Genetic Change (removing the wolf blood from a wolfrider)
: Escaping Mind Link and Sending

Kings of the Broken Wheel - #9 :
: Water Surge
: Water Swirl
: Water Ram
: Mental Shield (Evolved into Mental Barriers and Mental Submission)
: Healing (at distance - power of love + Palace)
: Time Jump (back in time - Palace power)

Hidden Years #1:
: Premonition (not even watching the target!)

Hidden Years #2:
: Fire magic (Creating flames)

Hidden Years #4:
: Rock Shaping (Bridge - Palace power)
: Detecting humans around (Palace power)
: Winnowill in hypnotic trance and entrapped within the Palace's walls
: Fragments of the Palace (lost..)
: Healing (at distance - many at once - combined powers + Palace effect)

Hidden Years #5:
: Recognition (Mental Link effect)

Hidden Years #9½:
: Winnowill shaken out of her trance by Cutter's hating send
: Sending.. as the most adequate punishment ever!


Shards #16:
: Soul Entrapment
: Watching Over (visually confirmed)


The Searcher and the Sword:
: Sending (Complete Imagery, BY HUMAN)
: Preserver cocoon magic (to LEARN from the Palace)
: Deal elf spirit Calling (confirmed)


The Discovery:
: Magic Channelling (confirmed) + Learning in preserver cocoon (confirmed)
: Magic Shaping (Palace power)
: Going Out while cocooned and projecting a mental image from afar!
: Information: no hiding emotions while in this..
: Astral Flight (called by love)
: Water Surge
: HUGE spiraling Water Surge!
: Water Rope
: 'Us but not us..' - reminds of Cutter's remarks.. WHAT KIND OF ELF IS WINNOWILL, ACTUALLY!?..
: 'In THOUSANDS of years' !!

___________________________________________________
            
Back to top Go down
http://s3.photobucket.com/user/pcoquelin/library/?sort=3&pag
 
REFERENCE : MAGIC IN ELFQUEST
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Gypsy Magic
» Magic Bazaar
» Magic plz (Tag: Vivi)
» [APPROVED]Kana Ishii's Magic
» Gun Magic Registration

Permissions in this forum:You cannot reply to topics in this forum
Father Tree Holt :: ElfQuest Comic Discusions-
Jump to: