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Not to be confused with [[Alchemy]]- which is sometimes used //with// magic, but is a process used to craft magical goods and objects rather than immediate effects.
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Non-elemental magic is a rare discipline which utilizes //none// of the seven elements.
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Non-elemental magic is a rare discipline which utilizes [i]none[/i] of the seven elements.
It often manifests as spells which alter time and space, create visual and audio illusions and enhancements, and non-elemental enchantments and conjuration.
It can also be used offensively-- non-elemental magic harnesses the power of arcane energy itself to blast, pummel, pierce and disorient foes much like non-magical weaponry.
It often manifests as spells which alter time and space, create visual and audio illusions and enhancements, and non-elemental enchantments and conjuration.
It can also be used offensively-- non-elemental magic harnesses the power of arcane energy itself to blast, pummel, pierce and disorient foes much like non-magical weaponry.
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[[Morte]] is a corruption of the energy of life, used in magics involving the power of death and decay-- the forbidden art of **Necromancy**.
Necromancy is practiced by demons and rogue magi-- it is outlawed in every established country but [[Hel]], as the creation of morte alone by its very nature requires a great deal of spiritual trauma.
Necromancy involves the summoning of foul powers, or the enslavement of sentient souls within their own corpses, which has marked it as an undeniaby evil sort of magic.
The punishment for practicing Necromancy in Valenth is, ironically, death.
Necromancy is practiced by demons and rogue magi-- it is outlawed in every established country but [[Hel]], as the creation of morte alone by its very nature requires a great deal of spiritual trauma.
Necromancy involves the summoning of foul powers, or the enslavement of sentient souls within their own corpses, which has marked it as an undeniaby evil sort of magic.
The punishment for practicing Necromancy in Valenth is, ironically, death.
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Note that the power of the mind is most efficiently and effectively manipulated with the mind itself, rather than outside forces such as magic-- see [[Psychic]].
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Mirajin is an essential energy for working dream and mind-based magics such as illusion and arcane mind control-- although it is rarely used specialized in by non-[[Dreamkin]], as it can be exceptionally stubborn and chaotic even in skilled hands.
Note that the power of the mind is most efficiently manipulated with the mind itself, rather than outside forces such as magic-- see [[Psychic]].
Note that the power of the mind is most efficiently manipulated with the mind itself, rather than outside forces such as magic-- see [[Psychic]].
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The power of the mind is most efficiently manipulated with the mind itself (see [[Psychic]]).
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Vitae and Mirajin are potent and versatile magical elements in their own right.
Vital energy is the driving force behind all life and light-based spells, making it a useful tool for healing and battling against undead and other forms of corruption.
Mirajin is an essential energy for working dream and mind-based magics-- although it is rarely used by non-[[Dreamkin]], as it can be exceptionally stubborn and chaotic even in skilled hands.
The power of the mind is most efficiently manipulated with the mind itself (see [[Psychic]]).
Vital energy is the driving force behind all life and light-based spells, making it a useful tool for healing and battling against undead and other forms of corruption.
Mirajin is an essential energy for working dream and mind-based magics-- although it is rarely used by non-[[Dreamkin]], as it can be exceptionally stubborn and chaotic even in skilled hands.
The power of the mind is most efficiently manipulated with the mind itself (see [[Psychic]]).
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Magic can be further divided into two groups-- **Elemental** and **Non-Elemental**.
Elemental magic invokes the power of the Alchemical and Prime elements to create various effects, while non-elemental magic often directly affects and alters the functions of creatures and objects.
==The Alchemical Elements: Air, Earth, Fire, Water==
**Elementalists** and **Sorcerers** are most likely to make use of the four alchemical elements in their spells.
Each element has its own uses; fire is best for warmth, cleansing or deadly offensive magics, while earth is good for bolstering growth or enhancing armor, air may manifest as passive increases in speed, or dangerous gales or tornadoes, and water makes for an effective purification agent-- as well as a powerful force in the form of waves or storms.
Elemental magic invokes the power of the Alchemical and Prime elements to create various effects, while non-elemental magic often directly affects and alters the functions of creatures and objects.
==The Alchemical Elements: Air, Earth, Fire, Water==
**Elementalists** and **Sorcerers** are most likely to make use of the four alchemical elements in their spells.
Each element has its own uses; fire is best for warmth, cleansing or deadly offensive magics, while earth is good for bolstering growth or enhancing armor, air may manifest as passive increases in speed, or dangerous gales or tornadoes, and water makes for an effective purification agent-- as well as a powerful force in the form of waves or storms.
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no two magics are not on fire.
==The Four Alchemical Elements: Air, Earth, Fire, Water==
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some magics has got the elements and other magics don't.
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some magics has got elements and other magics don't.
no two magics are not on fire.
no two magics are not on fire.
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==The Four Alchemical Elements: Air, Earth, Fire, Water==
==The Prime Elements: Vitae and Mirajin==
==Morte and Necromancy==
==Non-Elemental Magic==
==The Prime Elements: Vitae and Mirajin==
==Morte and Necromancy==
==Non-Elemental Magic==
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**Alchemical Magic** is both less potent and more versatile than ritual-- and also deeply rooted in the elemental powers of the planet.
Alchemical magics require advance preparation and careful casting, but are ultimately more forgiving.
Alchemical magics require advance preparation and careful casting, but are ultimately more forgiving.
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Although the method is both time-consuming and difficult to perform even poorly, the results are often powerful and permanent-- this style of magic lends itself well to large-scale enchantments, blessings, and curses (transforming a barren area into a lush grove or a teeming forest into a dead zone, or cursing an entire family line), summoning powerful entities such as greater elementals and beings from other planes, and communing directly with the supernatural forces of the universe.
**Alchemical Magic** is both less potent and more versatile than ritual-- and also deeply rooted in the elemental powers of the planet. Alchemical magics require advance preparation and careful casting, but are ultimately more forgiving.
Where Alchemy utilizes the elements to craft objects and substances, alchemical magic calls upon their aid directly.
Alchemical magic is especially useful for summoning and guiding elementals, and for direct manipulation, transformation, and blending of the elements themselves-- such as calling thunderstorms and lightning from clear skies, coaxing new growth from soil, enlarging or extinguishing flames, and so on.
Notably, alchemical magic requires a personal relationship with and respect of the elements in question-- without such, this type of magic will //always// fail.
Necromancy, miramagic, and vitalism are all alchemical magic branches along with the physical elements of earth, air, fire, and water, though they function differently.
The newest form of magic, **Sorcery** is a swift and temporary style of spellcasting, used when immediate effects are needed rather than permanent ones.
Sorcery has a wide range of uses, from offensive spells (the classic fireballs and lightning bolts), alteration spells such as shapeshifting and charms, temporary enchantments and locks, defensive magics such as force shields and barriers, and even curative and healing spells.
Sorcery has many practical applications and is reasonably easy to learn-- but of course, difficult to master-- which makes it attractive for new students.
Save for exceptionally powerful elementalists, sorcery is typically the only type of magic used on the field of battle.
**Alchemical Magic** is both less potent and more versatile than ritual-- and also deeply rooted in the elemental powers of the planet. Alchemical magics require advance preparation and careful casting, but are ultimately more forgiving.
Where Alchemy utilizes the elements to craft objects and substances, alchemical magic calls upon their aid directly.
Alchemical magic is especially useful for summoning and guiding elementals, and for direct manipulation, transformation, and blending of the elements themselves-- such as calling thunderstorms and lightning from clear skies, coaxing new growth from soil, enlarging or extinguishing flames, and so on.
Notably, alchemical magic requires a personal relationship with and respect of the elements in question-- without such, this type of magic will //always// fail.
Necromancy, miramagic, and vitalism are all alchemical magic branches along with the physical elements of earth, air, fire, and water, though they function differently.
The newest form of magic, **Sorcery** is a swift and temporary style of spellcasting, used when immediate effects are needed rather than permanent ones.
Sorcery has a wide range of uses, from offensive spells (the classic fireballs and lightning bolts), alteration spells such as shapeshifting and charms, temporary enchantments and locks, defensive magics such as force shields and barriers, and even curative and healing spells.
Sorcery has many practical applications and is reasonably easy to learn-- but of course, difficult to master-- which makes it attractive for new students.
Save for exceptionally powerful elementalists, sorcery is typically the only type of magic used on the field of battle.
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**Ritualistic Magic**, or //Ritual//, is the earliest and most potent form of magic.
Often worked with alchemical assistance, rituals involve complex calculations, the alignment of stars and distant planets, gathering of rare components and incantations of powerful arcane magics.
Although the method is both time-consuming and difficult to perform even poorly, the results are often powerful and permanent-- this style of magic lends itself well to large-scale enchantments (transforming a barren area into a lush grove, or a teeming forest into a dead zone), summoning powerful entities, and communing directly with the supernatural forces of the universe.
Such magic is rarely seen in modern ages, as the most potent ritual spells have been lost to the sands of time, buried or destroyed forever with the peoples who once used them.
When it //does// appear, the mages of [[Lassenbhurg]] tend to fly out of the woodwork to claim and study it.
Often worked with alchemical assistance, rituals involve complex calculations, the alignment of stars and distant planets, gathering of rare components and incantations of powerful arcane magics.
Although the method is both time-consuming and difficult to perform even poorly, the results are often powerful and permanent-- this style of magic lends itself well to large-scale enchantments (transforming a barren area into a lush grove, or a teeming forest into a dead zone), summoning powerful entities, and communing directly with the supernatural forces of the universe.
Such magic is rarely seen in modern ages, as the most potent ritual spells have been lost to the sands of time, buried or destroyed forever with the peoples who once used them.
When it //does// appear, the mages of [[Lassenbhurg]] tend to fly out of the woodwork to claim and study it.
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A subset of ritual magic, **Bardic Magic** is a special craft in which the magician-- typically a [[Bard]], though musically-talented mages may practice it as well-- weaves a spell through the use of tone, music, dance, and rhyme in addition to simple incantation.
This type of magic can be cast in much less time than standard ritual, but is also more powerful than sorcery, and capable of affecting many more people at once (via performance, for example).
Different genres of music may affect listeners differently-- people are more easily affected by genres they are especially fond of, while musical styles they dislike may result in a weaker or even failed bardic spell.
This type of magic can be cast in much less time than standard ritual, but is also more powerful than sorcery, and capable of affecting many more people at once (via performance, for example).
Different genres of music may affect listeners differently-- people are more easily affected by genres they are especially fond of, while musical styles they dislike may result in a weaker or even failed bardic spell.
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This type of magic can be cast in much less time than standard ritual, but is also more powerful than sorcery, and capable of affecting many more people at once (via performance, for example).