Magic

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Magic is the manipulation of otherworldly energies through the expending of one's Mana pool. Mana is the innate magical energy within all living things. It is passively regenerated over time, and is produced in greater amounts in living creatures with souls, such Humans, Elves, Dwarves, Orcs, and so on. By default, tapping into these otherworldly energies is quite impossible, and as such some kind of connection has to be established in order for one to make use of them. These connections some in numerous forms, but generally they are divided into three broad categories. In order to establish one of these connections, a individual has to seek out a mage who is experienced enough to teach the magic they practice. Should this teaching mage agree to take on a student, that individual will then begin a long and arduous journey to become a mage.

Throughout this journey the aspiring mage will receive numerous lessons of varying type and detail, depending on the magic that they're learning. On occasion, rather than receiving typical sit-down-and-learn lessons, the mage will be required to partake in great tasks or quests, or may even merely need clarification on abilities that come innately. Once a connection to a bank of otherworldly power and energy is established, a mage will quickly find that they have a unique world of abilities and manipulations ahead of them, detailed and catered to the circumstances under which they find themselves.

Learning Magic

Almost all magic is learned in a student-teacher scenario. An aspiring mage will seek out a teaching mage to educate them in the magic they are interested in, or the teaching mage will seek out a potential student they believe may be a good fit for the magic they practice. Much less frequently, and only under extremely specialized circumstances (such as events), an aspiring mage may be able to learn rudimentary talents or minute magics known as Feats without the need for a teacher.

Once a student is accepted by a teacher to begin learning magic, they'll have to fill out a Magic Application (MA) on LotC's forums. This application is a quick and simple process that allows the Story Staff to keep track of who has what magic, and ensures that the mage teaching you has an approved Teaching Application (TA). One cannot teach magic without an approved TA, because thew TAs are designed to ensure that the player in question has an expert grasp and understanding of what they're spreading. As without such a detailed level of comprehension, the risk of spreading misinformation increases greatly and may bring about power-gaming.

Usable Magics

The magics listed below are divided into three broad categories, Arcane, Deific, and Dark. These three are the major divisions of magic on LotC, and refers specifically to the source from which the mage draws energy to use for spell-casting and abilities. Arcane magic utilizes a connection to the Void, a great expanse of darkness and nothingness, Deific magic utilizes a connection to a patron or Aengul, and Dark magic utilizes powers by sources many consider unnatural.

Arcane Magics

Arcane Magics, also known simply as Voidal Magics, are, as was previously mentioned, the most widespread kinds of magics due to their general worldly acceptance as something normal. The Void itself is a separate plane that exists in an non-perceivable state all around us. As such it is simultaneously nothing and everything, and thus permits great power through the manipulation of its energies in the mortal world. Void magics operate through the abandonment of one's normal mental perceptions of our world to open one’s mind to the limitless nothingness of the Void. Once a connection to the Void has been established, an aspiring Mage will begin to learn how to make use of their Mana to bring about the physical manifestation of a particular type of Voidal magic (depending on the type they're being taught). As a connection to the Void is an inherently unnatural process, one's body will react by displaying, most often, some kind of physical twitch. Once one's connection with the void ceases, either voluntarily, by distraction, or from exhausting a supply of mana; the magic ceases to exist, returning instantaneously to nothing within the void.

Evocation

Evocation is a discipline of voidal magic that focuses on the creation of elements from the void. It is further divided into a series of subcategories, that focus on mastery over individual elemental evocations, and this is considered to be one of the more basic and prominent magic scattered across the continents. It is further sub-divided into:

Alteration

Alteration deals with changing materials, their positions, properties and many other things, such as moving oneself through the void to teleport.

Atronach forging is a feat that enables you to create constructs made from a voidal element and encased in varying forms of armour. However, there are different forms of atronachs and applicable feats you can do with this such as making prosthetic limbs and specialized atronachs.

Illusion

One kind sticks out among the others: Sensory illusion is the manipulation of other people's senses. The capacity to startle and astonish others around you by fooling them with sensory illusions.

Voidal Feats

Those who have dedicated themselves to the void enough can alter their own connection to it and various ways, coming with many benefits and downsides. A voidal artifcer for example will see their talent to enchant rise, while a arcane scions strenght will increase, yet lose the capability to cast more complicated spells.

Deity Magic

Deity Magic, sometimes somewhat inaccurately labeled Holy Magic, is the manipulation of energies through the use of one's Mana as gifted from a higher power. Most often this higher power is a Patron or Aengul. These Mages are often bound to a strict set of rules or tenants that must be adhered to should they desire to continue to receive the powers bestowed upon them. A violation of a tenant could spell disaster through their forced disconnection, rendering them unable to use the Magic any longer.

Shamanism

Shamans are those who worship the Spirits; typically Orcs and Dark Elves. Shamanism is the art of communicating with Spirits by acting as their conduit in order to spread their word to the descendants in the Mortal Plane


The Witch Doctor calls upon the wicked powers of the Elemental and Immortal Spirits to inflict adversity and torment through intricate rituals and elaborate brewing. The results of their magic, unlike their shaman sub-type relatives, are barbaric and often unpredictable. With the ability to convene with the Elemental and Immortal Spirits, the Witch Doctor has a wide variety of maledictions to place on poor unfortunate souls.

A Farseer acts as an ear-to and mouth of the Spirits that seeks to impact the Mortal Plane, either making their wishes known or their secrets and machinations hidden. A Farseer often expands their role as a conduit to the Spirits by taking descendants upon Spirit Walks to lend guidance, experience and, occasionally, aid them in understanding Spiritual intrigue.

The Lutaumen are shaman priests that have been taught the ways of their ancestors. These shamans are gifted with the ability to spirit walk in between the mortal plane and the ancestral plane where they may commune with the ancestors.The Lutauman are the most priest-like and socially focused of all Shamanic Arts.

 Totems are conduits for extraordinary shamanic achievements because they contain the power of the Spirits. Clearly, the makeup of a Totem is entirely reliant on the Spirit being called.

The elemental spirits' influence has lasted for centuries. As a result of earlier Elementalists' acts, the perversions of dark shamanism, and the invocation of the mortal world's elemental spirits, these natural manifestations of the mortal elements have forever transformed the mortal realm by their wrath and might.

Druidism

Druids are those dedicated to the gods they call Aspects and their balance; calling their powers magic is even frowned upon. For them, their purpose is to serve the nature's balance with a long set of gifts.

Paladinism

Manipulators of deity magic, holy light, and mists as bestowed by the Aengul Xan. Utilizing the powers granted in exchange to fight against anything wicked or otherworldly.

Seers

Seer magic where the blind have given powers bestowed by vigilant Vaasek. Despite the fact that their eyesight and unusual sight remain a secret among regular people. 

Malchediael's Templars

Malchediael, the Aengul of Courage, bestows gifts to mortals who bravely confront danger. For those who want to pursue life's quests.

Heralds of Azdromoth

Adherent of Azdromoth, the Firstborn of Dragur, Heralds are mortals who have been given the means to wield but a fraction of his immense power. Through the use of draconic tattoos, Heralds manipulate this power, known as Draan, to channel various incantations for utility, combat, or ritual worship.

Dark Magic

Scarcely known and often reduced to here-say and legend, Dark Magics are those obtained from the plane of Aos and Eos, the one the descendants live in: In many places, Dark Magic is associated with evil, yet the reality is far more complex. These are powers just like any other and can be used for all kinds of things. They are powerful manipulators of ghosts, carvers of bloody runes or creators of undead zombies, but also powerful healers. They can be guides and saviors of lost spirits, but also enslave them and bind them to their will.


Mysticism is the manipulation of ectoplasm, the substance from which ghosts and gravens are produced. They command and generate ethereal undead and have historically been followers or Xion

Blood magic is the practice of working with the genus, or latent mana, found in the blood. They may utilize this to execute huge ceremonies with catastrophic results, as well as to strengthen their other magics.

Druidic blood magic is a combination of blood magic and druidism in which the volatile and ephemeral power of the genus is utilized to manipulate and enslave nature to one's wishes.

Necromancy is the manipulation of life force, with the ability to afflict the living and raise the dead. Its users are divided into many sects, with some even swearing allegiance to the fallen daemon, Iblees.

Championed by the wicked witches and warlocks of the world, Naztherak is a pseudo-deific dark magic that utilizes the summoning of infernal demons to do their bidding and the manipulation of malflame, accursed fire that sears the very soul. One may pursue a variety of paths, allowing for an array of unique character archetypes and tropes to harness. Puppeteered by the Pentacle of Infernal Lords, however, the magic emphasizes a hierarchy born in the hells of Moz'Strimoza itself: the Infernal Climb; an endless pursuit for power and subjugation of one's enemies through whichever means possible, at the cost of eternal damnation.

Miscellaneous Magic

Magics that do not reasonably fit into one of the main three categories, whether due to inexplicable or unrelated origins. These magics generally center around the manipulation of other natural energies unassociated with the Void, Aenguldaemonica, Ibless, or another patron.

Golemancy is a feat, a dwarven art of refining runes, making life-like sculptures that sought to bring life forth from the stone, and constructing Golems. Golemancy is, at its most basic, the magical capacity to instill one's mana and soul essence into the body of a stone construct, giving it a sort of faux life.

Housemagery is almost entirely non-combat magic that allows the user to manipulate objects around the house and garden and while exploring. This magic is non-voidal, non-deity, and requires no pacts. It’s just simple wholesome mana usage.

Bardmancy is a flashier type of magic under the Housemagery umbrella that is focused on enhancing artistic expression. It offers an extra boost of excitement to bard roleplay, so you can become your own magical event!

The art of Kani is when an Oscilit is able to precisely match the rhythm of their breath to this frequency, and with that connection to the magical energy, begin to affect how it operates. Influencing Meta-Physics is concerned with the nature of the universe and how it impacts physics in its perceptible form.  There are two types of resonance: passive resonance and active resonance.



Last Revised: 03 - 03 - 2023

Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy