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Magic is an important part of the flavour of the Lord of the Craft. It has been roleplayed for as long as the Server has existed, beginning chiefly with the Druidic Magic that grew the original Elven city of Laurelin. There are now many different forms of magic that have been created over time.
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Magic is the foundation of the supernatural, fueled by [[Mana]], the life-force within all creatures, manipulated with energies pulled from the [[Void]], given by a Deity/Patron, or given by [[Iblees]], the Archdaemon. These mystical abilities come in many forms, with varying degrees of skill required to achieve a desired outcome. From the manipulation of natural elements, nature, or foreign energies, to the creation of quasi-sentient stone men, Magic permits a great plethora of possibilities depending on the exact Magic one possesses. To acquire these abilities, one must post and have accepted a Magic Application (MA) to document their being taught by an accepted Magic Teacher (a player with an accepted Teacher Application (TA)). From the point of the MA's acceptance onward, one will progress through various tiers, learning various abilities and powers as they go along. Progression through the tiers isn't always set in stone, and often is left to the general discretion of the Teacher, based upon a suggested time frame. After at least four months of possessing a Magic, assuming one fills their Magic's respective Teaching restrictions (such as having to learn a ritual to be able to pass on the magic), a player can apply for their own TA to continue the cycle.  
  
Magic Applications have recently been re-instated and are required to learn magic in Lord of the Craft. All users of magic are overseen by the Lore Team, who keep track of all the magic users on Lord of the Craft. They examine all magic applications, answer all magic-based questions and occasionally remove magic from players who abuse its power. The power of magic was also drastically reduced in the hope that it would discourage those who simply wish to have magic to give their characters an edge over their opponents.Any mage can only ever become as strong as an elite soldier (whereas previously a master Mage could take on upwards of 3 enemies at once), such that a duel can be fought using PVP mechanics if necessary.
 
  
Some subtype can be self taught with enough IC gathering of information but most require a teacher.
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=Sources of Magic=
 
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All Magic functions through the manipulation of the Mana within all creatures, with the exception of Magic granted through being a particular supernatural creature. The most widespread type of Magic is the arcane, which encompasses a great many types of Magic pulled from the [[Void]]. Alternatively, Magic is powered through a particular deity or patron, known then as Deific Magic, or through Iblees (or another dark being), known then as Dark Magic.
== Lore ==
 
 
 
Magic is an anchored part of our world. When The Creator pulled all things from nothing and breathed life upon an endless Void, He did so with magic. When he created the first of the mortal beings he did so with magic. And when the Four Fathers of nations were blessed with peace, strength, honour and eternity, their sons and daughters received those blessings with magic. And so, since the beginning of time, magic has always existed and within every living thing exists the ability to use that magic. Though for some their souls may be less inclined towards the pull of magic, or their minds be consumed with the work of the simpler things, yet all of this world are born with the ability to connect with magic.
 
 
 
== Sources of Magic ==
 
 
 
The source of most magical power comes either from the Void or from a higher power.
 
  
 
=== [[Arcane Magic|Arcane Magics]] ===
 
=== [[Arcane Magic|Arcane Magics]] ===
Void or Arcane based magics tend to be easier to learn, depending upon mental ability and supply of [[Mana]] to establish a void connection. The Void is a separate plane of existence that exists everywhere, all the while never being perceived. It is simultaneously nothing and everything. Nothing exists in The Void except for endless potential. Void magics operate by firstly abandoning mental perception of our world to open one’s mind up to the limitless nothing. Once a connection with the void is made, the individual’s mana is required to wield the Void’s energy for magical purposes. Using mana to connect to The Void is a very unnatural process, and the body will show some physical sign of the action that it is undertaking, whether it be a physical tick, twitch or tremor. A Mage will use their studies of their particular subtype to manifest the void’s energy into the form of magic they desire. Once a 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. Void Magics are also refered to Arcane Magic.
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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.
  
'''Alteration''' [Changing physical properties of objects].
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'''Alteration'''
*[[Transfiguration]] [Includes enchanting, transmutation and warding/abjuration]
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*[[Transfiguration]] - ''Enchanting, transmutation and warding/abjuration.''
*[[Telekinesis]] [The manipulation and lifting of objects]
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*[[Telekinesis]] - ''The manipulation and lifting of objects.''
*[[Void Translocation]] [Dematerialising matter in the Void for later use]
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*[[Voidal Translocation]] - ''De-materializing matter into the Void for later use.''
*[[Void Shifting]] [Dematerialising yourself in the Void for teleportation uses]
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*[[Voidal Shifting]] - ''De-materializing yourself into the Void temporarily for teleportation uses.''
*[[Beardmancy]] [People able to manipulate and move their hair with magic- a removed magic.]
 
  
'''Evocation''' [This includes all creation of the elements in the void and pulling it into reality]
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'''Evocation'''
*[[Elemental Evocation]] [Creation of natural elements]
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**Fire Evocation - ''The evoking and manipulation of Fire and Smoke.''
**Fire [Creation of Fire, Heat, Smoke and other things associated with fire]
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**Earth Evocation - ''The evoking and manipulation of Earthly Elements.''
**Earth [Creation of natural forms of minerals. While iron ore may be created, plate iron can not]
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**Water Evocation - ''The evoking and manipulation of Water and Ice.''
**Water [Creation of water, ice and steam]
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**Air Evocation - ''The evoking and manipulation of Air.''
**Air [Creation of air currents and winds]
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**Electrical Evocation - The evoking and manipulation of Electricity.
**Electrical [Creation of electricity]
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*[[Arcanism]] - ''The evoking and manipulating of raw Voidal Energy.''
*[[Arcanism]] [Creation of pure energy material]
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*[[Conjuration]] - ''The conjuring and manipulating of Animals (Morphon), Plants (Perennial), Elementals (Primordial), of varying type and capacity.''
*[[Conjuration]] [Spells that allow you to conjure animals or any creature]
 
**Primordial Conjuration [Conjuration of elementals. This requires a strong understanding of a particular element and thus only a mage which is both a conjurer and evocationist can summon a morphon].
 
**Morphon Conjuration [Conjuration of animals.]
 
**Perennial Conjuration[Conjuration of plants, often mistaken for druidism].
 
  
'''Illusion''' [All spells that involve tricking or manipulating the subconscious/mind.]
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'''Illusion'''
*[[Sensory Illusion]] [A form of illusion in which the mage attempts to influence the mind to fabricate senses and emotions.] - This magic is considered open, and anyone may learn it without the guidance of a teacher.
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*[[Sensory Illusion]] - ''Illusory manipulation of the senses of others.''
*[[Cognitism]] [A specific form of Illusionism that uses visual aids and mental manipulation to increase intelligence and imagination.] - This magic is considered open, and anyone may learn it without the guidance of a teacher.
 
*[[Mental Magic]] [Involves the manipulation of memories and individuals to make illusions.]
 
  
'''Other'''
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'''Voidal Feats'''
*[[Runesmithing]] [Smithing magical runes.]
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*[[Cognitism]] - ''Self-illusion through the placing of a Voidal Horror within one's mind.''
*[[Voidal Feeling]] [Discovering more about an item through magic.]
 
*[[Arcane Displacement]] [Creating portals through the Void.]
 
*[[Blood Magic]] [The second generation of Blood Magic. It utilizes genus, a form of energy in the blood to elevate spells to a cataclysmic tier.]
 
*[[Soul Puppetry]] [Through blood, flesh and other natural resources one is able to curse another from any range through a doll.
 
  
 
=== [[Deity Magic|Deity Magics]] ===
 
=== [[Deity Magic|Deity Magics]] ===
Deity-based magics borrow the power of higher beings to perform a set list of spells, as defined within each deity subtype. They are much more restricted to learn as the deities will only acknowledge an individual’s desire for magic under certain circumstances. Deities can be very sensitive about whom they bestow powers onto, and this can limit the other types of magic that one may pursue in tandem. Individual spells must also be taught, other by the deity directly, or through a more experienced Follower.
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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 of some capacity, or an 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]]''' [Typically an Orc Magic]:
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'''[[Shamanism]]''' (UNDER CONSTRUCTION)
 
*Witchdoctor [Stranger and oddity rituals and experimenting. Delve in potion making and other]
 
*Witchdoctor [Stranger and oddity rituals and experimenting. Delve in potion making and other]
 
*Farseer [Work with the Immortal Spirits, can travel to the spiritual plane and converse with spirits on a neutral field.]
 
*Farseer [Work with the Immortal Spirits, can travel to the spiritual plane and converse with spirits on a neutral field.]
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*Lutauman [Avatars of the ancestors. Converse with the spirits of people themselves and invoke their power and blessing.]
 
*Lutauman [Avatars of the ancestors. Converse with the spirits of people themselves and invoke their power and blessing.]
  
'''[[Druidic Order|Druid]]'''
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'''[[Druidism]]'''
*Nature's Healing [All spells that involve Druidic healing methods.]
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*Nature's Communion - ''A connection to the Aspects that permits communication with the natural world.''
*Control of Nature [All spells that have to do with growing/manipulating plants/nature.]
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*Control of Nature - ''The fundamental manipulation of the natural world.''
*Blight Healer [Blighted land, burned land, destroyed plant life, these are tended by a Blight Healer. Druids are called upon to heal scarred land that has been ravaged by battle, swept upon by wildfire, or salted by angry warlords.]
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*Herblore - ''The manipulation of plants/herbs for the creation of powerful potions and poisons.''
*Nature's Communion [The Druid has spent their career focusing on their connection to Nature and the Aspects above all. The Druid would be able to speak with the trees, sing with the animals, and share their knowledge with the forest.]
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*Blight Healing - ''The forced removal of tainted/blighted or corrupted areas of nature.
*Shapeshifting [All spells which involve the specific shapeshifting into a single animal a druid has made a connection with.]
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*Shapeshifting - ''The changing of one's form into an animal one has connected with.''
 
 
'''[[Cleric Magic|Holy Magics]]'''
 
*Cleric Priest [Clerics that follow the path of healing, under the guidance of Tahariae.]
 
*War Cleric [Clerics that follow the path of combat against dark beings, under the guidance of Tahariae.]
 
*Ascended [Patrons of Aeriel, enforces of the purity of souls.]
 
*Paladins [Followers of Xan, Aengul of guardianship.]
 
 
 
'''[[Muun'Trivazja]]'''
 
*Chronoshaping [Enables one to warp time backwards or forwards, often used for healing.]
 
*Moongazing [Enables one to look into the past, present, and future in order to discern prophecies or simply find something out.]
 
*Moonbinding [Enables one to tie the effects of the other two magics into enchantments capable of being used by anyone.]
 
  
'''[[Wilven Sanctuary Monks|Monk Magic]]'''
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'''[[Ascended]]'''
*See: [[Wilven Sanctuary Monks]]
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(UNDER CONSTRUCTION)
  
 
=== [[Dark Magic|Dark Magics]] ===
 
=== [[Dark Magic|Dark Magics]] ===
There are also Other magic types that do not fit into these two sources, having their own source of power. For some of these types the power behind the magic may actually be a deity or the void, though this has never been fully investigated. Most Dark Magics are in this category.
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Scarcely known and often reduced to here-say and legend, Dark Magics are those obtained from the Archdaemon, Iblees, or otherwise are those of an immoral or evil nature. Often, however, the users of these Magics will view them not as "Dark" in an evil sense, but rather simply see them as another aspect of supernatural existence for their manipulation.
  
*[[Dark Shamanism]] [A form of Shamanism in which the user bends Spirits to their will through forcing them to divulge their true name.]
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*[[Dark Shamanism]] - ''A twisted form of Shamanism powered through the violent consumption of Spirits.''
*Draakar's Boon [The lost magic of the Black Scourge, they had the powers provided by the Draakar Setherien; used by Harbingers and select mortals alike they wrought havoc with mind magic and frostfire. Returned in another form by the Draakar Azdromoth.]
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*[[Frost Witches|Fjarriauga]] - ''Powerful ice Magics obtained through one's transformation into a Fjarriauga.''
*[[Fi'hiiran'tanya]] [This magic comes in two forms; Fi'hiiran'seth which is to drain Void based magics, and Fi'hiiran'acaele which is to drain all deity-based and dark magics.]
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*[[Shade]] - ''The manipulation of Amber, a corrupted form of Mana, powered through a parasite attached to one's soul.''
*[[Frost Witches|Fjarriauga]] [The magic of Descendant women who sought vengeance or immortality. Otherwise known as Frost Witches; hailing from the lands of Skjoldier with an unknown past.]
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*[[Mysticism]]- ''The manipulation of ghosts/spirits and ectoplasm, an otherworldly substance.
*[[Necromancy]] [The art using the raw essence of life itself, an energy called "life-force." A Necromancer is capable of reanimating corpses and life-draining, as well as cursing and corrupting the world around them.]
 
*[[Shade]] [A dark boon created by Iblees that allows the hosts to manipulate their tainted and corrupted aura, entirely independent of Iblees. This gift, or rather curse is known to bring many troubles to the user and those around them.]
 
*[[Mysticism]] [A foul art based around the manipulation of ghosts and spectral entities through a substance called ectoplasm.]
 
  
 
== Learning Magic ==
 
== Learning Magic ==
 
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All magic must be learned through one's in-character interactions with a Teacher. A Teacher is a player's character who has applied for, on the forums, and has received a Teaching Application for a specific magic. Without an approved Teaching Application, a player's character cannot spread their magic. Once a Teacher has been located, after a brief bit of roleplay to establish the beginning of one's learning, the Teacher will have the aspiring Mage post a Magic Application (MA) on the forums for approval. Once approval has been received, the student can begin learning their Magic as per the tier-based learning restrictions as defined for their Magic.
Learning magic takes a very long time in character (it takes years IC to even begin understanding concepts of magic). How fast a character learns the art is many times up to the teacher of the magic, since he knows what the character still has to learn and how, or in the case of magics that are considered free, and the character learns without a teacher, are up to the player to figure out the best speed that he believes his character would learn.
 
 
 
There are a few institutions where one could learn magic. Deity based magics normally can only be learnt if one joins one of their groups.
 
  
  
 
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{{Navtable_Magic|class="mw-collapsible"}}
 
[[Category:Magic]]
 
[[Category:Magic]]

Revision as of 00:09, 19 May 2019

circle info req sam.png This page is currently being worked on! Beware of conflicting modifications and updates.


Magic is the foundation of the supernatural, fueled by Mana, the life-force within all creatures, manipulated with energies pulled from the Void, given by a Deity/Patron, or given by Iblees, the Archdaemon. These mystical abilities come in many forms, with varying degrees of skill required to achieve a desired outcome. From the manipulation of natural elements, nature, or foreign energies, to the creation of quasi-sentient stone men, Magic permits a great plethora of possibilities depending on the exact Magic one possesses. To acquire these abilities, one must post and have accepted a Magic Application (MA) to document their being taught by an accepted Magic Teacher (a player with an accepted Teacher Application (TA)). From the point of the MA's acceptance onward, one will progress through various tiers, learning various abilities and powers as they go along. Progression through the tiers isn't always set in stone, and often is left to the general discretion of the Teacher, based upon a suggested time frame. After at least four months of possessing a Magic, assuming one fills their Magic's respective Teaching restrictions (such as having to learn a ritual to be able to pass on the magic), a player can apply for their own TA to continue the cycle.


Sources of Magic

All Magic functions through the manipulation of the Mana within all creatures, with the exception of Magic granted through being a particular supernatural creature. The most widespread type of Magic is the arcane, which encompasses a great many types of Magic pulled from the Void. Alternatively, Magic is powered through a particular deity or patron, known then as Deific Magic, or through Iblees (or another dark being), known then as Dark Magic.

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.

Alteration

Evocation

    • Fire Evocation - The evoking and manipulation of Fire and Smoke.
    • Earth Evocation - The evoking and manipulation of Earthly Elements.
    • Water Evocation - The evoking and manipulation of Water and Ice.
    • Air Evocation - The evoking and manipulation of Air.
    • Electrical Evocation - The evoking and manipulation of Electricity.
  • Arcanism - The evoking and manipulating of raw Voidal Energy.
  • Conjuration - The conjuring and manipulating of Animals (Morphon), Plants (Perennial), Elementals (Primordial), of varying type and capacity.

Illusion

Voidal Feats

  • Cognitism - Self-illusion through the placing of a Voidal Horror within one's mind.

Deity Magics

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 of some capacity, or an 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 (UNDER CONSTRUCTION)

  • Witchdoctor [Stranger and oddity rituals and experimenting. Delve in potion making and other]
  • Farseer [Work with the Immortal Spirits, can travel to the spiritual plane and converse with spirits on a neutral field.]
  • Elementalist [Work with the elemental spirits, masters of changing and shaping the physical world.]
  • Lutauman [Avatars of the ancestors. Converse with the spirits of people themselves and invoke their power and blessing.]

Druidism

  • Nature's Communion - A connection to the Aspects that permits communication with the natural world.
  • Control of Nature - The fundamental manipulation of the natural world.
  • Herblore - The manipulation of plants/herbs for the creation of powerful potions and poisons.
  • Blight Healing - The forced removal of tainted/blighted or corrupted areas of nature.
  • Shapeshifting - The changing of one's form into an animal one has connected with.

Ascended (UNDER CONSTRUCTION)

Dark Magics

Scarcely known and often reduced to here-say and legend, Dark Magics are those obtained from the Archdaemon, Iblees, or otherwise are those of an immoral or evil nature. Often, however, the users of these Magics will view them not as "Dark" in an evil sense, but rather simply see them as another aspect of supernatural existence for their manipulation.

  • Dark Shamanism - A twisted form of Shamanism powered through the violent consumption of Spirits.
  • Fjarriauga - Powerful ice Magics obtained through one's transformation into a Fjarriauga.
  • Shade - The manipulation of Amber, a corrupted form of Mana, powered through a parasite attached to one's soul.
  • Mysticism- The manipulation of ghosts/spirits and ectoplasm, an otherworldly substance.

Learning Magic

All magic must be learned through one's in-character interactions with a Teacher. A Teacher is a player's character who has applied for, on the forums, and has received a Teaching Application for a specific magic. Without an approved Teaching Application, a player's character cannot spread their magic. Once a Teacher has been located, after a brief bit of roleplay to establish the beginning of one's learning, the Teacher will have the aspiring Mage post a Magic Application (MA) on the forums for approval. Once approval has been received, the student can begin learning their Magic as per the tier-based learning restrictions as defined for their Magic.


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