Difference between revisions of "Magic"

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*[[Contract Magic]]: ''The creation of nigh-unbreakable contracts of a magical nature.''
 
*[[Contract Magic]]: ''The creation of nigh-unbreakable contracts of a magical nature.''
 
*[[Soul Puppetry]]: ''The voodoo-like manipulation of others through a connection to their soul.''
 
*[[Soul Puppetry]]: ''The voodoo-like manipulation of others through a connection to their soul.''
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*[[Necromancy]]: ''The direct manipulation of life-force permitting the creation of Undead and the great influencing of the natural world.''
  
  
 
{{Navtable_Magic|class="mw-collapsible"}}
 
{{Navtable_Magic|class="mw-collapsible"}}
 
[[Category:Magic]]
 
[[Category:Magic]]

Revision as of 00:30, 19 May 2019

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.


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 (TA) 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 often takes numerous IRL (in-real-life) months to learn to completion. Some magics, such as Shade, operate on a strict time progression system, whereas most others operate on loose time progression suggestions, and advancement is achieved through lessons. All magic lessons must occur in-game between a character with an approved MA and a teacher with an approved TA.


Usable Magics

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), and 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 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 (UNDER CONSTRUCTION)

  • Witchdoctor:
  • Farseer:
  • Elementalist:
  • Lutauman:
  • Spirit Smith:

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

  • Tears of Aeriel: The manipulation of one's Soul Shard to use a variety of deific abilities as gifted by the Archaengul Aeriel.

Paladinism

  • Champions of Xan: Manipulators of deific mists and runes as granted by the Aengul Xan.

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 not view them as dark or evil, but rather will 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, a mixture of life-force and active Mana.
  • Blood Magic: The manipulation of one's own blood, or the blood of others, to empower spells or use unique abilities.


Shelved Magics

Magic that once was, now reduced to history alone. These magics cannot be learned, and only exist in lore. However, it is possible that through an approved rewrite, one or multiple of these magics may come back for players to learn.

  • Mental Magic: Telepathic communication and the illusory manipulation of the senses of others.
  • Clericalism: Powerful healing magics as gifted by the Aengul Taherarie.
  • Strength of the Abyss: Undead manipulation of life-force for warding and the use of dark abilities.
  • Contract Magic: The creation of nigh-unbreakable contracts of a magical nature.
  • Soul Puppetry: The voodoo-like manipulation of others through a connection to their soul.
  • Necromancy: The direct manipulation of life-force permitting the creation of Undead and the great influencing of the natural world.


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