Difference between revisions of "Magic"

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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 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.  
  
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.
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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.
  
Some subtype can be self taught with enough IC gathering of information but most require a teacher.
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== Learning Magic ==
 
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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. Far less often, and restricted to very specific circumstances (such as events), an aspiring mage may be able to acquire simple abilities or minute magics, referred to as Feats, without the necessity for a teacher.
== 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 ==
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Once a student is accepted by a teacher to begin learning a 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.
  
The source of most magical power comes either from the Void or from a higher power.
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==Usable Magics==
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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 granted by the Archdaemon Iblees, or some other unnatural source.
  
 
=== [[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]]
*[[Telekinesis]] [The manipulation and lifting of objects]
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: ''Enchanting, transmutation and warding/abjuration.''
*[[Void Translocation]] [Dematerialising matter in the Void for later use]
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;[[Telekinesis]]
*[[Void Shifting]] [Dematerialising yourself in the Void for teleportation uses]
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: ''The manipulation and lifting of objects.''
*[[Beardmancy]] [People able to manipulate and move their hair with magic- a removed magic.]
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;[[Voidal Translocation]]
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: ''De-materializing matter into the Void for later use.''
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;[[Voidal Shifting]]
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: ''De-materializing yourself into the Void temporarily for teleportation uses.''
  
'''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
**Fire [Creation of Fire, Heat, Smoke and other things associated with fire]
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: ''The evoking and manipulation of Fire and Smoke.''
**Earth [Creation of natural forms of minerals. While iron ore may be created, plate iron can not]
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;Earth Evocation
**Water [Creation of water, ice and steam]
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: ''The evoking and manipulation of Earthly Elements.''
**Air [Creation of air currents and winds]
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;Water Evocation
**Electrical [Creation of electricity]
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: ''The evoking and manipulation of Water and Ice.''
*[[Arcanism]] [Creation of pure energy material]
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;Air Evocation
*[[Conjuration]] [Spells that allow you to conjure animals or any creature]
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: ''The evoking and manipulation of Air.''
**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].
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;Electrical Evocation
**Morphon Conjuration [Conjuration of animals.]
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: ''The evoking and manipulation of Electricity.''
**Perennial Conjuration[Conjuration of plants, often mistaken for druidism].
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;[[Arcanism]]
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: ''The evoking and manipulation of raw Voidal Energy.''
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;[[Conjuration]]
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: ''The conjuring and manipulating of Animals (Morphon), Plants (Perennial), and Elementals (Primordial), of varying type and capacity.''
  
'''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]]
*[[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.
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: ''Illusory manipulation of the senses of others.''
*[[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]]
*[[Voidal Feeling]] [Discovering more about an item through magic.]
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: ''Self-illusion through the placing of a Voidal Horror within one's mind.''
*[[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 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]]''' [Typically an Orc Magic]:
 
*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.]
 
  
'''[[Druidic Order|Druid]]'''
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'''[[Shamanism]]''' (UNDER CONSTRUCTION)
*Nature's Healing [All spells that involve Druidic healing methods.]
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;Witchdoctor
*Control of Nature [All spells that have to do with growing/manipulating plants/nature.]
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: ''placeholder''
*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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;Farseer
*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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: ''placeholder''
*Shapeshifting [All spells which involve the specific shapeshifting into a single animal a druid has made a connection with.]
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;Elementalist
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: ''placeholder''
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;Lutauman
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: ''placeholder''
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;Spirit Smith
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: ''placeholder''
  
'''[[Cleric Magic|Holy Magics]]'''
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'''[[Druidism]]'''
*Cleric Priest [Clerics that follow the path of healing, under the guidance of Tahariae.]
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;Nature's Communion
*War Cleric [Clerics that follow the path of combat against dark beings, under the guidance of Tahariae.]
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: ''A connection to the Aspects that permits communication with the natural world.''
*Ascended [Patrons of Aeriel, enforces of the purity of souls.]
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;Control of Nature
*Paladins [Followers of Xan, Aengul of guardianship.]
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: ''The fundamental manipulation of the natural world.''
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;Herblore
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: ''The manipulation of plants/herbs for the creation of powerful potions and poisons.''
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;Blight Healing
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: ''The forced removal of tainted/blighted or corrupted areas of nature.
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;Shapeshifting
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: ''The changing of one's form into an animal one has connected with.''
  
'''[[Muun'Trivazja]]'''
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'''[[Ascended]]'''
*Chronoshaping [Enables one to warp time backwards or forwards, often used for healing.]
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;Tears of Aeriel
*Moongazing [Enables one to look into the past, present, and future in order to discern prophecies or simply find something out.]
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: ''The manipulation of one's Soul Shard to use a variety of deific abilities as gifted by the Archaengul Aeriel.
*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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'''[[Paladinism]]'''
*See: [[Wilven Sanctuary Monks]]
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;Champions of Xan
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: ''Manipulators of deific mists and runes as granted by the Aengul Xan.''
  
 
=== [[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 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 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]]
*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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: ''A twisted form of Shamanism powered through the violent consumption of Spirits.''
*[[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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;[[Frost Witches|Fjarriauga]]
*[[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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: ''Powerful ice magics obtained through one's transformation into a Fjarriauga.''
*[[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.]
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;[[Shade]]
*[[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.]
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: ''The manipulation of Amber, a corrupted form of Mana, powered through a parasite attached to one's soul.''
*[[Mysticism]] [A foul art based around the manipulation of ghosts and spectral entities through a substance called ectoplasm.]
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;[[Mysticism]]
 
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: ''The manipulation of ghosts/spirits and ectoplasm, a mixture of life-force and active Mana.
== Learning Magic ==
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;[[Blood Magic]]
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: ''The manipulation of one's own blood, or the blood of others, to empower spells or use unique abilities.''
  
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.
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==Shelved Magics==
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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.
  
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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;[[Mental Magic]]
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: ''Telepathic communication and the illusory manipulation of the senses of others.''
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;[[Clericalism]]
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: ''Powerful healing magics as gifted by the Aengul Taherarie.''
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;[[Strength of the Abyss]]
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: ''Undead manipulation of life-force for warding and the use of dark abilities.''
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;[[Contract Magic]]
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: ''The creation of nigh-unbreakable contracts of a magical nature.''
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;[[Soul Puppetry]]
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: ''The voodoo-like manipulation of others through a connection to their soul.''
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;[[Necromancy]]
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: ''The direct manipulation of life-force permitting the creation of Undead and the great influencing of the natural world.''
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;[[Fi'hiiran'tanya]]
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: ''Also known as "Anti-Magic", the abilities granted through the use of Fi allowed a caster to cease the use of and cause great harm to all other Magics.
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;[[Muun'Trivazja]]
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: ''A time-manipulation magic granted by the Daemon Metztli.''
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;[[Drakaar's Boon]]
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: ''An ancient Undead magic from the [[Black Scourge]] era, used by the now extinct [[Harbingers]].''
  
  
 
{{Navtable_Magic|class="mw-collapsible"}}
 
{{Navtable_Magic|class="mw-collapsible"}}
 
[[Category:Magic]]
 
[[Category:Magic]]

Revision as of 17:51, 19 May 2019

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. Far less often, and restricted to very specific circumstances (such as events), an aspiring mage may be able to acquire simple abilities or minute magics, referred to as Feats, without the necessity for a teacher.

Once a student is accepted by a teacher to begin learning a 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 granted by the Archdaemon Iblees, or some other unnatural source.

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

Transfiguration
Enchanting, transmutation and warding/abjuration.
Telekinesis
The manipulation and lifting of objects.
Voidal Translocation
De-materializing matter into the Void for later use.
Voidal Shifting
De-materializing yourself into the Void temporarily for teleportation uses.

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 manipulation of raw Voidal Energy.
Conjuration
The conjuring and manipulating of Animals (Morphon), Plants (Perennial), and Elementals (Primordial), of varying type and capacity.

Illusion

Sensory Illusion
Illusory manipulation of the senses of others.

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
placeholder
Farseer
placeholder
Elementalist
placeholder
Lutauman
placeholder
Spirit Smith
placeholder

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.
Fi'hiiran'tanya
Also known as "Anti-Magic", the abilities granted through the use of Fi allowed a caster to cease the use of and cause great harm to all other Magics.
Muun'Trivazja
A time-manipulation magic granted by the Daemon Metztli.
Drakaar's Boon
An ancient Undead magic from the Black Scourge era, used by the now extinct Harbingers.


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