Magic Hub

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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.

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Voidal Magics are one of 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.

Voidal Magics

Fire Evocation, in essence, is the pulling of fire directly from the Void and projecting or ‘casting’ it in a certain direction and shape. While most spells of fire evocation are quite simple, some of the higher tiered can be a bit more complex, anything from throwing a fireball to conjuring forth a storm of flames to rain down upon foes, with control over regular and blue fire.

Earth Evocation is the conjuring of earthen materials from the Void and ‘casting’ it in a variety of ways. As most evocations, it is one of the more versatile arts of the Void, as well as far more durable than the others, allowing for multiple uses and applications which few evocations can call their own.

Water Evocation, in simple terms, is the drawing of pure water from the Void and then distributing it in the form of projection, better known as ‘casting’. Water Evocation is very diverse, able to be used to create anything from a small puddle to play in, to a flurry of ice and snow to decimate one’s opponents. The only limit to such a power is the mage’s own creativity.

Air Evocation is the conjuration and manipulation of air directly from the Void in order to cast it in waves or project it in other means, such as a whirlwind or sphere of compacted air. Air overall is simple, yet much more elegant in its form as opposed to other branches of evocation.

Life Evocation is the conjuration and control of conjured lifeforms, from plants, to animals, to even people. Though much like other Evocations, the conjurated lifeforms are only temporary acting about the wills of their creators as long as a steady supply of mana can keep them intact. Advanced forms of Life Evocation allow the melding of beast and casters body.

Transfiguration, in essence, entails the manipulation of mana in the world on a complex level, such as adjusting the shape of an object or material to their whim (as long as it follows the law of equivalent exchange), enchanting by binding a known spell’s information into an object, and creating fields of disruptive mana that can nullify spells that an adversary casts. For the most part, Transfiguration has little true combative value and is intended to be used for utilitive purposes only.

Translocation is the combination of old translocation and shifting lore combined together to create one uniformed magic. The voidal art has brought the spells into one and any possessing either art now unlocked the other. The magic being very similar to each-other it was deemed to combine them. The magic entails the particular deconstruction and reconstruction of objects, as well as the creation of mana anchors to funnel objects or life itself through the void into another place; think of it as placing a dot on opposite sides of a piece of paper, then folding it so that the dots are closer and near touching.

Sensory illusion is the practice of manipulating the hidden web of the void to instill false senses in others. It requires mastery and concentration, and while illusions may seem real, they have no material impact. It is a powerful tool for skilled illusionists, with applications in entertainment and self-defense.

Voidal Feats

Atronach forging is the art of creating elemental construct and bestowing upon them sentience. While primordial conjuration is no longer possible within the modern day, the art of binding an element to a sentient core. This allows for atronach forgers to create sentient, long-term elemental constructs that do not actively rely upon the mana pool of the caster.

Veil Watching is a magical ability attained by Voidal Mages who wish to monitor the Veil's integrity and sense areas of concentrated mana. Their eyes are infused with mana through a ritual, giving them the ability to detect breaches in the Veil and mana-rich locales. This feat has different eye appearances depending on the mage's affinity and can be combined with other Voidal Feats. However, the eyes become light sensitive and prone to visual disruptions, and the effects of the magic can be reversed by a disconnection ceremony, leaving the magician briefly blind.

Voidstalking is a form of magic that results in a permanent manifestation of the Void within one's soul and psyche, creating a physical voidal anchor that drains the life around it and manifests as mental and physical decay, as the host is corrupted and the Void spreads its influence onto the physical world.

Voidal Eminence is a feat of mastery over the Inner Void, achieved through a ritual with another Voidal Magi that binds the practitioner to an Affection. It allows the mage to sense spells and active mana, accelerating spellcasting and enabling passive accumulation of active mana for combat advantages. However, this mastery comes at the cost of developing selfishness, arrogance, and various negative complexes, potentially leading to mental disorders and sociopathic tendencies. The Affection, typically a physical manifestation, is crucial for practicing this feat, and losing it results in fading knowledge and practice of Voidal Eminence.

Voidal Artificery is a feat combining the mastery of enchantment and the binding of void fragments to corporeal forms for a variety of useful and negative effects. Artificers require a Mastercraft, a one-of-a-kind enchanted artifact bound to them that is required for their talents. They can enchant technology for ease or bind ethereal entities for various reasons, frequently blurring the boundary between benevolent and bad goals. They possess traits such as a strong urge to care for others, a desire to create trinkets for friends, and a belief in their ability to heal or mend anything.

The Arcane Scion is a distinctive form of magic that involves utilizing the Imperfect Soul, which is created through the Rite of the Voyager, to partially seal Voidal Poisoning and enable weaker Voidal casting, providing a stable connection and less Voidal poisoning in exchange for various boons, resulting in a partially rended soul.

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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

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 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.

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.

Haruspicy is a non-combative magic dedicated to story-telling and preservation of stories. Haruspex draw upon the torn body of Dlimbok. Rather than connecting to the spiritual realm akin to other types of shamanism, haruspicy calls upon an extremely powerful Ancestral, one who’s blessed body remains within the mortal realm akin to the Muyakelgs of the past.

Druidism

Shapeshifting is a highly guarded secret in Druidism, accessible only to those with Tier 5 expertise. Candidates must pass three difficult trials to gain this rarely seen skill. If they pass these tests, they will merge with the spirit of a chosen animal, giving them the ability to take on that creature's shape. However, the union of their greater human soul with the inferior animal spirit produces long-lasting mental repercussions until both souls harmonize as one. Those who perfect this ability are able to smoothly move between forms, embracing animal instincts while retaining the balance of their own spirit. The trials are a soul-deep test, with each step revealing an animal, creating a link, necessitating a life-or-death confrontation, and eventually combining the two souls. Once begun, this transformative journey has no retreat, and if deemed unworthy by their teacher, students are left without completing the trials.

The key skill in druidic practice is communion, which enables a bond between druids and nature. This bond is initially frail and needs strengthening via changes and reflection. As the Druid develops, they are able to interact with nature, sense its energy, and even express their own feelings, creating a harmonic link where they are sensitive to the cycles of nature and its inhabitants.

Blight Healing, an advanced druidic technique, purifies the natural world of pollutants and magical imbalances. Druids must attain Tier 3 status before using this powerful magic, using their life force and mana to restore a state of balance. Exhaustion is a key factor; druids cannot employ these talents indefinitely without risking energy depletion, which manifests as physical exhaustion, passing out, or interior discomfort. Blooming, cleansing, and regeneration are examples of blight healing skills. Over time, awakening imbues objects with druidic energy. Decay provides peaceful ends for suffering plants, while grasping offers a sanctuary for nature.

Druidism Feats

Nature's secrets are hidden in druidic tradition, with legends hinting at other realms and Aspects' warnings in dreams. When a Druid dies, an inexplicable loss reverberates throughout all of nature's living servants, and there is a sense of serenity in their resting place in the Eternal Forest. This ability allows Druids to create fae-like wonders, form portals between realms, talk with the departed, and even travel to the Aspect's Realm. However, such power comes at a cost and is fraught with danger. A key phase in this journey is the Ritual of Transcendence, which involves soul-exiting meditation that empowers the spirit with energies from the Eternal Forest, resulting in dramatic changes.

Herblore is considered an advanced Gift among Druids. Building upon Communion, the Druid is able to learn the interior structures of flora and guide them to grow in different manners. The result is the ability to encourage the innate properties of herbs or even fruits and flowers, to grow more potent or to weaken. Often this is used in conjunction with healing, but this is not Herblore’s only application.

When darkness surrounds the Wilds and all hope seems to fade, the Druids turn to the Demi Gods of Nature to answer their prayers and seek guidance on how to protect what they have sworn to uphold. This unique ST event interaction comes however with its own sets of dangers and costs, for the Divines do not take kindly to being summoned upon a whim.

Misc

Paladinsim is a magical technique focused on Order and Guardianship, centered on the Aengul Xan. As Knights of Xan, those who adhere to the Paladinsim  are responsible for defending Descendants from dark forces. Paladinsim channel Xan's holy power against threats like the Drakaar and corrupted dragons. They put equality, responsible magic use, and the preservation of Descendants as top priorities, guided by sacred Covenants.

The Keepers are outstanding paladins chosen by Xan to carry out the will of their Aengul. They are granted longevity and extraordinary physical toughness thanks to this amazing act of paladism, which allows them to serve as bastions against the powers of evil. However, because of the weight of their heavenly responsibilities, they may experience mental difficulties as a result of their duty. Through rituals and transformation, Keepers embody the fusion of mortal and divine, representing a unique convergence of power within the world.

By developing a relationship with an entity  the magical power known as "second Sight" provides the blind a form of vision. Seers examine the witness's vision while covering their eyes, although abnormalities and distortions impair their eyesight. This Feat, seers must keep their newfound vision a secret, since any breach could result in the loss of their abilities owing to Vaasek's influence, the source of their power.

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

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.

Sycophants of Boletius are nefarious spore-based fae creatures that live in the brains of their living descendants, creating harmless disturbances such as cravings, slight hallucinations, and a distinct voice in the host's head. These fae entities are not inherently evil, and they can spread through close closeness to diseased hosts or by spending time in forests near insects. They frequently materialize as hallucinated forms to upset hosts and have been known to disturb mages' concentration, demonstrating their contempt for Void users. This phenomenon is categorized as a magical feat.

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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.

Dark Magics

Mysticism uses spiritual energy to manipulate the physical world, allowing mystics to communicate with spirits, cast spells, and summon astral constructs. The strength of their magic depends on their connection to the spirits and understanding of mystical forces. Mastery of this complex and mysterious art requires patience and dedication.

Blood magic harnesses the energy of passion, rage, power, and vitality present in blood to achieve diverse and potent effects through occult ritualism. Blood magic is only harnessed through Dark magic and requires an individual to have genus-having blood. The energy is volatile and potent, making it cousin to the black crafts of necromancy, mysticism, and naztherak.

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. 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.

Necromancy is a form of magic that deals with manipulating and communicating with the dead. Rh'thoraen Necromancy is a forbidden form of necromancy that evolved separately from the original form. This magic still has side effects from meddling with death, but its practitioners are able to twist and weave life into death through sheer willpower. The Craft of Heith-Hedran explains the concepts of this type of necromancy and its effects on the mortal body and spirit.

Corcituri are the cursed offspring of Archon Eireamhan, characterized by an insatiable thirst for the blood of other descendants. Unlike their pure-blooded counterparts, they have a tainted essence that distinguishes them as warped versions of mortal beings. After a year of not eating descendant blood, withdrawal symptoms appear and increase over time. When they are hurt by descendants, they experience an involuntary change, sprouting enlarged canines and nails, as well as an overwhelming desire to consume blood, either from the wounded or from adjacent descendants.

Vivification is a curse also known as true sight that forces its victims to passively see and hear beings trapped in the elysian wastes, including stagnant souls, ghosts, and apparitions, regardless of their desired visibility. These cursed individuals live their lives out amongst both the living and the dead and are often targeted by geists. The elysian wastes, a bridge between all mortal planes and the soulstream, is inhabited by various spectral undeath, and its permanent residents are doomed to watch the world of the living move around them until the end of time.

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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, Spirits, or another patron.

Misc

Golemancy is a specialized form of magic primarily practiced by Dwarves that involves imbuing stone constructs with a semblance of life through the infusion of one's mana and soul essence. Though largely unchanged over many ages, recent developments such as sigils have allowed for greater control and manipulation of golems, making it one of the most remarkable feats of magic in the realm.

Housemagery is a unique and accessible feat of magic that allows practitioners to utilize their own natural power without needing pacts with deities or the Void. This form of magic is attributed to any deity figure and can be taught as such, utilizing the internal abilities of all sentient beings with a mana pool. The feat only takes up one magic slot, with the option to specialize in either Domestic or Culimancy, or both, and is open to users with lesser souls as long as they possess an innate source of mana.

Bardmancy is a highly versatile and visually striking feat of magic that allows practitioners to enhance their artistic expressions using simple, wholesome mana usage. This non-voidal, non-deity magic does not require pacts and can be learned independently of Housemagery. The feat takes up a single magic slot for every two Mastery types taken, and can be applied to a variety of artistic forms, ranging from music to visual arts.

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.

Arcane Displacement, known as shunting, is a mysterious art enabling those unattuned to the void to transcend physical confines and venture into otherworldly realms. Acquiring its knowledge can awaken cosmic aberrations and cosmic forces that may hinder the practitioner. The process involves inscribing eldritch knowledge onto the mind, breaking cosmic laws and severing the veil, yet leading to madness or a fate worse than death. Precautions are taken to repel malevolent entities, with practitioners enacting patterns from the Planar Dictate within an occultic circle to protect themselves.