Editing Wisrtum:The Magic of Wisrtum

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
==Arcane Magic==
 
==Arcane Magic==
Arcane magic is a powerful, yet fickle art, powered by manna that permeates the world; as it has done since the dawn of creation. The degree of manna saturation over extremely large areas is not completely uniform. Most areas are sufficiently saturated with manna to allow the sufficiently gifted to wield magic. At some points in the earth, powerful conduits of magic, called ley-lines, run producing increased manna saturation: where these lines intersect is produces even more heavily saturated manna zones. Though exceedingly rare, legends record a few instances of extremely powerful magical exchanges which temporarily reduced the amount of ambient manna in a given area. In some places, manna is strongly conducive to the casting of some spells, and not others. Perhaps the most infamous and perplexing of which, the Narmer desert region. In defiance of the understanding of even the most learned of sages, Narmer strongly favors the casting of death-magic and makes the casting of curative spells difficult at best for both mage and cleric alike. In addition, some areas are void of manna, making the casting of arcane magic a complete impossibility.
+
Arcane magic is a powerful, yet fickle art, powered by manna that permeates the world; as it has done since the dawn of creation. The degree of manna saturation over extremely large areas is not completely uniform. Most areas are sufficiently saturated with manna to allow the sufficiently gifted to wield magic. At some points in the earth, powerful conduits of magic, called lay-lines run, producing increased manna saturation: where these lines intersect is produces even more heavily saturated manna zones. In some places, manna is strongly conducive to the casting of some spells, and not others. Perhaps the most infamous and perplexing of which, the Narmer desert region. In defiance of the understanding of even the most learned of sages, Narmer strongly favors the casting of death-magic and makes the casting of curative spells difficult at best for both mage and cleric alike. In addition, some areas are void of manna, making the casting of arcane magic a complete impossibility.  
  
 
==Clerical Magic==
 
==Clerical Magic==
Clerical magic, often a gift of the gods, by contrast has little, if any relation to manna. Clerical magic is workable to the degree that a god has sanctified a given area, and thus has dominion over it. Most areas of the world allow clerical magic to work unimpeded, with Temples to that god being variously more favorable to the working of such magic. By contrast, an area strongly coveted by a rival god will probably be too strongly defiled to permit the working of clerical magic by the former. In such cases, the cleric cut-off from his god has two options: flee to an area less defiled by a rival god. Alternatively, the use of some divine relics may permit some degree of connection with his god, even in such an awful place as the stronghold o a rival god.
+
Clerical magic, often a gift of the gods, by contrast has little to no relation to manna. Clerical magic is workable to the degree that a god has sanctified a given area, and thus has dominion over it. Most areas of the world allow clerical magic to work unimpeded, with Temples to that god being variously more favorable to the working of such magic. By contrast, an area strongly coveted by a rival god will probably be too strongly defiled to permit the working of clerical magic by the former. In such cases, the cleric cut-off from his god has two options: flee to an area less defiled by a rival god. Or, the use of some divine relics may permit some degree of connection with his god, even in such an awful place as the stronghold o a rival god.
  
 
==Psionics==
 
==Psionics==
Psionics, in contrast to both arcane magic, and clerical magic, is not magic at all. Indeed Psionics are the cultivation of the powers latent within the mind, not the manipulation of external forces such as manna, nor the channeling of divine might. The sages estimate that Psionics are quite rare, but they are known to exist. Organized schools of Psionic training per-se do not exist. Only a few obscure monastic organizations have stumbled upon disciplines that can cultivate a limited degree of Psionic power in some persons. Therefore most people with Psionic talent never receive the benefit and are limited to a hand-full of talents ranging from being able to detect a lie, to hurling small objects when in a state uncontrolled fury. Though it should be noted that tales have reached the ears of a few learned sages about persons able to produce blades of pure Psionic force. None of these reports have yet been confirmed.
 
  
{{Category:Wisrtum}}
+
''Stub''

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)