Acareyn/Magic: Difference between revisions
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=Spontaneous Magic= | =Spontaneous Magic= | ||
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of | Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item. | ||
Magicians generally focus their study and ability on one thread of the Aetherworld | |||
==Thread of Life, Roir== | |||
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. | |||
==Thread of Cosmos, Draer== | |||
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day. | |||
==Thread of Knowledge, Chevo== | |||
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight. | |||
==Thread of Earth, Acar== | |||
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world. | |||
==Thread of Time, Sora== | |||
Sora is the thread of time and death. It steadily marches forward | |||
==Thread of Unknown, == | |||
Grey | |||
==Thread of Creation== | |||
Red |
Revision as of 00:07, 16 August 2015
Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.
Ceremonial Magic
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.
Ritualism
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction. NEVER STOP A RITUAL BEFORE IT IS COMPLETED
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn's body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.
Shamanism
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn't require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the "spirits" into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won't be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter's hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town's inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.
Alchemy
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.
A church's most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.
Spontaneous Magic
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.
Magicians generally focus their study and ability on one thread of the Aetherworld
Thread of Life, Roir
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall.
Thread of Cosmos, Draer
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.
Thread of Knowledge, Chevo
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight.
Thread of Earth, Acar
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.
Thread of Time, Sora
Sora is the thread of time and death. It steadily marches forward
Thread of Unknown,
Grey
Thread of Creation
Red