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magic [2022/09/25 06:10] bearglyphmagic [2024/08/11 04:30] (current) bearglyph
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 Magic is the general designation given to the various methods of manipulating the fabric of reality via indirect intervention. Magic predates written history, and was believed to have been used by the [[dreadwyrm]] civilization during the [[void war]]. Magic is the general designation given to the various methods of manipulating the fabric of reality via indirect intervention. Magic predates written history, and was believed to have been used by the [[dreadwyrm]] civilization during the [[void war]].
  
-===== Branches of Magic =====+An explanation of its mechanics in a textbook style may be read here: [[Magic, its Sources, and its Applications]].
  
-There are two primary branches of magic, [[Internal Magic|internal]] and [[External Magic|external]].+===== Domains of Magic ===== 
 + 
 +There are two primary domains of magic, [[Internal Magic|internal]] and [[External Magic|external]]. Using magic requires the completion of the "[[Opening of Manaflow|open mana]]" ritual. Using external magic requires some degree of natural aptitude, and the completion of a far more difficult version of the open mana ritual.
  
 ====Internal Magic==== ====Internal Magic====
  
-Internal magic is the more common branch of magic, accessible by around 95% of the population of Mersia. This branch of magic concerns spells which primarily impact the user. Internal magic may be used to apply a myriad of effects to attacks made using melee or ranged weapons, from the mundane (the weapon catches fire, the weapon carries an electric current), to the abstract (attacks cancel out future attacks from the target, attacks may trade locations and velocities with the user at any point). +Internal magic is the more common branch of magic, accessible by around 50% of the population of [[Mersia]]. This branch of magic concerns [[spell|spells]] which primarily impact the user. Internal magic may be used to apply a myriad of effects to attacks made using melee or ranged weapons, from the mundane (the weapon catches fire, the weapon carries an electric current), to the abstract (attacks cancel out future attacks from the target, attacks may trade locations and velocities with the user at any point). 
  
 ====External Magic==== ====External Magic====
  
-External magic is the less common branch of magic, only accessible by around 5% of the population of Mersia. This branch of magic concerns spells which primarily impact the environment around the user, or individuals other than the user. Spells of this type range from the straightforward (a cylinder 20 feet wide starting from the user's open palm will be filled with razor sharp winds) to the unorthodox (user will trade places with a mass of air up to 25 miles away), to the downright bizarre (user unleashes an attack proportional to one fifth of the subjective emotional intensity of a loss incurred by the user due to the actions of the target). Using external magic requires the completion of the "[[Opening of Manaflow|open mana]]" ritual.+External magic is the less common branch of magic, only accessible by around 2% of the population of Mersia. This branch of magic concerns spells which primarily impact the environment around the user, or individuals other than the user. Spells of this type range from the straightforward (a cylinder 20 feet wide starting from the user's open palm will be filled with razor sharp winds) to the unorthodox (user will trade places with a mass of air up to 25 miles away), to the downright bizarre (user unleashes an attack proportional to one fifth of the subjective emotional intensity of a loss incurred by the user due to the actions of the target).  
 + 
 +===== Schools of Magic ===== 
 + 
 +====Tethish School==== 
 + 
 +The [[Teth|Tethish]] School of magic is associated most closely with scrolls and spellbooks. A Tethish mage would likely carry a spellbook as a spell focus. 
 + 
 +====Loegish School==== 
 + 
 +The [[Loeg|Loegish]] School of magic is associated most closely with gemstones and otherwise sentimental spell foci. 
 + 
 +====Bachiite School==== 
 + 
 +The [[Bachi|Bachiite]] School of magic is associated most closely with leylines and the spirits. A Bachiite mage would likely carry a staff as a spell focus. 
 + 
 +====Feyndraigish School==== 
 + 
 +The [[Feyndraig|Feyndraigish]] School of magic is associated most closely with wands. 
  
 ===== Sources of Magic ===== ===== Sources of Magic =====
  
-There are three primary energy sources for [[Potentia]], also called mana, which is a type of life energy that fuels magical spells. Any //school// of magic may be cast using any //branch// of magic, but these are two different axes of categorization and are not equivalent to one another. It is also possible, though remarkably more difficult, to draw on more than one branch of magic for single spell, up to and including all three sources at once.+There are three primary energy sources for [[Potentia]], also called mana, which is a type of life energy that fuels magical spells. Any //type// of magic may be cast using any //school// of magic, but these are two different axes of categorization and are not equivalent to one another. To cast a spell successfully, all three sources of magic should be engaged to some degree.
  
 ==== Knowledge Magic ==== ==== Knowledge Magic ====
  
-[[Knowledge magic]] is the branch of magic associated with [[spellbook|spellbooks]], relying on complex glyphs and intensive study to cast. This magic functions based on the relatively high [[Information Energy|energy density of information]] in the space around Mersia.+[[Knowledge magic]] is the source of magic associated with [[magic_scroll|scrolls]] and [[spellbook|spellbooks]], relying on complex glyphs and intensive study to cast. This magic functions based on the relatively high [[Information Energy|energy density of information]] in the space around Mersia. It is most heavily relied upon for the Tethish School of magic.
  
 There are two subtypes of this magic, stored information, and performed information.  There are two subtypes of this magic, stored information, and performed information. 
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 Performed information uses a set of actions and invocations to store the information across a period of time, which is used to fuel the spell. For example, a dance, a ritual, or a spoken invocation would all be potential types of performed information. Performed information uses a set of actions and invocations to store the information across a period of time, which is used to fuel the spell. For example, a dance, a ritual, or a spoken invocation would all be potential types of performed information.
-==== Leyline Magic ==== 
  
-[[Leyline magic]] is the branch of magic associated with drawing power from the planet itself. This branch can potentially be quite powerful, but it carries a significant risk to the user if too much energy is drawn at once.+==== Wisdom Magic ==== 
 + 
 +[[Wisdom magic]] is the branch of magic associated with drawing power from the planet itself. This branch can potentially be quite powerful, but it carries a significant risk to the user if too much energy is drawn at once. This source of magic is most closely aligned with the Bachiite School, and improvement of this branch will improve the rate at which the magic user's well of potentia is naturally refilled by the available leylines.
  
 ==== Will Magic ==== ==== Will Magic ====
  
-[[Will magic]] is the branch of magic associated with [[inner power]], relying on pure force of individual will. This magic functions on the individual's ability to generate, store, and draw in magical energy. [[Leyline|Leylines]] are major way of replenishing this energy for practitioners of will magic.+[[Will magic]] is the source of magic most closely associated with [[inner power]], relying on pure force of individual will as a way to shape spells. This source of magic is most closely associated with the Feyndraigish School, though the Loegish School also relies upon its use to a lesser extent.
  
-===== Schools of Magic =====+===== Types of Magic =====
  
 ====Aspectumancy==== ====Aspectumancy====
  
-Aspectumancy is the external school of magic associated with sensing. Common uses of this type of magic include scrying, remote viewing, or eavesdropping. This magic can be guarded against by other magic users, and often is, with some locations (such as offices of world leaders) or people (such as the world's foremost mages) being so heavily guarded as to brutally injure any magic user who even attempts aspectumancy on them.+[[Aspectumancy]] is the external school of magic associated with sensing. Common uses of this type of magic include scrying, remote viewing, or eavesdropping. This magic can be guarded against by other magic users, and often is, with some locations (such as offices of world leaders) or people (such as the world's foremost mages) being so heavily guarded as to brutally injure any magic user who even attempts aspectumancy on them.
  
 ====Cogitamancy==== ====Cogitamancy====
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 ====Resmancy==== ====Resmancy====
  
-[[Resmancy]] is the school of magic associated with creating temporary objects which disappear after the spell is ended, or when the user's mana runs out. This type of magic is most commonly used to create temporary weapons. This application is similar to the utility offered by convocatiomancy, but there are a couple of differences. Convocatiomancy is far easier to learn, and consumes quite a bit less mana.  +[[Resmancy]] is the school of magic associated with creating temporary objects which disappear after the spell is ended, or when the user's mana runs out. This type of magic is most commonly used to create temporary weapons. This application is similar to the utility offered by convocatiomancy, but there are a couple of differences. Convocatiomancy is far easier to learn, and consumes quite a bit less mana. However, weapons created with Resmancy cannot be damaged or destroyed, will always retain their sharp edges, don't need to consume real ammunition, and can take physically impossible shapes.
 ====Sonimancy==== ====Sonimancy====
  
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 ====Tempumancy==== ====Tempumancy====
  
-[[Tempumancy]] is the internal or external school of magic associated with spells that change the flow of time for a target. Haste and slow spells are both types of temporal magic. In theory it should be possible to reverse the flow of time for a target, though this has never been achieved, and a stable method has yet to be devised.+[[Tempumancy]] is the internal or external school of magic associated with spells that change the flow of time for a target. Haste and slow spells are both types of temporal magic. Rewind is a niche application of tempumancy which can temporarily return an object to an earlier state. In theory it should be possible to reverse the flow of time for a living target, though this has never been achieved, and a stable method has yet to be devised.
  
 ====Thermomancy==== ====Thermomancy====
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 ====Vitamancy==== ====Vitamancy====
  
-[[Vitamancy]] is the internal or external school of magic associated with spells that alter the lifeforce of a target. Healing spells are the primary type of vital magic, though the same principles can be applied in reverse, in death spells. Death spells are illegal in every nation on Mersia, however, so they are not well-studied.+[[Vitamancy]] is the internal or external school of magic associated with spells that alter the lifeforce of a target. This type of magic can only be cast by fae. Death spells are illegal in every nation on Mersia, however, so they are not well-studied.
  
 ====Voluntamancy==== ====Voluntamancy====
  
 [[Voluntamancy]] is the internal or external school of magic associated with spells that alter the will of a target. Courage spells are the primary type of voluntorial magic, though the same principles can be applied in Fear spells. A particularly advanced sub-school of voluntorial magic is control magic, which imbues the target with the will to perform a specific action or seek a specific goal. Control magic is strictly forbidden in all nations except under extraordinary circumstances such as self-defense. [[Voluntamancy]] is the internal or external school of magic associated with spells that alter the will of a target. Courage spells are the primary type of voluntorial magic, though the same principles can be applied in Fear spells. A particularly advanced sub-school of voluntorial magic is control magic, which imbues the target with the will to perform a specific action or seek a specific goal. Control magic is strictly forbidden in all nations except under extraordinary circumstances such as self-defense.
magic.1664086215.txt.gz · Last modified: 2022/09/25 06:10 by bearglyph