The Wonder of Magic
Magic has been a part of the universe, as well as the world itself, since time began. The gods used magic to craft the world, and magic flows through every living thing and place. It was when the first mages discovered that this energy could be manipulated that great use was put to it. Objects could be moved without being touched, powerful elemental forces could be handled with ease, and even the weather could be changed. In time, other magics could be put to use, to perform such events as summon creatures from alternate realms and heal the injured. There are three main types of magic in use by various magic users to this day, a fourth is classified as well, though it is unlike the other forms and more like a dominating power instead.
Chaotic Magic
Power Source: Energy drawn out of the Dungeon Realm
Cost: Age, risk of summoning hostile demons, unpredictable spells, possibility of losing one's soul to a demonic struggle
Chaos Magic Subcategories
Warlockery
The main sect of Chaos Magic users is that of the warlocks. Warlocks are devil-worshipers who depend on the influence of Khlamul or even D'nethrokash to learn their forbidden chaotic arts. Warlocks meet in brotherhoods in secret, summoning and enslaving demons, making pacts in blood to receive the favor of the Other Three, and ritualistically learning forbidden knowledge from them. Being as warlocks are so deeply engrossed in Chaos Magic, their presence is forbidden on Argae and many organizations seek to snuff out their dark orders forever. They utilize rods made of black iron to channel chaotic energy and control it to some degree.
Witchcraft
Witches are chaos mages who use the power of Chaos to bastardize nature. Rather than embracing it fully as the warlocks do, witches prefer to use subtle amounts of Chaos Magic to modify the composition of certain herbs or plants, and use them to make unnatural potions and brews. They also use Chaotic Magic to modify their own appearance, to cloak their identity and live lives of disguise. It is unknown how many witches are truly strewn across Argaenothruzil and how many are mere stories meant to frighten children. But it is sure that when one comes upon a landscape corrupted by demonic influence, it is the work of subtle amounts of Chaos Magic leaking into the world, most likely the work of witches.
See also:
Sorcery
Battlemagic
Arcane Magic
The basic arts of Arcane Magic use are as follows:
Binding - The connecting and locking of an arcane essence to a something else. Enchanters often utilize this magic art to create powerful artifacts, but there is also a wealth of other uses that Binding is used in. An arcane mage can bind a person to a gust of wind for a time, or bind fire to wood to make it unquenchable. The science of creating ley-lines also comes into play with this art.
Organization - The wonder of Arcane Magic comes from the fact that it seems to have a mind of its own—a logical mind full of foresight and order. The art of Organization can be used to restore things back to their original state, including wounds, if one is skilled. It is also used to simulate sentient life in objects, allowing the creation of golem sentinels made of natural materials, or enchanted, floating guard-weapons.
Power Source: Primal elemental essences
Cost: Mana (physical energy)
Arcane Magic Subcategories
Wizardry
Wizards are of the ancient and original order of mages taught Arcane Magic by Henaeros himself. They are a conservative group, preferring to cast magic in its purest, unaltered manner, channeled through their hands. Because of wizards' rich history, many spells have been recorded in tomes and codexes throughout the ages, making wizardry the easiest, most balanced method of magic to master. Though their spells are more utility-based than offensive, wizardry is by nature a form of magic that can be amplified with group effort. Thus, the wizards of the countless Mage Guilds of Argae are always willing to take on apprentices and spread their age-old wisdom abroad.
Enchanting
Enchanters make up the most secretive branch of Arcane Magic, hailing from an uncharted location somewhere in the North. Unlike the social wizards of the Guilds, enchanters are largely freelance mages who congregate only rarely to share their knowledge. Enchanters use staves to amplify and focus their magic, which is strongly based on the arcane discipline of Binding. Enchanting is the least taxing form of magic, which is why enchanters prefer to live largely solitary magic lives.
Sorcery
The sorcerer sect of Arcane Magic is considered a profane one by the Wizard Guilds, mainly because sorcerers are fond of stretching the limits of Arcane Magic to obtain more powerful results. They use catalystic accessories such as bangles, bracers and rings to amplify their magical output and reduce mana consumption, at the cost of making the arcane energies released more unpredictable. Sorcerers meet together in covens across Argae, and choose leaders based completely on power. It is for this reason that Sorcery is considered, at least by other wizards, as being a barbaric use of magic. Sorcerers are also known to dabble in Chaotic Magic, but only to further increase the power of their arcane spells. They are an arrogant lot, and it is considered bad form to risk unleashing demons into Argae to ruin their fun.
Conjuration
Conjurers are a sub-category of wizards who are adept at ley-lines and teleportation, as well as a specialized form of Binding. Rather than focusing elemental energy into offensive projectiles, conjurers excel at Binding the elements to sentient energy to create elementals and golems to fight for them. Many are also adept at memorizing a specific matrix of portal and charm spells to summon savage beasts from ley-locations in Argae.
See also:
Shamanism
Spellswords
Battlemagic
Sacrum
Sacrum is in a way similar to the way Chaotic Magic is now, but it is much younger. Instead of drawing magic from the Dungeon Realm, Sacrum is a divine power wrought from the merciful hands of the gods. In most cases, it involves “reversing” natural effects, such as injuries. Most Sacrum in fact is used for healing, though it can be used for almost anything the gods will. Divine protection from harm is characteristic of Sacrum, and it is rare but possible to return a soul to its body before it has joined itself with the Realm of the Dead. It has even apparently been possible for a user of Sacrum to travel through time itself, be it the will of the gods. In a sense, it can be described as an energy that the gods put to use through their devout priests and clerics on the world. It is a great delight in many cases for these subjects to able to act as a tool in the hands of the gods by bringing out their works in physical form. The gods are limited in their power on the world, and need these pious servants to administer in their Sacric acts. The element Quintessence is often associated with Sacrum, but is of course nonexistent anywhere on the world itself, except in the heavens. The problem with Sacrum is that it is limited to the gods' will, though more versatility and authority comes from more divine confidence in the cleric who uses it.
The three aspects of Sacrum are as follows:
Restoration - The power to restore that which has been changed or destroyed. This includes healing wounds, curing diseases, and the possibility of resurrection of the dead. It, however, can also include more practical restorative acts, such as mending broken items or erasing unpleasant memories. In rare cases, Time itself can be altered or revealed.
Protection - The principle of Sacrum necessitates a healthy relationship with the deities, for the more worthy and devout a user of Sacrum is, the more likely the gods will desire to protect him or her. The gods can alter dangerous situations in many ways, from dulling the senses of enemies or making their servant invisible to causing actual momentary shields to block incoming blows or veer projectiles off course. Though this is the passive side of Sacrum, part of guaranteeing the gods' protection is an attitude of thanksgiving and meekness toward them.
Retribution/Exorcism - In some cases, the gods' wrath may be channeled through an individual in the form of Retribution. This is similar to Protection, but in an offensive manner rather than defensive. Demonic creatures may be subdued and banished back to the Dungeon Dimension, or even destroyed utterly; weapons may be imbued with the power of Quintessence for a few choice strikes; and beams of holy energy may be directed at desecraters of the gods' names.
Power Source: The power and influence of the gods; Quintessence
Cost: None, though devoutness, piety and humility are necessary for the gods to entrust the Sacrum user with their power
Sacrum Subcategories
Priesthood
Priests and priestesses are the primary servants of the gods who desire nothing more than to spread their worship across Argaenothruzil. They are pious and humble men and women, often dedicating themselves to a life of meditation and ritual in monasteries, abbeys and temples. They keep to themselves and their clergy most of the time, using it as a job and calling to care for the poor and bring solice to weary souls; however, they have also been known to carry out the gods' mysterious wishes by going on long journeys and pilgramages to faraway lands, or wandering to lend their services to anyone who will listen.
Monks
Monks are zealous users of Sacrum who are completely willing to give their lives in combat in the name of the gods. It is this conviction that entrusts them with great physical strength and Retribution power when fighting evil foes. Many monks are content with guarding religious locations or artifacts for the entirety of their lives. Others spend their time in constant martial training to overcome their physical desires so that should a crusade begin, their ranks are prepared for immediate dispatch. When monks die, it is with immense honor and submission, and only after many miraculous escapes from danger by the hand of the gods.
Shamanism
Shamans are a unique branch of magi who use a primitive form of Arcane Magic as well as Sacrum to accomplish their crude purposes. Originally a sect of fanatic nature-worshipers, shamans have since learned of the source of all nature and direct their worship to Phroella Nature-Mother. Though conservative magic-users, shamans have perfected many aspects of both Sacrum and Arcane Magic that have been largely forgotten in Argae, due to more offensive and ambitious pursuits by the other magical orders. These arts include prophecy, mind-reading, and herblore, as well as weather control. Even the lowest order of shaman knows how to easily bring rain to provide for his village's crops.
Druidic Sacrum
Druids (female form: dryads) are a tight-knit circle of worshipers of the destructive aspects of nature, and are thus only hesitantly trusted by the gods. Like shamans, their magical use comes from a blend of Arcane and Sacrum magicks, and are among the only known beings who have learned how to change their shape at will into creatures of the world. Though they do find beauty in thunderstorms, earthquakes and cyclones, they are also potent healers and avid wisdom-seekers, depending upon nature to supply them with the necessities of life. Civilization has thinned their numbers significantly and driven them into secluded forests and jungles of Argae, but they do still exist and meet at ancient ruins, which they believe are the sources of the ancient, purest form of magic, lost in the threads of time.
Hothmancy
The most potentially abominable form of magic by far is the use of Hothmancy. Most hothmancers dominate their enemies by summoning and enslaving literal souls from the Realm of the Dead. They can use the souls to inhabit lifeless corpses and do their bidding, or simply “become” pure destructive energy and be hurled into enemies to damage them. The souls can never be truly destroyed themselves, but the mere practice of disturbing their peace from the rest of death is truly a heartless act. In many cases, the soul will plead with the hothmancer, telling him their name and begging them to let them go free. It is this tormenting plea that drives many hodhmancers to madness, or to abandon the dark arts. There are less heretical forms of Hothmancy involving mere communication with the deceased, or even recapturing lost knowledge from the souls that have passed on. For the most part, however, Hothmancy is forbidden by every major lawmaker in Argae and is exceptionally rare, though invariably existent.
It is interesting to note that the wampyre people of Nerolanth use a form of Hothmancy that is more akin to that of Sacrum, the source of power of which comes from their ancestors.
Power Source: The Realm of the Dead
Cost: Sanity
Hothmancy Subcategories:
Necromancy
Necromancers have not been seen in Argae for decades, but their existence is likely even today. These desecraters of life were known in the past to use souls in the worst ways possible: By forcing them to inhabit the bones of the dead and march on armies of the living. They have also used the souls as concentrated forms of shadowy energy to hurl at enemies in battle. Necromancy of any degree is hunted in Argaenothruzil, and is hence very rare.
Liches
There has only been a handful of liches since recorded history, but their existence has tainted the events of history forever. The process of becoming a lich is unknown as far as anyone knows, but it involves defying Death himself and binding own's own soul into a phylactery, granting him or her immortality as long as the item remains intact. The natural effects of age and decay continue their processes at an increased rate, but corruption never causes the lich to die. One of the ancient legends tells of a lich who had lived so long under his self-imposed curse that he was entirely skeletal, and yet very much alive and clear in mind.
No comments:
Post a Comment
I love feedback and suggestions. Please comment with your thoughts!