Magic

Magic is in abundance in our world, from the mages who control it to the land they live in. Nobody is certain what causes it or how exactly it is manipulated, but over the centuries mages have continued to hone their abilities.

For reasons unknown, the Fells is the most magical land not only in Cyril, but in the known world. The vast majority of children in her lands are born with magical spirits.

People born with magical spirits tend to discover their magic as a young child, usually by accident. Mages have one specialty that they excel at; though technically all mages are capable of casting all types of magic, someone who specializes in fire will be likely to hurt themselves if they attempted to manipulate lightning. Mages are common throughout all races, though most abundantly with elves, and less so with dwarves.

Most mages’ personalities are effected by their particular specialty. Pyromancers, for example, are more likely to be hotheaded and quick to judge, whereas cryomancers might be aloof and cold. Aeromancers can be excitable and impulsive. Illusionists might be more insecure and introverted. These are called manifestations, and can vary from mildly entertaining to downright live-threatening.

Magical spirits can be hazardous if untrained. An untrained mage is considered by society to be uncontrollable and a danger to themselves and to others. Though phrases are used to cast spells, magic can be unleashed through extreme emotion, such as rage or sorrow.

The most common language used to cast spells is Old Helmenian, though the barbarians of the Fells use their native tongue of F’lish, and the Gabal Mages use Gabalic. Most spells are casts using command words or phrases beseeching the gods. Gabalic, one of the most ancient languages in the known world, is the only one to allow mages command magic beyond their specialty. In extremely rare cases, mages are able to cast spells in silence, by merely thinking. They are tacit mages, and are called the Unspoken.

There are many different specialties a mage may be born with. In rare cases, someone may be born with two that they excel at. The only way to train in a magic beyond their specialty is for a mage to allow the spirit of another mage to touch theirs. It is intimate and sometimes painful, and considered an intrusion by the majority of magic-users. During this state, mages are sometimes able to “see” the physical manifestation of another’s spirit, which usually takes the form of an animal.

Magical Spirits

Camouflage: This gives the caster the ability to blend in with their surroundings. Anything they touch – including their clothes, bags, furniture, or people – while they cast the spell will camouflage with them. The camouflage remains until the caster wills it away or another mage forcefully pulls them out of it. It does not silence footsteps, breathing, or speaking.

Mimicry: This gives the caster the ability to shift into the body of another living creature. This includes mammals, amphibians, fish, reptiles, birds, and other people. The more difficult the shift the more painful it will be for the caster.

Healing Wards: This gives the caster the ability to heal wounds on themselves and others. They are also capable of renewing stamina and generally making themselves and others feel better. The stronger the caster the more they are able to heal, but it is rare for even a master healer to save a mortal wound.

Pyromancy: This gives the caster the ability to control and conjure fire. This includes fireballs, explosions, and general warmth. More powerful casters are capable of starting massive wildfires and even blowing up buildings.

Cryomancy: This gives the caster the ability to control and conjure ice. This includes icicles, sheets of ice, and snowstorms. More powerful casters are capable of freezing entire lakes or breaking stone.

Hydromancy: This gives the caster the ability to control water, though not to conjure it. This includes whips, waves, and bubbles. It allows the caster to pull water from nearby plants or, if the caster is strong enough, from people. More powerful casters are capable of crushing warships or drowning cities.

Psychokinesis: This gives the caster the ability to move objects without touching them. The stronger the caster the heavier and farther they are able to lift. More powerful casters are capable of ripping trees from their roots or causing landslides.

Psychometry: This gives the caster the ability to “read” the memory of objects. More powerful casters are capable of reaching deep enough into the memories to learn ancient history.

Chrysopoeia: This gives the caster the ability to turn objects they touch into gold. The stronger the caster the larger the object they are able to change, including people.

Conjuration of Revenants: This gives the caster the ability to summon otherworldly spirits and the ghosts of the dead, and to control them. Revenants damage living creatures by devouring their souls; these injuries are difficult or impossible to recover from.

Aeromancy: This gives the caster the ability to conjure and control lightning. More powerful casters are capable of creating violent thunderstorms.

Necromancy: This gives the caster the ability to raise and control corpses. Without command words, the corpses are reanimated but useless; it takes commands to move them. More powerful casters are capable of raising armies and swiftly crushing their opponents.

Chronomancy: This gives the caster the ability to control and even stop time. Widely considered to be the most difficult school of magic to learn and nearly impossible to master, it is common belief that the gods thought chronomancy to be the most dangerous magic and only gave a small handful of mages this as a specialty. More powerful casters are capable of prolonging their own life and stopping death.

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