Magic
Mages carry a unique substance in their blood called 'Mana', which serves as a power source for their spells. As a mage casts spells, their mana is depleted. Attempting to cast spells while you are low on mana can result in harmful side effects, such as nosebleeds, headaches, or loss of consciousness.
There are four types of magic: Generic Magic, Combat Magic, Tranquility Magic, Enchantment, Craft Magic, and Forbidden Magic.
Generic Magic includes a variety of simple spells. Barriers, telekinesis, the ability to create a temporary light source.
Combat Magic is centered around five schools: Aeromancy (Air), Hydromancy (Water), Geomancy (Earth), Pyromancy (Fire), and Electromancy (Lightning). Air and Water are regarded as the easiest to learn, and generally a mage must at least grasp the basics of one in order to move on to Earth or Fire. Lightning is the most complex, and generally requires a strong grasp of at least two other schools of magic in order for any reasonable instructor to teach it to you.
Tranquility Magic is centered around Healing and other beneficial spells, such as the ability to dispel curses or empower your allies. It also includes the ability to manipulate nature.
Enchantment allows you to imbue otherwise ordinary artifacts with magical properties. Enchanting is a lengthy and time consuming process, requiring years of study in order to accomplish anything worthwhile, in addition to mastery in another form of magic (depending on the type of enchantment.) A flame sword requires mastery of Pyromancy, for example.
Then there is Craft Magic, which even non-magical individuals have access to. Craft Magic is not drawn from the caster, but instead by combining items and ingredients. This includes Alchemy, Good-luck charms, Bad-luck hexes, Voodoo, and demon-summoning. The first two are fine, the last three are forbidden.
Beneath the gold, the Bitter Steel.
12-Jun-2018 03:31:10
- Last edited on
17-Jun-2018 17:44:21
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NotFishing