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6/6/10: Hey gang! I'M UP IN UR WEBSITE STEALIN' UR LIMELIGHT...but all else aside, I'm excited to say that NR is active again! Yay! We have some fantastic roleplays going, and Vizar is making us some fancy metals, and Blaze will be working on new lands for us to explore. If you're thinking about making a character, whether you're a new member or an old one, DO EET! It's almost summer, so we're about to experience our traditional summer drop in activity here at NR...but PLEASE PLEASE PLEASE try to be as active as you can!! That will require your help! Best wishes for a happy summer and many enjoyable roleplays. Luff, Lili (Miranda)
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Magic (24/1/09)

Everything you need to know the Parthian Empire plus some interesting tidbits.
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Magic (24/1/09)

Postby Blaze on Wed Jun 18, 2008 6:00 am

"Ah, magic. The ability to control the world around you. Jealous?"
-Blaze

Let it be known that magic is a power that is so vast and complicated that it is beyond comprehension of the mortal mind. Yet, we as mortals have succeeded in learning much about magic. Some of us have even learned how to harness it. More importantly, we have learned how to identify it:

Diagnosis

When magic is used, whether it be conscious or not, there will always be a signature as to identify what kind of magic just took place. Blessed be the Gods for granting us this knowledge to better understand magic and it's complexity.

What follows is the seperation of all results of magic, no matter the purpose which they serve. We have chosen to use colors to signify the different types of magic:

Blue| 'Light' magic |Primary Color
-Healing (ex. Curing physical wounds)
-Identification (ex. Learning properties/traits)

Red| 'Dark' magic |Primary Color
-Destruction (ex. Magical Missiles)
-Elemental Force (ex. Fireball)

Yellow| 'Neutral' magic |Primary Color
-Wardings (ex. Magical Shields)
-Energy Manipulation (ex. Telekinesis)

Green| 'Calling' magic |Secondary Color
-Conjuration (ex. Summoning Beasts)
-Teleporation

Purple| 'Fake' magic |Secondary Color
-Illusions (ex. Invisibility)
-Charms (ex. Persuasion)

Orange| 'Creation' magic |Secondary Color
-Enchantments (ex. Darkening rooms)
-Transmutations (ex. Increasing one's size)

Black| 'Forbidden' magic |Shade
-Necromancy (ex. Raising the dead)
-Power over life/death (ex. Poisoning the soul)

White| 'Unknown' magic |Shade
-Divination (ex. Scrying)
-Power over Past/Future (ex. Predicting one's future)


Overall, these groupings are meant to serve as ways to understand magic better so that one who weilds magic to their will can better use it before the magic uses them.
The condition of mortality just isn't for me.
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Re: Magic (Under Construction)

Postby Blaze on Fri Jul 18, 2008 10:22 pm

Categories

Archaic:
Archaic magic, referred to as ‘Old school magic’ is hardly used any more for many reasons. Once known as the magic of the First Blood, ancient magic is highly complex and rather dangerous. Also, many books and techniques have been lost and therefore cannot be relearned. However, some archaic magic is used these days like crystal ball scrying and the blessings of Gods. Examples of people who may use ancient magic are seers, keepers, dragons, etc. Thus, all magic (with the slight exception of elemental) can owe its foundations to archaic magic. The best example of this is runes that were first developed by these magic users as part of their spells and rituals. It carries a language to the power in which people still use today.

‘The Art’:
The art is what is commonly thought of when one uses magic. It is your stand meat and potatoes spell casting that involves incantations, components, and…targets. The Art was established by the first mages. These men (and arguably women) civilized the barbaric enforcement that was rogue magic. These men had a love for knowledge and with the help of the Gods created an order and various principles to magic. The Artists in this case are found within a certain hierarchy and occupational class depending on the use of the Art. These involve magic, sages, wizards, sorcerers (& sorceresses), and other artists named by their types of art (enchanters, necromancers). The art may sometimes be taught to those of very limited giftedness. These artists are known as witches, midwives, apothecaries, alchemists, or entertainers. There is a great dealt to the Art that is still being established or (more or less) discovered. More details can be explained on the Art’s private chapter.

Renegade:
Renegade magic can be described as the 'wild cards' of magic that offer little to no explanation of its occurrence, but simply the result it gives. It can be described as raw, wild, or untamed, as it usually is be those of the Art. Nevertheless, rogue magic can be the most powerful of the kinds, as it usually suits no bounds and can be directed violently. Renegade magic has no demonstration, simply manifestation. It can be conjured and manipulated through thought and emotion. In a way, many magical creatures use renegade magic (like faefolk) and is thus thought of as animalistic. Renegade magic can only be harnessed as it tends to exact a price on the bearer (on the mind, soul, body). Renegade magic is thus either found through suppressed bloodlines or from magical catalysts. Some call those with wild magic ‘touched by a God’. On another note, renegade magic is not only destructive or intentionally evil. It is simply unknown, and thus feared.

Elemental:
Elemental magic has been around longer than any of the magics, even archaic. It is simply the most natural magic that governs each of our lives. Elemental magic can be confused with all the other types because of its blend of the power. Elemental magic usually will not involve proper demonstration like renegade magic though there are examples of certain triggers of the types. One of the most known ways of manifesting elemental magic is through song and music or through poetry (not to be confused with bard magic). Nevertheless, elemental magic comes down to the evocation of the four elements: air, fire, water, earth. Users of this power are usually known as elementalists though occupations have grown out of this class like monks, druids, benders, and some sages. All in all, elemental magic is the most beautiful, yet the hardest to master, easiest to find, but most difficult to rely on. Elemental magic will always be around and therefore respected by the Gods.
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Re: Magic (Under Construction)

Postby Blaze on Mon Jul 28, 2008 2:11 pm

There are three parts to using magic: the constitution, the demonstration, and the manifestation. These three parts make up the process of spell casting.

Spells
Spells are the result of magic. When one pictures magic in their mind, one will usually think of a spell being cast. However, there are a limitless amount of spells in magic, yet they all have the same creation structure.

Components
Spells are created out of magic because of the power essential to their creation. However, ever since the taming of Renegade Magic and the introduction of The Art, spell components are most usually necessary to creating a spell. The Archmages credit this necessity to the Gods and their decision to limit those who use magic. Nevertheless, each type of magic has some form of component whether physical or metaphysical:

Renegade > Emotion
Elemental > An Element
Archaic > Ancient Language
‘The Art’ > Natural Ingredients


First, Renegade Magic uses no physical components. Everything needed to establish Renegade Magic comes from within and therefore is commonly available. Next, Elemental Magic draws from the four elements: Air, Fire, Water, and Earth. Archaic Magic involved the ancient power incased within the Archaic Tongue, which is nearly completely lost to us. Finally, The Art uses power found in various ingredients to “unlock” the true power behind a spell. One can almost imagine a puzzle where the puzzle pieces need to be connected before one can identify the image.
Each spell has a unique list of components necessary to its result though many can components can herald different results when used with different or other components. To find a list of all known components, visit Chapter X.

Rituals
The act of creating a spell needs not only the proper recipe but also the proper technique. There are many kinds of rituals (especially within the four types), but are, once again, necessary to the creation of a spell. However, it is the actions one takes during the ritual that differs with design.
The first act to a ritual is the identification of which spell one wishes to cast. One needs merely to focus on an end result to draw the energy needed to cast a spell. Therefore once one has identified their spell, they must choose a target to which the spell is cast on (Note: If the target be other than the caster, and living, the target may receive a slight indication similar to the feeling of ‘being watched’). Also, the target may simply have a direction or thus a surrounding. Once known, one will present the components, whether it is physically or mentally. When all these steps have been completed, the caster needs simply to focus their will through specific gestures or actions pertaining to the spell (Note: These gestures may sometimes be referred to as spell components). ‘The Art’ uses techniques like verbal or written incantations as well as somatic movements that may even involve other tools. For more on these techniques see Chapter Y.
Other examples of rituals involve ceremonies, other-realm-procedures, etc.

Outcome
If a spell has been properly created through the proper procedure detailed above involving the complete ritual, a spell has been cast. There are other names for the act such as spell weaving, involving multiple spells being cast (sometimes simultaneously from the same caster), spell penetrating, overpowering an enemy spell, dispelling, breaking or halting an enemy spell, and counter casting, casting a spell with the opposite effect of an enemy spell.
Now as each spell is unique to the caster, the target, the surroundings, etc. a spell may be altered once created. However, each spell will exact a certain price on the caster. The inevitable result will be the subtraction of the caster’s source. The source can apply to many places within the caster but nearly ever source has a limit. Depending on the magnitude, duration, or amount, a spell can ultimately drain one’s source to nothingness in which it then subtracts from similar sources or abilities. For example, black magic is the heaviest of spell tolls in which a powerful enough spell can drain the caster’s source completely and then feed of the caster’s soul before a result may ever result. There have even been cases of magic users having died from a spell and returning as an avenging spirit because of the burden it placed on the caster. On a side note, sometimes the price of a spell may be included in its components and therefore need to be exacted before the spell takes form or creation.

Tools
A magic user will sometimes substitute or include certain additions to empower a spell or make it easier to create one. The tools they use are many in number though these are the following most common tools.
A staff is said to be a magic user’s best friend. Many results vary within the greatest tool, staves, but it should be known that a staff is simply as useful as one carrying it. Usually, staves are used to direct the energy of a spell and thus merely channel the power the caster has used. Other staves are enchanted and therefore carry their own power that can either substitute or add a component to a ritual.
Wands and rods are ultimately miniature staves with the same results.
Spell books are seen plenty among ‘Artists’. These books carry knowledge, most powerful to wizards among other magic users who rely on them heavily when using magic. Spell books (to put it bluntly) are books with procedures and recipes to spells written on parchment. However, enchantments are very often seen along spell books for various reasons. For example, a spell book may be enchanted with a concealment applied to the text, or an illusion to it’s weight, making it feel like as light as feather. Examples of different kinds of spell books include lores and tomes.
Scrolls are thought of as subordinate to spell books but are a completely different tool of their own. Scrolls are usually built from parchment or other surfaces available for writing. On the surface, one will write the words of a spell in the language of The Art. The scroll will then be sealed with the rune of life thus giving the scroll power once unsealed. Once the scroll has been sealed, it is then bound as a precaution from being read. Therefore, when one unbinds a scroll, the rune of life will be activated and even by reading any word on the scroll, the spell is therefore cast (or miscast, which leads to disastrous results).
Nevertheless, all tools do are serve their masters, as intended. There are many other tools one can use involving amulets, circlets, etc. For more information on magical items see Chapter Z.
The condition of mortality just isn't for me.
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