Magic In Antenor

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Magic In Antenor

Post by Tuli-yatis on Fri Aug 03, 2018 10:04 pm

Rules of Magic for Pangala

Mana: The power behind all magic. Unless one has studied magic and invested much time in it (arcane or sorcerous <including divine sources>), a magic user does not have much mana or control of the power they are using.

Arcane Magic
Arcane magic comes from within the being. To cast arcane spells, the magic user must tap his or her own soul/energy reserves to draw out spells. This drawing of power leaves the spellcaster quite weak and vulnerable for a period of time, depending on the power and range of the spell, as well as the duration. There are various academies in countries dedicated to assisting those with innate arcane abilities to hone their skills and learn how to control the energies and cast spells more effectively. Only the foolish bother waisting their energies on lazy parlor tricks such as snatching a glass of wine from the air to show off. The more spells that are cast, the more energy that is drawn from the caster, thus the shorter the lifespan becomes for that indvidual. Over-use of arcane magic will permanentlty weaken or kill the user.

Sorcerous Magic (Elemental, Celestial, and Necromantic)
Sorcerous magic mana is drawn from other worldly or celestial sources rather than from within (arcane). Sorcerous magic is the most diverse form of magic.  If the mana source is elemental, demonic, the dead, or celestial, then it is considered to be sorcerous magic. Those who use sourcerous magic are fey, sidhe, elves, priests, clerics, healers, necromancers, witches, etc.  Elemental magic generally employs one or more of the four common elemets: Earth, Air, Fire, and Water. Sidhe, fey, and elves. The remaining two elements, Time and Spirit are only utilized by priests, clerics, and necromancers.

Elemental Sorcerous Magic:
Elemental magic can be divided into four sub-types. To work Elemental magic, one must bond (make friends with) the various elementals and have permission form the specific elementals to tap into their power. Unlike arcane magic, elemental mana does not come from the “soul” of the elemental and its use does not exhaust the user. Elemental mana comes from the forces of nature and can be used as much as required/permitted by the specific elemental(s). The more elementals one bonds with, the stronger one becomes in using that particular element.

Earth:
Earth elementalists are the most under-rated of the elementalist, yet usually the most useful. They  draw energies from plants and lower lifeforms as well as from stones, minerals, and earth. Farmers, miners, and builders rely heavily upon their services as do jewelers, alchemists, healers, smiths, apothecaries, and engineers. Earth elementalists are not glamerous but rather dirty as they tend to have much contact with their element and are almost always barefoot. Dwarves are common among the earth elementalists. Sink-holes, mines, caves, and other earth related phenomena are their domains. A rather powerful earth elementalist can create small earthquakes, mudslides, a shower of stones, landslides, or sink-holes. Earth elementalists can combine their element with that of fire or water energies. They have difficulties mastering any air spells.  Music spells would involve drums and other percussion instruments.

Air:
Air elementalists harvest the powers of the wind and breath. They are not the strongest of the elementalists but tend to be quite wise. They are usually summoned to clean foul air, be it from fire, fish, or storms; and are also employed by sailors, fishermen, and merchants to assist in speedy business. There are fewer Air elementalists than the other branches. They tend to be found near high hills or mountains, sea shores, and in cities with high towers. Experienced Air elementalists have the power to summon the destructive forces of tornados, hurricanes, high winds, and soothing breezes.  Air elementalists can combine their element with fire or water energies to work the weather. They have the greatest difficulty with earth element. Music spells come from string instruments and woodwinds.

Water:
Water elementalists are among the most common type of elemental magic users. They are second in strength only to Fire elementalists. Water elementalists can draw the moisture from the air or send it away. They bring rains to parched lands, snows, drought, and other water related phenomenas. They are useful in stopping fires, healing droughts, or drying up floods. They are common on ships, on farms and ranches, and in smaller towns as well as large. They are the most popular of the elementalists and thought to be the most helpful by the common people. Only the higher level water elementalists can cause truly devistating floods or droughts. Water elementalists have extreme difficulty with the Fire element. Music spells come from voice and shell instruments.

Fire:
Fire elementalists are quite common but not overly trusted by the general populous. There is a great respect and a healthy fear of this particular element. Even the least skilled Fire elementalist can cause great damage without meaning to. Fire controls temperature (heat and cold), as well as lightning and fire itself. They can draw the heat from objects or force heat into things, summon lightning, and create fire (so long as oxygen, and fuel are available). An experienced fire elemental can combat forest fires, house fires, etc or create such disasters. Inexperienced fire elementalists who do not exercise caution have been known to burn themselves (and others around them) to death. Fire elementalists have difficulty working with water. Music for fire comes from horns.

Celestial Sorcerous Magic
Celestial sourcerous magic is drawn from otherworldly beings, be they gods, demons, angels, or devils, and is considered to be of the elements of Time and Spirit. Often, one must petition Celestials (gods, angels, demons, etc.) and make a sacrifice to them in order to gain their assistance in magic. Sometimes the sacrifice is the petitioners lifetime. In exchange for the mana, the petitioner gives of his or her time to the Celestial's church. Their life is dedicated to that power source. Those who think to dabble in celestial magic and are not truly dedicated are weeded out rather quickly. The gods do not accept false/faithless practitioners. Clerics may only use the power their god grants them and no other source of power (a contract with their god). A god's power comes from the faith and belief of their followers. The more who believe in and worship that particular god, and depending on how well the cleric follows the doctrine of their god (as well as time invested in study and worship) determines how powerful their spells are, how manyspells they can cast and what spells they can cast. Basically a cleric must pray to their god to acquire their alloted mana for each day. Once that alloted mana is gone, there is not power left in the cleric. The higher level the spell, the more mana it requires. One can only acquire more mana by leveling up in their faith.

Time (Clerics and Priests only):
Time elementalists are the rarest type of magic users. Time is the element that is often forgotten, and one of the most dangerous to tamper with. Time elementalists can literally move through time and space. They can alter events, which can result in disasterous consequences or benificial ones. They cannot, however, alter any event specifically created by the gods or fates. Inexperienced Time elementals can become caught in time, lost in time, or unmade if they tamper with the wrong events. They can also stop time (temporarily) for intervals of one hour only. Time will only stop for the Elementalist, however, and not for those around them. They can draw on the power of time itself to age persons, animals, or items (including vegetation), or they can draw time out of a person, animal, or item. Only the most powerful time elementalists (level 30+)  can reverse or fast forward time in these manners.

Spirit:
Spirit elementalists are some of they most powerful magic users. They can tap the life force of any creature around them for power. There are two types of Spirit Elementalists: Clerics/Priests and Necromancers. Clerics have the unique power of gaining mana/power from their god(s) (or from angels, demons, and other celestial beings) to be used in conjunction with the god(s) will. It is often used for healing, ressurection, or reincarnation, as well as to bless or curse.  Clerics and necromancers can both heal (cleric with the power of trh gods, necromancers by drawign the life out of bacteria), curse, or make an individual very ill.

Necromancy:
Necromancy is a sub-set of the element of Spirit. Practitioners of Necromantic magic have limited power over the dead and dying, and the more experienced necromancer can draw the life out of much weaker life-forms. They tend to be useful as aids to healers in killing off harmful infections, and in courts, summoning deceased victims to testify against whomever killed them. The dead, however, can be powerful and inexperienced necromancers have died from such summonings. Necromancers can draw the life force from a living creature, communicate with the dead, and have the ability to conbtrol any undead who are less powerful than the necromancer, and summon demons. This unusual side of magic tends to leave necromancers on the outside of common and polite society as they are greatly feared and mistrusted. Few ever seek to specifically be necromancers because of these consequences. A common necromancer cannot draw enough life fore from higher races to kill them, but they can weaken them or make them very sick. A very powerful necromancer can draw the life force from higher beings (human, elves, dragons, etc), but necromancers this powerful tend to be very rare and often do not live long enough to acquire this power.

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Tuli-yatis
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Location : Ardys and Antenor
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