Difference between revisions of "Magecraft"

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Magic within the realm is something not particularly common among its denizens, yet the skills of magus are certainly known. These individuals capable of harnessing arcane energies are usually known as "Mages.” These mages are able to harness mana through their own bodies drawn from leylines within the world and turn this mana into objects, forces, senses, and other effects in the world.
 
Magic within the realm is something not particularly common among its denizens, yet the skills of magus are certainly known. These individuals capable of harnessing arcane energies are usually known as "Mages.” These mages are able to harness mana through their own bodies drawn from leylines within the world and turn this mana into objects, forces, senses, and other effects in the world.
  
See also:
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'''See also:'''
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 +
*[[Catalysts]]
 
*[[Gambit of Arcana]]
 
*[[Gambit of Arcana]]
 
*[[Magecraft Stances]]
 
*[[Magecraft Stances]]

Revision as of 04:15, 14 March 2021

Magic within the realm is something not particularly common among its denizens, yet the skills of magus are certainly known. These individuals capable of harnessing arcane energies are usually known as "Mages.” These mages are able to harness mana through their own bodies drawn from leylines within the world and turn this mana into objects, forces, senses, and other effects in the world.

See also:

Enlightenment

The Spark is the aurum of a mage. Enlightened by the leylines power, and igniting the aurum allows a mage to manipulate mana from their pool. Though some are born with a dormant spark, enlightenment comes in several forms for mages. The most common form of enlightenment for a mage is through a leyline, and an archmage. Archmages are capable of lighting another aspiring mage's spark, granted by the spell “Ignition”. Other ways of enlightenment include Inherited Spark, which is granted to the child of two mages, one being an Archmage. This spark is ignited when the mage in question feels a great deal of stress or trauma in a single scenario. Once out of that scenario, the newfound mage is capable of spellcasting. [Inherited Spark can be applied for dormantly, or post scenario.]

Mana

Mana is the energy drawn from Vikret's realm which flows through most everything within the realm. Mana is the fuel which mages draw upon to be able to properly cast their spells. Each mage inherently stores mana in their bodies like a fuel source, when depleted this strain causes them to quickly tire, causing headaches, fatigue, and nausea. Their bodily batteries, also known as their Aurum type (the Spark) has its mana stores replenished after hours of patience, replenishing more easily during times of rest. Mana Dehydration, Manaburn, or Spell Strain are all words synonymous with the effects which take place on a mage the more they use mana. Mana is still drawn even if a spell is countered. Mana will restore after the mage is out of a stressful situation.

Magic Resistance is how easily mana is able to flow through objects. Most metals are unable to be cast through should a mage be wearing it, but can be cast into should another be wearing it. There are of course exceptions to this rule which would be stated on the specific material's page.

Manipulation of mana and spells can vary depending on the stance that the mage takes. More on stances can be found here.

Leylines

Leylines are tears within the fabric of the world, though are more often than not put their by forces other than the hands of mortal-kind. Because of this, these gateways allow mana to flow in from the Veil and provide the magic needed to make the world tick. Leylines are often used to light one's spark.

More on The Veil.

The Leyline Map.

Disciplines

Disciplines of magic are all around and form the fundamental basis for what mages are. Disciplines can also be referred to as ‘specializations’ or ‘Disciplines’ and hold no particular function other than to be categories of research and a basic means of grouping Spells into categories. Mages who wish to delve into multiple trees can do so, but their knowledge is exclusively maxed out at a total of four disciplines.

The following are the current trees of magic:

Discipline Description
Pyromancy The ability to manipulate heat, light, and fire.
Hydromancy The ability to manipulate water, ice, and the freezing and unfreezing of both.
Aeromancy The ability to manipulate air and wind.
Terramancy The ability to manipulate earth, metal, and magnetism.
Erebomancy The ability to manipulate darkness, shadows, and the absence of light.
Electromancy The ability to manipulate electricity.
Sound The ability to manipulate the amplification, muting, and creation of sound.
Space The manipulation of space, portals, summoning, and inter-dimensional travel.
Discipline Description
Alteration The ability to manipulate the properties of material objects, weight, gravity, color, etc.
Mana The ability to manipulate and create magical constructs composed of mana.
Biomancy The ability to manipulate plants and animals, but not oneself.
Healing The ability to heal organic material, and manipulate diseases. Souls cannot be affected by this tree.
Sanguimancy The ability to manipulate blood and organic matter in oneself or other living beings.
Psionics The ability to manipulate the mind, illusions, and dreams.
Souls The ability to manipulate souls, create and banish undead, manipulate spirits, curing soul based curses.

Progression

Even masters had to start somewhere. As a mage develops their magic, their mana pool, spell capacity, and knowledge expand as well. Once a Mage's spark is lit, be it via Archmage or Inherited Spark, they start with the knowledge of a Novice. Over time they may hone their magic through use, studying, and/or being taught by a Master Mage. A mage may know up to four disciplines starting at Novice.

Mage Tiers

  • Novice: 15 spells, 20 Mana
  • Adept: 20 spells, 25 Mana, can create Glyphic Circles
  • Archmage: 25 spells, 30 Mana, can create Glyphic Circles, Archmages can light sparks

Advancement

Novice to Adept: 1 Months of confirmed activity on your character and Magic App advancement request. (Need to include feats)

Adept to Archmage: 6 months of confirmed activity character and Gambit of Arcana.

Spellcasting and Enchanting

Spell casting is the manifestation of a mage's research and time spent slaving over their notes and spells. Each spell is composed of many parts, but in its simplest form it is a mage being able to channel mana through their spark to manipulate the world in some way, whether that is evocation, etc. Spells which are channeled cost additional mana over time rather than an immediate cost. Concentration is how much focus a mage needs to put in to be able to successfully cast their spell. Should they be unable to maintain the level of concentration required will fail to cast and will not spend the Mana necessary to cast.

Mages can make also Trinket, Mystic, and Gargantuan items. Each creation of said item requires a arcamite in order to craft. Any number of trinkets can be made. When able, a mage can only create one Mystic or Gargantuan item a month (making one of these will prevent the other from being made for that month.)

  • Novice: A novice can only create trinkets.
  • Adept: An adept can create Trinket, Mystic, and Gargantuan Items.
  • Master: A master can create Trinket, Mystic, and Gargantuan Items.

Spell Format:

Name: The name of the spell.

Mana: How much the spell costs. This is where if a spell would be able to be used over multiple turns or other extra costs would also be stated.

Disciplines: Which branch(es) of magic does the spell use?

Concentration: How much concentration the spell needs to be cast.

Cast Time: The shortest amount of time the spell can be cast.

Duration: How long the effects of magical effects of the spell remains after its cast. If the effects are permanent, but the magic fades, thus making it not able to be unweavable or counterable, then state the limit.

Range: How far the spell can effect past the caster.

Spell Effect: What the spell does.


Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
The World of AethiusThe Multiverse of Aethier