Magic
Magic is an immense cosmic force that covers and flows through the entirety of the known worlds, through all planes, through all realms, and through all people. However, be it through a direct bloodline connection, devout pledging to a cosmic being, or through sheer hard work and dedication, certain beings can come to control and even master aspects of the magical world.
Many cultures have different words and explanations for magic, some organizing it into schools while others lump the whole into an incomprehensible mashing.
Manifestation
Magic presents itself in a variety of forms. In natural states, such as the Plane of Air, it serves to carry the various floating islands free of any prompting or logical engineering. Sometimes, unnaturally powerful storms, volcanic explosions, or earthquakes can be accentuated to nearly cataclysmic proportions through the intervention of magical auras.
In mortal hands however, the force is fluid and malleable to the will of the caster, taking the form of whatever shape they wish or prompt it to be. Certain manifestations are easier to access than others dependent on the level of dedication, control, or innate allegiance. For instance, a Bloodmage descended from a dragon would have an easier time conjuring fire than any other element, though they are still able to do so through training and dedication.
Localization
Magic is spread across the world in a large expanse known as the Loom or the Weave to others, covering the realms all over like a grid with places where magic is concentrated, and where it is barren.
- Leylines: Otherwise known as Threads, Braids, or Cords, these are the mapped lines where magic concentrates and spreads from. Academic mages have worked tirelessly to trace and follow these paths to designate a number of various topics of research, such as placement of Mage Towers, places of magical practice, and even the placement of towns or whole cities. While Bloodmages carry a piece of the
- Nexus: A Nexus, otherwise known as a Knot or Array, is a section where two Leylines met up and cross over one another, resulting in a doubled magical output. Mages who cast spells here will find them monstrously empowered, even more so depending on the school. For example, Pyromantic Evocations are monstrously improved within a volcano crossed by Nexus.
- Breach: Otherwise known as Tears, Breaks, Dead Zones, Rips, or Rifts, these are places where Leylines do not cross or where their auras of influence begin to lessen and end. Casters who rely on magic from the Loom cannot control magic in these areas, or their magic is extremely limited. As such, these places are avoided by magically-focused societies and are sometimes believed to be cursed by more primitive cultures.
- Abjuration (Blue): Abjurers wear Blue Robes and Weavestones like Sapphire. They work as guards, protectors of officials, and Wardmages.
- Conjuration/Summoning Magic (Green): Enchanters wear Green Robes or Weavestones like Emerald and Beryls. Druids are common amongst this school, as it is rare for official cities to commission such mages for use of their skills.
- Divination/Seer's Magic (Purple): Diviners wear Purple Robes and Weavestones like Amethyst. They are also extremely rare and work as strategists or soothsayers for officials.
- Enchantment/Mind Magics (Gold): Enchanters wear Gold Robes or Gold or Yellow Weavestones like Citrine or Amber. They often work as diplomats, infiltrators, spies, and manipulators.
- Evocation/Elemental Magics (Red): Arcanists wear Red Robes or Red Weavestones like Rubies or Carnelians. They often act as Warmages and often have Druid's amongst their numbers like Storm Druids, Pyromancers, and so on.
- Illusion/Illusory Magics (Orange): Illusionists wear Orange Robes or Weavestones like Citrine, Sunstone, Amber or Carnelians.
- Necromancy (Black): Necromancers are rare but often command Black colors and gems like Obsidian, Jet, or Hematite.
- Transmutation/Changer's Magic/Alchemy (White): Transmuters wear White robes or Weavestones like Diamond, Pearl, or Quartz.
- Bards/Heartmages: Bards are mages whose magic is tethered to their own emotions, as well as the emotions of others. They are natural enchanters who work their magic through both subtlety and outward performance. Instruments, stories, and other performances that stir up confidence, fear, or any other emotion are what lets a Bard's magic work, as it latches to that emotion to bolster it into tangible effects.
- Godsmages/Clerics/Paladins: Godsmage's do not have a natural tether to the Weave but are instead bestowed a small kernel of magical power when they are chosen by their God. They often call to their deity for assistance which allows them to shift their powers to fit their needs, but their casting is not born from the natural Weave or of the caster. Thusly, their spells are weaker and always require that their God's symbol be presented to do so. If a cleric loses their holy symbol, they must acquire or create and consecrate a new one to continue their direct magical connection.
- Greenwitchs/Wildmage/Druids: Druids are mages pledged to the Weave in a natural and holistic way instead of an academic and research-focused way like Arcanists. They pledge themselves to Gods as well as Spirits, Fey, or other natural entities of like mind. Their powers come to them through their devotion to these entities, commanding elemental powers, and utilizing control over roots, nature, and animals. These mages can also sometimes shape-shift into animals for both camouflage and other reasons.
- Arcanists/Wizards: Arcanists spend their time researching Wizardry and Arcane manipulation techniques to forcibly access the Weave of their own accord, allowing themselves to control magic through harsh study and focus. They often choose a designated school to build upon as their affinity and work tirelessly to train their magical usage like a muscle.
- Bloodmages/Sorcerers: Bloodmages have an ancestral direct connection to the Weave, the kernel of magic tethered directly to their soul that can sometimes manifest in a physical way, such as dragon scales or gills or rocky skin. This gives them an affinity towards specific magics and can often make learning other magics difficult, especially if they directly counter against them.
- Pactmages/Warlocks: Pactmages have the most direct devotion-based line of casting, as they pact themselves to all manner of beings, including Celestials, Fiends, Fey, and other creatures. However, this comes at a cost, usually to have the caster perform direct actions on the behalf of the entity, in a much stricter way than say a Godsmage. The ends of these deals can vary, from the pactmage being dedicated to their patron to their very soul being consumed.
Type
Metaphysical, Supernatural
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