True Magic Spell in Emynea | World Anvil

True Magic


True magic is rare and extremely prized. Unlike racial magic, this form of magic is not hereditary. On occasion, an individual is born with a special connection to the world around them alongside more energy, more magic itself. There are also different schools of true magic, most mages capable of one to three of these at most. All of these skills are different expressions or manipulations of raw magic.


Schools of Magic



Enchanter


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Enchantment is a skill and an art highly prized throughout Emynea. Enchanters utilize material magic and their own energy to create magic items nearly anyone can use. They can even collect and infuse racial magic into these spells. Much like material magic, the mage draws energy and elemental connections already present within materials and weaves spells into these materials. These objects can perform their intended utility as long as they have the fuel necessary. Anyone can then activate these objects even long after the original enchanter has died.

Enchantments can either be powered by elemental crystal or pull from the energy of the one activating the effect. Some of these require only a little energy while others require phenomenal amounts from several casters. One must be careful of overconsumption which can be lethal. The quality and power of the spell is determined by the skill of the enchanter and the materials used to craft it. While some enchanted items are commonplace, most are
highly prized, expensive and carefully guarded depending on their quality and effect—especially ancient enchantments crafted with lost techniques.


Alchemist


These mages are able to instill potions, medicine, food, salves and various other concoctions with both their own magic and draw out the latent effects within ingredients. This can be very similar to enchantment except these spells are generally consumed or used up in one instance. Very few alchemy spells persist beyond one use. However, truly skilled alchemists are able to combine enchantment and alchemy to create far more powerful spells. Alchemists are most frequently healers.


Glyphmaster



Glyphmasters are able to instill and channel magic into letters, symbols, sigils and patterns using
complex formula. Similarly to enchantment, these glyphs can then be activated by anyone or fueled by elemental crystals. However, the spell's effect is determined by the letters and patterns of the formula rather than relying on elemental magic or materials. They also tend to eat up larger amounts of magic energy, totally reliant on the energy of those using it or whichever source it is meant to pull on. This is one of the most advanced and intricate forms of magic, one that does not necessarily depend on the magic of an Erlithmanil. The glyphmaster is instead weaving raw magic, giving it direction and structure via these patterns and letters and lacing their own intent into the spell.

This form of magic is limited only by the knowledge and intuition of the glyphmaster. Glyphs can still be enhanced by material magic, alchemy, enchantment or any other form of true magic but this can easily go awry as well. Glyphs take considerable preparation and research, mistakes leading to catastrophic failure and unpredictable results. Furthermore, the effects can be dispelled by damaging the glyphs themselves akin to cutting a wire of a machine. Glyphs can be used to create barriers, cut off or enhance a specific aspect, protect an area from ill-weather or decay, cast mass illusions, repel beasts or even disable racial magic entirely. However, because of their complexity and utility, these spells are very expensive and take time and planning to properly install. Despite this, they can also withstand centuries if not thousands of years of use without waning or breaking depending on how they are lain. The city of Accia still makes use of glyphs lain millions of years ago.


Seer


These mages are able to look into the future or past of a specific individual or item. Most seers use special tools to channel their abilities, raw premonitions vague, cryptic or indirect. Runes staves, bones, cards and tea leaves are among some of these tools—whatever feels right for a given clairvoyant. With much practice and proper use of their tools, they are able to tap into mysterious forces to divine prophecy and fate.

The primary sources they tap into relate to Sylthari, Irkath and Kanilwyr but some among these casters are also able to tap into mysterious unknown sources. Forces of Sylthari are especially useful for reading the fate or destiny of an individual while the past and present is best glimpsed via Kanilwyr or Irkath. Seers able to tap into the soul of an individual can access the memories, wisdom and experiences of past or future lives but the window this provides are brief shards of the scattered whole. Unfortunately, there are many pretenders among these casters or those who are simply unskilled in their craft. As a result, this is considered an inconsistent or unreliable school of magic.


Empath


These mages are able to tap into the minds or emotions of others. Empaths peek or tap into the mental planes, into the Mind Spaces of those around them or can simply perceive the surface emotions and thoughts of those around them. Empaths able to access mental planes do so similarly to those with Vision manifestations, entering a trance state in order to access one or more mental plane. They can have access to one, two or even all of these planes.

Other empaths use contact with someone or objects important to the target to directly access their Mind Space instead, essentially invading their mind. There are also empaths who don't look into a mental plane or mind space directly, instead gleaning the surface thoughts or emotions of all around them. This can appear to them as colors or auras or even offer flashes of an individuals thoughts, hearing them as if their minds are linked, or even seeing memories as they look into each other's eyes. It can be different for each individual empath.


Orator


Orators charm, suggest or otherwise influence others by weaving magic into their voice, music or words. This only works on the unwary or weak-willed but can become far more potent the longer they speak or with amplification. The more energy they weave into their words, the stronger their influence. This ability is very subtle, not quite as palpable or visually indicative as most magic. They do not have visual markings which activate for those using racial magic. The effect is cumulative and the orator simply seems particularly charismatic or convincing.

Puppeteer


Puppeteers animate and control non-living objects with their energy, casting a shard of their soul into each puppet. They can craft these objects themselves, using actual puppets, dolls and mannequins, but
are also able to animate corpses. Some may even craft enchantments or glyphs into their puppets. It is only living organisms they cannot cast into. These puppets will move and behave as if they are alive, this skill easily confused as necromancy or reanimation.

By casting their very soul into their puppets, puppeteers can perceive the world through their puppets regardless of distance between them. They can fully project their awareness into a puppet or they can simply animate and control several minions from afar. While puppeteers can't be injured through their links they do feel their underling's pain. Dead bodies are the easiest to animate as structures for movement are already present. Any shards of their soul will return to the Puppeteer once the spell ends.

Bloodmage


Bloodmages control the bodies of beasts and humans using a sample of their blood. Once they receive this sample, they are able to manipulate the bodily functions of a target. A polar opposite to puppetry, this can only be used on the living. They overide control of the target's body with their own will and magic. Most bloodmages use their skills for healing, manipulation or even curses.

This is not a common school of magic, very few possessing the powerful will necessary to overtake another person's body, but thoe that do are feared all across Emynea, shunned or even hunted down. Yet since the Kingdom of Accia continued their conquests they eventually integrated bloodmages into their war machine, even if most citizens continue to look down on or avoid these mages. Most bloodmages bond to and employ the aid of a beast familiar to collect their samples or cast their spells on animals to these same ends.


Beastmaster


Much like bloodmages, these casters have influence over beasts. However, rather than forcefully manipulating beasts via blood curses, this caster is simply able to freely communicate with animals and might possesses a certain level of influence over them like with oration. They are also able to enhance these beasts' magic or form temporary familiar like bonds with beasts, sharing their racial magic. Unlike usual familiar connections, they are not bound to a given beast permanantly. However, they can still only share the magic of one beast at a time.

Chloromancer


Much like beastmasters, these casters have influence over plants. Similarly, they are able to freely communicate with plants and possesses a certain level of influence over them. They are also able to direct and enhance the growth of these plants or form a temporary familiar like bond with plants, sharing their racial magic. Unlike usual familiar connections, they are not bound to a given plant permanantly. However, they can still only share the magic of one plant at a time.


Illusionist


Illusionists manipulate perception with their magic to craft illusions and hallucinations. Some do so by manipulating the senses of targets while others project lights and sounds. Skilled illusionists mix these two skills together and can create effects which appear entirely real to those affected. None of their illusions are real, completely immaterial, primarily affecting perception.

Conjurer


These mages mark a set number of locations with a personal sygil, signature or symbol and are then able to transport themselves, people or objects between these points. They can also mark objects or people on a smaller scale and summon those marked to them at will. The larger the object and farther the distance, the more energy is necessary. Conjurers often have to fall back on the use of elemental crystals, material magic or amplification for larger spells or risk killing themselves from energy consumption.


Planewalker


These mages are capable of accessing and safely traversing elemental planes similarly to a Step manifestations. While some are capable of accessing any plane, most only have the intuition and talent to travel a specific handful of these. Additionally, while capable of entering and utilizing a plane, aspects may still see this as an invasion into their domain. Because of this, it is common practice for planewalkers or any mage accessing a plane to make offerings and seek permission from an aspect to travel their domain freely.

Incantator


This is perhaps one of the least understood schools of magic, the true structure lost to time. Incanters are able to weave spells using specific words and phrases, most of these in Ancient Accian. It requires memorization of lost languages, precision a keystone. Some of these spells are even far older from before the Birth of the Erlithmanil.While these spells are old, they can result in unique and strange results. Incanters are able to will these spells into reality as long as they possess the power and incantation. As only the Erlithmanil can speak Ancient Accian, most of these spells are remnants of ancient spells or passed down through the millenia.


Psionic


These mages wield psychic abilities sourced from Ranalis. Unlike Ranalis casters, they are not limited to one manifestation or inherited form. They can access multiple of not all Ranalis magic. Teleportation, telepathy, telekinesis, thought projection, even influencing technologies amid more technologically advanced eras.

Wyrdmage


These are mages who have access to or are influenced by Irkath via dreams and visions. This is sometimes an umbrella school for all strange and wild magic not falling under another school or not understood by humanity. They cast lost spells or glean lost or yet discovered knowledge from Irkath through meditation or experimention. They themselves may not understand the spells they cast.


Sorcerer


Sorcerers possess a special connection to the energy of the world around them, able to extend their own energy into it and bend it to their will. They are able to connect to the energies in their environment, of the physical aspects existing around them. Flame, water, electricity, shadow, light, earth, wind. All of the physical aspects belonging to the Erlithmanil in any given environment are still charged with the magic. Sorcerers are able to connect to these physical aspects and, utilizing their own energy, they are able to wield these materials and energies without any inherited racial magic.

How they make use of this, how they wield the elements, differs by the individual mage. Some only have connections to particular elements or at least have a stronger relationship to given aspects. The way they are able to wield the element is far less limited than racial magic as well. They are not tied down to one kind of manifestation, mostly limited by their own skill or intuition. They can only wield the energies around them so long as they haven't depleted their inner well of magic.


Evoker


These mages are able to summon raw aspects using their own energy as fuel and without needing racial magic. This presents similarly to an Aura manifestation without necessarily being limited to one element, though most evokers do have a stronger connection to certain aspects. These are among the few mages permitted and even encouraged to fight on the battlefield thanks to their raw destructive capabilities.

Wild Mage


These mages are those with large or powerful souls and are one of the rarest kinds of mage aside from an allmage. They are able to manifest their energy in unprecedented ways, even transforming themselves into lightning, fire, water, shadows and more or crafting entirely new manifestations of magic. They use the well within them and mold the energy in whichever way comes naturally to them either by practice or intuition—limited only by skill and imagination. They are able to continue casting spells in this way until they exhaust themselves. These casters are extremely prized and respected. While very similar to an Allmage, they are not able to master other schools of magic but instead invent their own spells. They have raw adaptability and aren't tethered to the limits of any school.


Allmage


This is the rarest kind of mage and by far the most adaptable. These casters are capable of performing any and all schools of magic, often mixing them together, and they possess an incredible well of life energy. There can only ever be one allmage at a time but there have been plenty of generations without one surfacing at all. These are the pride of Luxis, highly favored and blessed by them directly. They can even possess memories and wisdom of the many souls amalgamated to create them but cannot access this knowledge directly, generally tapping into these forces through divination or dreams. There have been many legends and historic figures among these mages, heroes and villains. It is the truest and wildest form of magic in Emynea and the kingdom prizes them above all others.


Society



Within the Kingdom of Accia, there are strict structures in place for both the traditions and society of mages and for their training and education. As a rare and invaluable resource for the kingdom, their lifestyles are incredibly insulated, privelaged and academic. They are highly prized and set above the ordinary citizen, regardless of their background. However, attendance to their colleges, their training and their career as a mage itself isn't voluntary. When a mage is discovered, they have no choice but to abandon their old life and step into a silver cage. They train under one or more master mages, depending on which school(s) they are capable of. Mages only associate with other mages whenever possible and are known for their obtuse and haughty culture. The kingdom carefully monitors their progress and capabilities, supplying them all they need for their spells and arranging all of their contracts and commissions. It is a pampered life they lead, held in high regard but lacking any freedom. Still, they are better off than mages in more distant lands!


Origins



All true magic pulls from the inner well of magic of the mage, the life energy or soul of the caster. True mages possess a larger well of magic than the average human but the size of souls among humanity waxes and wanes between generations. In some eras, no one is capable of true magic at all. Mages existed long before the Erlithmanil came into being, called by all manner of names throughout history. Unfortunately, humanity is unsure exactly how or why these mages are distributed, some eras lacking any mages at all! These mechanics are known only to the divine.



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Comments

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Oct 12, 2023 16:34 by Romaine Ruddy

This is so cool well done.

Oct 12, 2023 17:13 by Lee Stepp

Thank you!