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The Arcane Climate

"Magick is a natural force that maintains a proper balance in Jeslore. It is what keeps our lands afloat and the bubble in its place." - A translated encyclopedia from the moon elven colleges on natural laws.  

Magicka

  Magicka is a magical/natural force similar to gravity momentum. It is best described as semi magnetic in nature, as it is a current that travels through Jeslore, carrying the floating islands and continents on itself. It is concentrated near anchors below or on the side of the floating landmasses, the crystals of which can be harvested to craft into tools capable of channelling magic. Furthermore, it is both a resource and a natural law that is harvested when mages cast spells. It regenerates, but very slowly.   Magicka affects gravity, conveniently both travel in waves but the ambient magicka levels on islands convert natural anomalous power into its own faux gravity field. Essentially, magicka converts anomalous energy into a sort of gravity environment that mimics that of a normal planet, even though Jeslore is not a planet and is in fact a set of continents and water bodies floating around on magicka currents, encased in a massive water bubble.   Magicka currents always travel the same route, which mimics the 4 seasons other planets get. In short, Magicka is just a natural force that enables the use of magic while also acting as something of a buffer for life, making planetoids otherwise unable to sustain life capable of it against all odds and natural laws. Of course, anomalous energy has a big part to play in all of this. Magicka can not exist without anomalous nature, as anomalous nature is essentially the reality defying factor in all of this, and Magicka essentially filters it to harness its reality defying powers and use it as fuel to sustain habitable environments for life.   The climate and environment are all essentially anomalous energy filtered through magicka. Magicka is not a sentient force, although some have come to see it as a god. In a sense it is just a part of a ""living"" system like any other planetoid that sustains life. The base way Magicka is attuned is through infrasonic sounds at frequencies nothing - not even animals with advanced hearing or advanced technology - can pick up on. These sounds are filtered through crystals, and the crystals essentially attune the magicka into its desired effect, the default of which is just 'anomalous buffering'.   Magicka can be depleted, but because it regenerates, individual use is hardly a threat. When a mage casts spells too fast, the local ambient magicka levels around them will drop and their spells will either be less effective or just not work until the next 'wave' arrives and refreshes the local ambient magicka levels. With each lap, the ambient magicka levels of the whole planet refill little by little, but due to it being used as something of a resource, there are years when more Magicka is used than is generated.

Magic

  Magic refers to the process of casting a spell and the energy that is released from it. Because magic is as complicated as it is, very few people actually learn to master it. The process of casting magic is actually done by mimicking the way Magicka itself filters anomalous energy, but on a much smaller scale. Because the default magical crystal is only a way for Magicka to process anomalous energy, the default spell does not damage anything, it just causes grass to grow very fast in a targetted area. The caster has no control over what grows by default. To fully master the arcane arts, it generally takes around 90 years to fully master, which is a tall order, even for some elven races. And even with a baseline magical capabilities (more on that in the magical races section), that's just a basic understanding on how to cast the default spell. Making it do anything useful will take even longer. By and large, humans (except for fiends) don't end up becoming mages because the total amount of time it takes to master it with any sort of practicality can take up to roughly 200 years.   Due to its reliance on magicka, which in turn is reliant on anomalous energy, magic can only be used on anomalous planets. The higher the planets supply of anomalous energy is, the higher its magicka levels are. A planet like earth which has very low anomalous levels, there is only place for a few unexplainable happenings, but the climate isn't strong enough for actual spellcasting, whereas a highly anomalous planet like Jeslore has so much of it multiple spells can be used in rapid fire. The only way to use magic in space or on a non anomalous planet is by the use of a synthetic magical field.

Tools

  The basic tools needed for casting magic are both simple, but also kind of unorthodox, with the speaker (the tool used to channel the spell) being the only part that's semi optional and customizable in any meaningful way. There are 3 pieces of equipment integral for the use of magic: The seeker, the anchors, and the visor:  

Seekers

Seekers are an accessory that strongly resemble headset microphones. These are integral to the process of casting spells, as the actual spell, which has to be influenced by the spark of life of the user to gain a baseline arcane effect that can influence the effect of the bolt, has to be spoken into the crystal on the end of the seeker. The seeker is the most important part of magical use, without it the user is locked into using a single spell.   Seekers also respond to brainwaves. Speakers obviously do not have a trigger which causes the energy in the channel to be shot out and the spell to be cast, so a mage has to essentially will the blast into existance by associating a certain muscle movement with a spell blast. The seeker crystal also responds to certain vibrations, which are spoken out loud as spells. These spells change the configuration of the speaker's nob.

Visors

Visors are tools the mage will use to tell which configuration is currently active as one can't really tell from looking at the nob. Furthermore, nobs are usually painted over, dyed, or fully covered in the speaker so it's always hard to tell. The visor isn't crucial to the process of wielding magic, but it is extremely helpful in using it effectively, since mages have to run at least 3-4 complex mental processes while using magic or preparing to use magic. So it's easy to forget basic things like configuration.

Anchors

Anchors are a sort of bracelet that will respond to the seeker. It is essentially the connection between the seeker and the speaker. The anchor is used in the hand the user is wielding a spell to make it respond to the spells and configuration changes. It also acts as a magnet for magicka and anomalous energy, causing the core of the speaker to fill up with energy.   Anchors respond to the trigger gesture which causes the spell to be cast and relays it to the speaker. The higher the quality of an anchor is, the lower the delay between the trigger action and the actual blast are, with the best ones offering a seamless instant response.

Speakers

Speakers are the actual tools themselves mages use to channel magicka and anomalous energy through the nob and into a spell of magic that is then used for battle or practical uses. Speakers are made out 3 parts:
  1. The Body - Simple enough, the body of a speaker is just that. It can be a simple staff, or a gun. But it is just the tool that holds the internal parts necessary for spell casting.
  2. The Core - The core is what the ancher will try to connect to. It is comparable to the magazine of a speaker, where the energy is stored and then concentrated into a spell.
  3. The Nob - To put it simply, the nob is the part on the speaker that the magic is filtered through and then shot out of. It is similar to the barrel of a gun or more accurately the nozzle on a flamethrower. It is the most important part of the speaker. Without a nob, magic can't be cast.
The nob itself is made up of 3 parts. 2 of which are directly required for the casting to work, and one of which is crucial for changing the configuration of a speaker quickly. Without any of these 3, the speaker won't work properly.
  1. The Lens - The lens is directly connected to the casting crystal and essentially acts like a filter for energy to flow through which changes the effect a spell will have on its own. Basically the lens dictates which spell is cast, and it has to be reactivated after each spell.
  2. The Crown - The crown is arguably the most important part of the speaker. It is a crystal chiseled to have the form of a crown that the lens and casting crystal essentially touch inside of, much like a fastener for pipes. The crown is constantly set to the transmutation attunement, and controlling this part of the nob will allow the user to change effect and spell type in a few seconds by switching to different configurations (see: transmutation & configuration) as attunements can not be individually changed on a whim using magic that easy. It is basically the brain of the speaker.
  3. The Casting Crystal - Fairly straight forward, the casting crystal is basically the barrel/nozzle of the nob. It is the magic comes out of. The attunement of a casting crystal will decide how the magic of a spell will behave after it's been cast.
  4.   There's also a number of important traits that are affected both by configurations and the speaker used. Skilled mages can make the most out of it by having multiple speakers and having certain sets of configurations pre loaded onto them to make the most of what they offer:
    • Energy Capacity - Energy capacity is essentially the magazine of a speaker. A higher energy capacity works inversely to the channeling speed. A higher energy capacity will allow a mage to either concentrate more energy into a single more powerful spell or a larger number of smaller, weaker spells.
    • Channeling Speed - The channeling speed is directly tied to the energy capacity. The more energy fits into a speaker, the longer it takes to concentrate it into a single spell. Multiple weak spells are also affected by the channeling speed, as a higher channeling speed reduces the time between spells.
    • Intensity - Some speakers are inherently more powerful than others. The intensity is only relevant to extremely skilled mages who make their own staff and add amplifiers to the nob which up the intensity of spells. The intensity of a speaker is typically related to the material it's made out of. Metal has a very low intensity, which is why speakers are typically made out of (or furnitured with) wood, carbon fiber or sometimes even bone. The more organic material connects the caster to the nob, the more powerful the spell will be.
    • Loading Speed - Loading speed is how fast a speaker will gather magicka and anomalous energy from its immediate surroundings. It essentially is related to how long it takes for the speaker to be ready for use again after the energy capacity is depleted.
    • Energy consumption - The energy consumption is how much of the energy capacity a speaker will use up when concentrating energy into a single spell. Speakers with low energy consumption are more efficient.
    Speakers will constantly feed on Magicka and Anomalous energy, meaning they essentially slowly reload on their own or while holstered and don't consume ammunition. Speakers and magic use is very powerful, but its drawback is simply that it takes an incredibly long time to learn.

    Staves/Wands/Canes

    Obviously a staff or wand is needed. The best staves and wands have a crystal core, which makes the channelling process much less mentally taxing and allows more energy to be concentrated into a single blast, as Magicka naturally latches on to it. Staves have more space for crystal within their cores, meaning they can concentrate more energy into a single blast, making the spell more potent. Wands trade off power for speed, channelling energy a lot faster but incapable of concentrating anywhere close to the energy a staff can, resulting in a weaker overall shot.   Staves and wands are the most obvious choice among mages as they both have an advantage over the other but neither limit the user. A staff can be used as a polearm in a pinch, and most skilled wizards know how to fight with one in melee combat, to the point most of them have some way to imbue it with arcane energy to help in melee battle. Meanwhile, wands if they're sharp enough can be used to stap or painfully poke enemies.   Canes act as a middle ground between the two, both in terms of it being a melee weapon and the channelling speed trade offs. Staves, wands, and canes also have the lowest energy consumption of all speakers and are generally the go to for mages.  

    Spellswords

    Spellswords are fairly straightforward in that they are essentially just swords that have a working nob and channel. They can be used as staves but have a terrible energy capacity on account of their overall smaller size. Metal also isn't as useful for channeling, spellswords take longer to cast spells. Modern spellswords have no direct disadvantage to staves, canes and wands though as they can be enhanced with carbon fiber or made out of organic material.

    Instruments

    The preference of a bard, but as long as an instrument is made with magic use in mind, it is typically more than capable of serving as a speaker.

    Arcane weapons

    "What kind of idiot would make a club into a speaker?" - Unknown ranger   Arcane weapons are basically just sellswords but not locked into being swords, they can be bows, axes and anything else as well. They generally act fairly similar to spellswords, but being made of wood has helped them be more viable than spellswords until synthetic materials were invented. Nowadays spellswords are just lumped into arcane weapons as a category.

    Gunnels

    Gunnels are exactly what they sound like. They are guns that can be used as speakers, and they are incredibly effective. Imbuing a gun is extremely useful as it gives otherwise normal rounds an additional effect, and when changing configuration it essentially comes with its own built in underbarrel projectile launcher. More advanced guns actually have digitalized nobs, removing the need for a visor.

    Faux Guns (also known as pop wands)

    Faux guns are essentially just wands that are shaped like guns. They fire magical projectile instead of bullets and are considered a handy backup but rarely the primary weapon. Due to their absurd channeling speed and energy capacity, they are most commonly used as just magical SMGs that can be emptied out into an enemy before being holstered again to let it recharge.

    Attunement & Congifuration

    Attunement

    The process of attunement and configuration are the most important skills to master, apart from obviously the actual baseline understanding of channelling. The attunement refers to the casting crystal, which on its own is comparable to the barrel of the gun, where the magic is shot out of after the crystal and core of a speaker are maximum capacity. The chemical composition of the crystal drastically affects the intensity, range, casting method, and more importantly the effect of a spell. Normally, changing the chemical composition of a crystal is only possible with advanced technology, but the first spell mages learn (especially if they intend on using magic in battle) is transmutation. Transmutation is adjacent to the baseline effect of Magicka filtering in that it uses anomalous powers to bend natural law and adjust the chemical composition of a crystal to a different configuration (more on that later).   The attunement of a casting crystal makes it respond differently to Magicka and Anomalous energy flowing through the speaker, essentially adjusting what it fires and how it does it. The 3 crystals in the nob (see Magic -> Tools and Process) are directly controlled, with the crown being the most important part. The crown is usually attunement locked, instead its only variable property is the configuration, which are set by the user before use in a laboratory (see configuration) and the crown is directly attached to the lens and casting crystal. Adjusting the casting crystal and lens will leave spells with a near infinite number of possible combinations, some more useful than others.  

    Configuration

    "The configuration refers to the combination of attunements of the lens, crown, and casting crystal. If you fuck up on your crown once, you have to get a new one. When a crown is set to an attunement, the lens is set to a different one, and the casting crystal to another, the effect will be different. This combination of attunements is called a configuration. And the process involves becoming a speaker yourself for a moment. Game development and webcoding have nothing on this. THIS is the VERY DEFINITION of TEDIOUS!" - Professor Andratath Morgwyn, giving a lecture on how to set up speaker configurations.   The configuration is less hard to understand and more just a tedious process. It is often compared to buying a new computer, where it irritatingly asks for way too much information before a mage can begin using it. Mercifully, in more modern years magical (portmonteau of magical and digital) programs have been develop that speed up the process of configuration. It will still ask for each and every chemical combination for the lens and casting crystal but the programs let users input their configurations on a fairly straightforward computer screen. Back before computers were a thing though, this could only be set up with esoteric horse hockey involving crystal balls (which functioned like magical computers in olden days) where the user still had to mentally project and wrangle their spark of life to get the process of setting up a configuration to remain useable. They basically had to use their own mind as a speaker and a crystal ball as a casting crystal to enchant their staff with chemical configurations for the lens and casting crystal on their staff.   The configuration used to be the most tedious, most draining process of the attunement. Mages theoretically could attune their nobs in mid-combat, but that would increase the mental drain a million times, and it would take a monumental amount of effort to change an attunement once (as the user would have to use transmutation manually to change the chemical composition of both the lens and the casting crystal, which is a lot easier said than done, especially when they already have to remain control of their spark of life and manually channel and store energy in their staff before casting) when it was far easier and more reliable to set configurations before use. Before magital programs were invented to help up this process, this whole process of setting up a new number configuration had to be redone for each and every individual attunement combination.   Part of the configuration is to connect the nob of the speaker to the visor. Chemical composition doesn't change the color enough for the user to just be able to eyeball the current configuration so the visor is necessary to be able to tell which configuration is currently active. Nobs are usually covered anyway, so with some speakers it's not even possible to see it. Once a set of configurations are loaded though, all a mage has to do is simply channel magicka/anomalous energy into the speaker after regaining control of their spark of life. So a mage can at least set their speaker down and remove their gear without having to set it up again from scratch.

    Synthetic magical fields

    Synthetic magical fields are a technology that aims to mimic the magical climate of anomalous planets within a small area, allowing magic to be used in an environment where that would otherwise not be possible. The technology was created to help more baseline magical races thrive in a workplace on another planet. They don't produce much though, so the levels are quickly depleted.

    Anomalous Energy

    Anomalous Energy is a sort of reality breaking force that allows planetoids to harbor life when in reality they really shouldn't. It always corresponds with reality tethers and is also a sort of fuel type for magicka. If ambient magicka levels go down and levels of anomalous energy can not be contained, more and more reality rifts may begin to occur which can be anything from unusual things like bread falling from the sky to creatures spawning and people losing their mind. It is a dangerous but extremely vital part of the Jeslorian eco system, as anomalous energy is essentially what magic and magicka rely on.   Anomalous energy is essentially a fuel for making things happen that otherwise wouldn't, and Jeslore has the highest rate of anomalous regeneration on account of it being the most anomalous planet. Magicka filters anomalous energy to make Jeslore, a planetoid that wouldn't harbor life by any other means, have one of the most diverse ecosystems on record. Anomalous energy can not be harvested directly by anyone not a higher tier cosmic being, it has to be manipulated through magicka.

    Sparks of life

    It is hard to describe, but sparks of life are essentially the ethereal battery of all life. When someone is born the spark of life flicks on, and when they die it flicks off. It is stored somewhere in the neck region of the spine and it is what mages have to harness control over through sheer will power to be able to use magic. Not only is this absurdly difficult, it's also immensely dangerous as taking control over ones spark of life is like controlling a heart beat. It can be fatal if done carelessly.

    Soul residue

    When a spark of life is snuffed out, what's left of it becomes what is generally referred to as a soul and fizzles out. Shortly after a spark of life flicks off, it creates a lot of excess, for lack of a better word, fat which powerful entities can consume for sustenance. It is a resource that requires near flawless mastery over magic to become accessible. God like entities either consume it to enhance their vitality, or they convert it into cosmic energy.

    Cosmic energy

    cosmic energy is a type of fuel/food for higher beings. It is the most valuable resource and can only be distilled from other ethereal resources when put through a complex process that requires near levels of omnipotence to set up.

    Negative anti gravity liquid

    Negative anti gravity liquid is another ethereal property that most gods use to shield themselves and influence evolutionary pathways with. Cosmic void spawns are made of it. Negative anti gravity liquid will expire, and it requires cosmic energy to maintain. Being made out of it makes you more powerful than a god, but also mortal if there is no constant access to cosmic energy.

    Cantrips

    A cantrip is a ready made spell, essentially a symbol drawn on a write of paper that will activate upon touch. Cantrips are a simple way for non mages to cast magic. Mages will often collect cantrips, as they can use them without destroying them.

    Schools of magic

    Those who have mastered magic generally only get to master one school of it, and to be efficient they just have to make very creative use of their school rather than mastering all of it. Each school also has a logical end point, a set of skills that once mastered, one can truly consider themselves a master of magic. Yet, only wizards have the ability to master multiple schools.

    Restoration

    The school of restoration focuses on healing and restoring what was lost. It can be used to heal wounds, cure diseases, and more. It can also be used to reverse necrosis, and when fully mastered can raise the dead. Necromancy is the end point of restoration.   Necromancy is heavily restricted and even banned in many countries over ethical concerns. For one, necromancy in Jeslore is comparable to a morgue asking for bodies because they ran out. In other cases, raising the dead is a religious concern, whereas in many nations (DECTA included), the use of necromancy for the purpose of creating undead followers is a violation of its stern anti slavery laws.   Restoration is still an extremely popular school of magic. It is practiced by a lot of healthcare professionals that want to use it to treat injuries, with specialists using necromancy to treat necrosis or resurrect patients to reverse botched medical procedures.   When used in combination with a powersource (such as a charged power crystal), restoration can even be used to reverse aging. The drawback is that each time the process is reversed, the aging itself will speed up after it is turned off.  

    Example spells

    • Cure wounds - Heal any creature you can touch.
    • Heal wounds - Heal any creature you can see.
    • Healing Bolt - Heal a single creature within line of sight.
    • Resurrect - Bring a creature back from the death, provided the body has not begun to decompose yet.
    • Stasis - Halt the progression of symptoms.

    Direction

    The school of direction gets its name for its focus on teaching spells that have a direct effect, but it is colloquially referred to as the school of defense or combat. Direction spells include the humble fireball, a staple among battlemages but they can do so much more. All of the direction spells come directly from the staff, and the greater the mastery, the more bombastic the effect of the spell will be.   Anyone learning spells in the school of direction is considered heavily armed under the law, and cases where mages with this school of magic are tricky to prosecute/defend on the ground of self defense laws. Still, under the world's lax weapons laws, almost anyone is allowed to learn it.  

    Example spells

    • Cure wounds - Heal any creature you can touch.
    • Heal wounds - Heal any creature you can see.
    • Healing Bolt - Heal a single creature within line of sight.
    • Resurrect - Bring a creature back from the death, provided the body has not begun to decompose yet.
    • Stasis - Halt the progression of symptoms.

    Alteration

    The school of alteration is the most basic understanding, and includes the default effect of Magicka. It is generally used to alter the properties of a target, and the 4 most common uses for alterations are enchantments, curses, manipulation, and transformation.   Enchantments and curses are mirrors of each other. Both will permanently affect an item, person, or object. It is just that an enchantment is positive, and a curse is negative. Despite sounding threatening, curses can be extremely banal, and the first useage of curses were actually a primitive form of shock collar used to keep pets on a property. Enchantments can be equally banal such as making an item glow in the dark. But like with other magics, they can be equally intense such as a death curse or an armour enchantment.   Transformation is used to adjust the properties of a target, and it is the most integral (and boring) part of any mage's curriculum. It is used to adjust the properties of the crystals inside a speaker to achieve a desired effect when casting magic.   Manipulation is a form of alteration used to manipulate objects. It can be used to forcibly break locks, hack computers, and more. It can be used to pick up things from a distance, or enhance sounds.  

    Example spells

    • Enchant - Permanently enchant an item with magic.
    • Bane - Permanently curse an item with magic.
    • Polymorph - Transform a person or object.
    • Breach - Unlock any information on a computer.
    • Knock - Break open any lock.

    Ritualism

    The art of performing rituals, usually for the purpose of summoning creatures, be they constructed entirely from magic, or hailing from another world. Ritualism magic is heavily restricted as to keep devils out of the realm. Ritualism is still commonly used though, typically to summon familiars in the form of a hellhound or something similar.  

    Example spells

    • Summon familiar - Summon a creature to fight by your side.
    • Summon golem - Form an elemental creature out of nearby materials, which fights by your side.
    • Summon artefact - Summon a powerful weapon.
    • Guardian spirits - Call upon the fey to protect you.
    • Speak to the dead - Briefly reconnect spirit to bone to allow conversation with a corpse.

    Dark arts

    The dark arts gets a negative rep, primarily because of its name and the fact that most disciplines in it are either not very useful in day to day life or research, or easily abused when in the wrong hands. It is generally not taught in schools unless approved by at least 8 of the 12 board members. The dark arts are seen as invasive and unsavoury, and at best include things like mind reading, truth marks (essentially an arcane proximity alert that notifies individuals of a marked individual, essentially making stealth and disguises impossible), and soul surgery (a procedure to check up on and improve on a soul's integrity. It is typically used to undo damage done by demonic deals.). The uses for these spells are incredibly niche and practiced under strict supervision by school prefects.   The more powerful dark arts spells include things like mind control, death marks (A variation of a truth mark that makes bystanders hostile to a marked individual, usually ending in their death.), and soul ripping, the forceful removing of a person's soul for the sake of powering either magic to reverse aging, automate undead slaves, or simply as a power source for a security grid.   The dark arts are kept under wraps, especially since magic is banned almost everywhere. The research into keeps bringing up life changing results that when applied could change Jeslore for the better. Most of the spells, especially mind control and death marks are almost unanimously seen as immoral and only taught to trusted individuals.  

    Example spells

    • Death mark - Make nearby creatures hostile to the target.
    • Soul rip - Forcibly remove someone's soul, allows for trading with devils.
    • Enthrall - Permanently enslave a mind. The thrall dies if the caster does if they do not have arcane defenses..
    • Break - Curse a target into experiencing adverse effects when using skills.
    • Banish - Sound someone to hell.

    Illusion

    Illusion spells are useful for stealth, but also in combat. Typically, an illusion spell can't hurt someone, but that doesn't make them any less threatening due to the potent intimidation effects. It's even usable for support, as most bard spells are illusions.   Illusion influence the mind and senses. When used creatively, illusion spells can be incredibly powerful, moreso than direction or dark arts.  

    Example spells

    • Bardic inspiration - Apply advantage to an ally in sight.
    • Numb - Disable pain processing.
    • Buzz - Induce intoxication.
    • Mortify - Induce fear.
    • Taunt - Induce disadvantage on an enemy.

    The College of Ulle'enne

    Mages in Jeslore have a terrible reputation, generally seen as selfish and dismissive at best, and completely malicious and dangerous most of the time. It turns out that this was because in the past, a mage would see another mage as competition and a threat to their research. This was caused mostly by the fact that learning magic is extremely frustrating, and studying it in isolation is an almost surefire way to contract a bad case of insanity. Either because of the cabin fever brought on by never leaving their lair, or the distrust built up towards other mages. Eventually someone working in these conditions will come to view any other person as a threat, and that is why in the past most mages have been an active threat to society. The stigma of mages being maniacs wielding incredible powers has mostly been reduced since the founding of the college of Ulle'enne.   To address the problem of mages going insane due to the working conditions that brought on paranoia, irrationality, insecurity, and a myriad of other mental problems, the high elves which were well versed in magic as the only ones of their kind in collaboration with refugees on the run from the empire, established a large campus in the north of Traupor and welcomed anyone seeking to learn about the arcane arts. It was, and still is, a state of the art educational institution that has rightfully earned its reputation as the heart of magical research.   The most important features of the college are all measures to destress the scholars on the grounds and keep their mental health in check. Ever since the college was established, the time to learn magic went from 80 years to 40, and the time to master it went from 200 to just 90. It boasts lengthy lectures on all 5 schools and the intricacies of casting magic, a colossal archive with copies of ancient tomes and research notes of mages of the past all translated and reformatted to make them readable for anyone, a full team of licensed psychiatrists to ensure the scholars remain in good mental health, an arcane laboratory to experiment, and a tight schedule of classes for scholars to follow and learn their desired school of magic in a timely manner.   It is the best place in the universe to learn about magic in a safe and controlled environment. It is a place with a low floor of entry, but a high ceiling of completion, and many scholars spend their whole lives studying here.   The college has modernized over the years with the help of arcane builders, keeping up with the times and by accepting off worlders in their school, it has made Jeslore the center of the universe when it comes to the subject of arcane arts.   Even during times of war, the college can keep its doors open. With some of the most skilled mages of the universe on this campus, any attempt at an attack has been unsuccessfull, and it still boasts an ancient security grid to kick things off. Over the years, the college of Ulle'enne, has begun offering other courses such as cybernetic engineering, robotics, archeology, and of course medicine.   The archeology department is an important wing of the college, as its archive is still missing a lot of tomes which have to be found in ruins all over Jeslore. Due to the popularity of the college and grants from governments such as the Seraph Warden Confederacy, the karrar states, and the nearby Hymekian hive society, as well as the assistance and sponsors from major factions such as DECTA, SEAL, the Drosden Fleet, and the RAR, the college is able to fund archeological expedition to locate what they need.  

    Exceptions

    There are some things that generally count as magic but aren't actually considered magic. The best example of this would be psychics. Being a psychic and deploying different psychic abilities doesn't consume magicka or anomalous energy. Psychics have a wide variety of abilities they can master:
    • Telekinesis - Psychics can uses telekinesis to pick things up using their mind. Skilled ones can pick up incredibly heavy objects or other people and throw them at high speeds.
    • Pyrokinesis - Pyrokinesis is the art of using ones mind to light things on fire.
    • Clairvoyance - Clairvoyance is essentially future sight. The more skilled a psychic is, the further into the future they can see.
    • Levitation - Levitation is the ability to hover. Skilled psychics can use it to either slow their fall from great distances or hover in the air slowly to reach objects normally out of reach. Though the most common use for levitation is a faux double jump.
    There are some other exceptions of super natural abilities that don't fall under standard magic use, but psychics are the most common example.
Type
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