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Seiðr

Seiðr magic is the manipulation of souls to craft spells. It differs in method of casting compared to other magic, and has its own side effects, but otherwise differs little in effect. Seiðr is the third oldest form of magic.

Side/Secondary Effects

Much like the traditional Runic magic, Seiðr magic takes a toll on the caster. Rather than the dissoution of the caster's body, Seiðr magic results in the corruption of the caster's mind. The intoxicating rush of the magic creates addictive tendancies, which eventually mold the mind to value collection of souls over their own wellbeing.

Manifestation

Seiðr magic often manifests as bright-green whisps of energy which smell like sulfur, crackle like fire, and produce a scream-like whine as it travels through air.

Source

Seiðr magic is drawn from the latent astral energies present in souls. When creatures die, there is a brief period of time where the soul is in a trasitive state as it heads for the Astral Plane. Instead of channeling astral energies through their mind, the Seiðr caster commands the energy in the transitive soul to obey their will, reorganizing itself into the spell required. After the spell is finished, the now-altered soul travels to the Astral Plane.   Seiðr casters can also temporarily store souls inside of physical objects, which shortens the frequency with which they need to collect.

Discovery

Seiðr magic was first discovered by the Seiðr Witches, a group descended from the First Men. Following the blessing of magic granted by Valus, the Traitor Angel, these witches discovered the astral energies present in the souls of animals they hunted. They began to use these souls, and their practice was frowned upon by the people of Mephalon, who practiced Runic magic.
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