Magic in Tapestry | World Anvil
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Magic

Magic is, by its very nature, undefinable. This does not prevent many wizards from trying to define it as the manipulation of mana.

Mana

Mana is an immaterial ambient energy found in many areas. There are high mana zones and low mana zones as well as no mana zones and anti-mana zones. Mana comes from the uncertainty of Terra, where the closer to the elemental planes the more chaotic and uncertain the land becomes, which generates more mana. The Necropolis, a land without life, has no uncertainty and no mana.   There are many ways of manipulating mana. While most people can't cast magic spells, many people have some magical potential. This mana manipulation can be from birthright, such as orcish innate magic, or from a blessing to enact a specific power. These are always narrow in focus.  

Spells

Spells are a powerful form of magic. Broad and powerful options are available to those who can cast spells, though such power does need to be learned in order to be harnessed. The effects of spells are usually temporary.  

Arcane

People who learn magic through innate power and study use the arcane skill. A person must be gifted in order to cast arcane spells. There are many different types of arcane spellcasting but those that practice them can all be brought under the umbrella category of wizard. Wizard, as a term, is a generally protected title by a local guild or government. Independent wizards are often called witches or warlocks. Sorcerers are generalists with no special strengths or weaknesses. Elementalists have their powers tied to the elements and different kinds of spells will wax and wane as the planes come into focus, even the days of the week can effect their spellcasting. Mages are a type of wizard who hails from Magistan that divides their magical understanding into different schools of magic.  

Divine

Spellcasters that gain their spells through a divine source use the divine skill. Instead of using themselves as a channel for mana they use one of the Saints as a patron. While some believe or preach that divine spells come from the divine realm itself, this isn't the case as divine spells, like all spells, are equally effected by high and low mana zones. Saints have their own rules and ideals which divine spellcasters must follow otherwise their patron Saint may cut them off. There are as many kinds of divine casters as there are Saints, both for good and for ill.  

Necromancy

The divine skill specifically for the Church of the Pale Lady. This functions nearly the same as the divine skill but also has access to life and death magic at the cost of some other spells.  

Light

The divine skill for followers of the Holy Light. Spellcasters of light are halfway between divine and arcane spellcasters. They make a pact with the Holy Light and follow the Covenant's tenants.  

Primal

The skill of working with nature for mana manipulation and spellcasting. Druids of the Wyrmwood are the largest and many consider it to be the only organization that practices nature magic. Druid spells are strengthened in areas where nature flourishes and weakened in areas where nature is abused.  

Verse

The Bardic school of magic. Though less prestigious than other forms of magic it is no less powerful. Verse has a strong history in performance art, be it music, dance, or song. Anything with a rhythm can be used for Verse, as this is the means to which it manipulates mana.  

Dark Magic

Magic of an unknown source. Dark magic doesn't manipulate mana so it is not subject to high and low mana zones. Scholars believe its origins are from the dark worlds.

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Magic Skills

Who can cast what?


ArcanaDivineLightNecroPrimalRunesVerse
AttackYYYYYY
AugmentYYYYY
BarrierYYYYY
ConjureY
CurseYYYYY
DispelYYY
HealY
UtilityYYYYYYY

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