Schools of Magic Physical / Metaphysical Law in The Brass Realms | World Anvil
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Schools of Magic

Many kinds of Magic

The brass realms are a universe with a variety of physical laws that differ from world to world.
Magic is the ability to utilize exotic energies originating from the Spirit World to change the physical world.
There are several distinct sources of power and they all have their up- and downsides for those that wish to use them.

The differences between the various kinds of magic discussed in this article are mainly important to the people actually living in the brass realm, as they need to know what they would give up in return for pursuing spellcraft and weigh the strengths and weaknesses of the various kinds of magic.
From an outsider perspective it is very simple: magic is costly and with talent and dedication comes greater and greater power to the practitioner.


The different kinds of magic are not necessarily in opposition but they often require entirely different skill-sets to master and as such individuals that have mastered several disciplines are exceedingly rare.

Mental influences: Magic requires a specific state of mind to make use of. Order magic requires an orderly mind, spirit magic one attuned to a higher force, nature magic a state of attunement to the essence of life itself.
To attempt to use magic without the necessary mental attunement and personal refinement is a quick path to madness for most. Those with the right mindset to practice one field of magic are rare, nevermind more than one.

Order magic: Sorcerers

Sorcerers, also known as 'Wizards', make up a large portion of magic users and are what most people think of when they hear the word 'mage'.
Sorcery is also referred to as 'Arcane magic' or 'Order magic'

Sorcerers gain their power from studying the flow of 'aether', a river of energy that originates from The divine Machine and flows through all mortal realms.
The use of aether requires rigorous training of the user's mind, and as such it isn't for everybody. Even the most basic of spells require years of dedicated study and a deeply logical, analytical mind.

Arcane Magic is very versatile and highly energy efficient, but since it requires every minute detail of a spell to be managed and controlled by the user's mind it is unsuitable for complex workings such as healing magic. However it excells at 'simple' application of energy and force, such as telekinesis, shield spells, beams of light, lightning bolts and at the very high end teleportation.

If a petitioner wishes to learn arcane magic they must apprentice under one already versed in the art or attend a school or college that specializes in such. This education is highly expensive, and thus is restricted to those with sufficient personal wealth or the right connections.
Many sorcerers are sponsored by a rich benefactor in exchange for signing work-contracts that guarantee their service once their education is complete.
Sorcerers are educated in history, astrology, mathematics and other forms of higher education.

Sorcerers grow in power by increasing their own understanding of the flow of aether and training their innate talent for its use. They also build wizard towers, places for them to store their accumulated knowledge and conduct experiments.
Wizards are highly valued by military officials and politicians as they do not answer to a higher power and thus do not have split loyalties.

Spirit Magic: Priests & Warlocks

Priests and warlocks together comprise the largest group of spellcasters in terms of sheer numbers. However under the umbrella of those terms are a great number of cults, religions and creeds, following a great number of different powers and gods that differ greatly.

Priests

Priests are well-respected followers of the divine.
The magic used by priests is also referred to as 'Divine magic' or 'Spirit Magic'

Priests are granted their powers by a higher power, specifically a well-respected Deity, powerful beings that hold sway over an aspect of reality.
Deities choose to empower their followers for a variety of reasons, but usually it is for those followers to be able to do the deity's will and to embody that deity's ideals. Naturally that means a Deity will empower only the most fervent, loyal and zealous of its followers before all others, as they have neither unlimited power nor are they reckless enough to grant power to those that do not deserve it. Deities are picky.
There are far more faithful than there are accolytes, and far more accolytes than there are proper priests.

Divine magic is limited in that every application of it is ultimately controlled by the deity that grants it. They are able to withhold this power from their follower at any moment and for any reason. A divine magic user will also excel only at the field where his patron is most powerful- a sun god will bestow his followers with light and fire for example. Nevertheless divine magic is exceptionally useful due to the fact it is near-universally well-suited to healing magic - more so than any other form of magic.
While divine magic exceeds at healing wounds it is often only partially effective against many illnesses. As a result, to cure many diseases most priests still need to study symptoms mix medicines to treat their patients.

If a mortal hears the call of the divine, they must join a church of their chosen god, study its holy texts and be taught its rituals and philosophy to become a priest.
Priests are educated in both worldly and spiritual matters as a matter of course. They are also often taught in personal combat, so that if the needs arose that the Priest be able to defend himself and his flock. As a result trained clerics are very capable.

Priests grow in power by being granted more power by their god. Primarily this is done by earning their favor theough their deeds.
It is also possible for a priest to become more powerful by deepening their understanding of the force their god embodies, but by doing this priests risk straying from church doctrine and into heresy. Priests that deviate too much from church doctrine or are convicted of great crimes are often declared heretics and warlocks and are cast out.
Priests are a vital part of any settlement as they are healers and scholars that advise and help the citizenry. Every village will want at least one Priest to aid and guide the community as well as heal the injured and sick, and to take care of the dying. Faith in the gods is also very wide-spread among the populace and priesthood is a widely respected profession.
However priests are beholden first and foremost to their Deity and religious structure above worldly authorities and are notoriously stubborn about being given orders.

Warlocks

Warlocks and priests are fundamentally the same. The distinction stems largely from the difference in reputation of the forces they follow and how they follow them. While priests study the divine and benevolent powers, warlocks follow those powers that have a mixed or bad reputation.
The term 'Warlock' is thus both an accusation and insult, more than a functional title. They often prefer to call themselves 'occultists'

Instead of drawing power from well-respected divines, warlocks draw power from beings and forces such as Elementals, Reapers, Malaci, Demons, Nightmares, Old Gods and more.
They attune themselves to these beings and the forces they represent, bond with them and make pacts with them in order to get them to use their powers on the warlock's behalf.

It is noteworthy that the powers and abilities granted by studying these principles and forces underlying the entirety of the brass realms can vary greatly. Granting the occultist the ability to throw balls of Hellfire, granting him brutish strength or turning him into a living metal statue; the effects of studying spirit magic can be incredibly exotic.
However spirit magic always follows a strong 'theme' based on what force the warlock studies or serves.

Warlocks are often less organized and well-funded than the priesthood. In order to become a warlock one needs to acquire occult lore, often from dubious sources. They don't adhere to any strict dogmas, except those imposed on them by the forces they follow.
As such warlocks are knowledgeable in matters of occultism and religion, as well as often subterfuge and deception in order to avoid official attention.

Warlocks grow in power by collecting occult lore, summoning envoys of their chosen power and attuning themselves to the great powers that dwell in the spirit world. This is difficult and requires many sacrifices.
Warlocks are a strange bunch, attuned to alien powers and afflicted with at least a measure of madness. They are notoriously unpopular with more religious communities.

Nature Magic: Druids

Druids, also known as 'Shamans', make up a minor portion of mages and are quite rare.
The primal powers used by druids are also referred to as 'Nature magic'.
Nature magic is actually a combination of order magic and the chaotic energies of life.

Druids gain the ability to use nature magic by being taught by a druidic master, , a being created from the vitality of an ancient place of life.

Nature magic is often underestimated, as it is often seen by the civilized species of the realms that nature is something to be subjugated by civilization. However the powers of nature encompass plants, animals, the weather and even the very ground beneath your feet and so are not to be taken lightly. Nature magic is capable of healing, as well as controlling the various elements found in nature such a moving earth or water or inducing rapid growth in plants.

To be chosen to become a druid requires that the aspirant find and convince a teacher. Usually this means being inducted into a druidic circle, which are however famously insular and not accepting of outsiders. Alternatively one can petition to enter the service of an Anzu or Dryad and learn the craft from them.
In either case, a druid must dedicate themselves to vows of serving ancient orders and convents, and is thereon bound by magical pacts to act as intermediaries between the wild and civilisation, protecting their sacred groves.

Druids increase in power by increasing their understanding of nature magic and being around sources of its power. Particularly druids cultivate sacred groves, places of power and serenity, where they can meditate to grow more in-tune with nature.
Druids are often outcasts in society, seen as agents of foreign powers, which is true.
However they are intermediaries between civilization and nature and generally are respected for their role in negotiating between the two, thus maintaining peace.

Alchemy: Alchemists

Alchemy is the art to use various materials found throughout the Brass realms and through various chemical and supernatural processes to refine them into a usable form.
Alchemists thus turn raw materials into usable potions, powders, vapors and oils. These items can be very powerful, but the ingredients required for the most useful of items are very sought-after and thus expensive, limiting its potential greatly.
Due to its versatility, almost all disciplines of magic practice alchemy in some form. Similarly alchemists usually also dabble in sorcery or spirit magic to supplement their craft.

Scholars dispute whether alchemists should count as magic users, as alchemy does not allow the user to cast spells. It is also derided by some as the weakest form of magic since it has the least direct combat potential. These individuals have never been on the receiving end of a Firebomb Potion.

Outside the ranks of magic practitioners, alchemy is a well-respected profession, whose secrets are jealously guarded by Guilds.
The guilds allow alchemists to become very wealthy but they guard their recipes and methods jealously, limiting the number of alchemists and binding the apprentices they educate into legal agreements that the guild uses its resources and influence to enforce.

Necromancy: Necromancers

Necromancers, also known as 'Blood Mages', are an absolute minority in most societies.
Necromancy is also referred to as 'Death magic'

Necromancers gain their power by drawing the life-force out of living creatures, either themselves or others.
This often comes easier to those that already have some training in another form of magic.

Blood magic is a lesser form of necromancy, mainly dealing in the transfer and use of life-force. Blood mages can sap and store the vital essence of living beings and use that to heal wounds or harm their enemies.
True Necromancy is the manipulation of the forces of life and death without the need for intermediaries.
It is often a potent tool for those unable to advance their studies of the magic arts otherwise. The dark arts allow for things that are otherwise impossible, such as raising the dead, resurrection or immortality. Necromancy also combines rather well with other forms of magic.

Knowledge about necromancy or blood magic is often destroyed whenever it is discovered. As such anybody who wishes to learn of necromancy will have to search far and wide for such forbidden lore or develop their own knowledge through experimentation.

Necromancers grow in power by devouring the life-force of other beings and acquiring more knowledge.
Whilst there are scattered cultures that accept blood mages as another form of healers, true necromancers are despised and persecuted in most societies they find themselves in, due to their habit of feeding on the populace for their own power.

Chaos Magic: Chaos sorcerers

Chaos Sorcerers, also known as 'Voidbinders', are an absolute minority in most societies. In Haven, there is only really one group of chaos sorcerers: Witches. Thus on Haven, Chaos Sorcerers and Witches are synonymous.
The magic used by Chaos Sorcerers is called 'Chaos magic'

Chaos Sorcerers draw their power similarly to sorcerers from an external force of energy, but rather than one of order they draw power from the pure chaos that seeps into the mortal world.
Chaos magic is extremely powerful, but is very difficult to contain and channel. Use of chaos magic often leads to collateral damage and corruption of the nearby area and the caster themselves, in the form of unnatural mutations. This makes it very dangerous to use near civilization. To properly control chaos sorcery requires an iron will and steadfast constitution.

If a petitioner wishes to learn chaos magic they must apprentice under an already existing user. However the art of being a Chaos Sorcerer can only really be taught by a Witch. All other knowledge of chaos magic is destroyed if found, and the witches don't write down their teachings.
In the unlikely event that a Witch will teach an apprentice, she will teach them about nature, spirits and animals in addition to their magical education.

Voidmages grow in power by increasing their own understanding of chaos and training their innate talent for its use. Some chaos mages also grow their power by spreading chaos, such as by harming civilization and spreading war and strife. Chaos magic conflicts heavily with sorcery (order magic), unless tightly leashed by an iron will.
Chaos Sorcerers are not very well liked, due to their use of chaos-magic and their close association with the witches. Chaos magic is a forbidden form of magic, making its use dangerous and unpopular.

Divination: Oracles

Diviners, also known as "Oracles" are a vanishingly small minority of magic users on Haven.
The magic used by Oracles is called 'Divination Magic'

The source of power that oracles use is not very understood, but seems to come from within the oracles themselves rather than an external source.
Divination magic allows the oracles to tell the future to a limited extent, being able to get glimpses and snippets of possibility.

Oracles cannot be made, they are born. Very rarely a child will be born with a blessing from The Fates, giving them the extremely rare gift of foresight. Why the fates do this is unknown. It is speculated that the visions the oracles receive also originate from the fates.

Untrained oracles are often unable to properly contol their talent, often being pulled into involuntary visions by casual remarks made in their presence. They also usually cannot produce visions with great amount of clarity, only producing cryptic rhymes and quickly forgetting their own vision once it has passed. All of these aspects can be improved with training, meaning a trained oracle can (mostly) control when their visions happen, gain much more tangible information from it and retain vague sensations and impressions afterwards.
No matter what however, the visions an oracle produce exhaust them greatly and cause them headaches, requiring them to take frequent breaks.
Oracles are of extreme importance. They are coveted by those in power and are at threat of being kidnapped and coerced to work against their will at all times, even in death they are often turned to oracle skulls to retain their talent beyond death. Many oracles seek refuge in monastaries or other churches or willingly submit to live in gilded cages provided by powerful organizations for safety and comfort.

Magic Overuse

Every Source of magic has its downsides, even if they are not readily apparent. Power always comes with a cost, and magic is no different. The over-reliance of a society on the supernatural is often inadvisable.

Arcane magic: Aether depletion
The arcane magic used by sorcerers is powered by aether. Aether is an ordered flow of energy originating from Mechanus that pervades every world in the brass realms. How much aether is available can vary between worlds.
If however there is too much drain on the flow, it starts to run out, with devastating consequences for the local area. Among other things, Aether is a necessary component for life.
A depletion of aether leads to decreased fertility and growth, and a complete absence of aether is fatal for nearby life, creating zones akin to irradiated wastelands.

Divine magic: Theocracy / Religious wars
With the increased reliance upon gods in daily life, their influence will necessarily grow. This is not necessarily a bad thing, but it can be, depending on the deity in question. A warlike god might rally their followers to war, against a rival nation or against the followers of another god.
A god obsessed with control might encourage his followers to overthrow the government and institute a theocracy, whether it is needed or not.

Spirit Magic: Thinning of the Veil
Warlocks and to an extent priests make use of powers sourced from the Spirit World. However the material realms and the spirit world are separated and are not supposed to mix. The material world is one of fixed rules, of laws and hard facts. The spirit world is a world of thoughts, emotions, dreams and nightmares.
Similarly to how an overuse of arcane magic can cause Aether depletion, an overuse of spirit magic can cause the border between the real world and the spirit world to break down. As more and more spirits empower mortals, the barrier becomes thinner and thinner, leading to an increase in the random manifestation of spirits and the spontaneous opening of portals into various spirit realms.
Eventually a thinning of the veil can lead to a complete breakdown of the laws of reality as the spirit world and the material world become one.

Alchemy: Scarcity
Alchemy is largely limited by the fact that it requires increasingly rare ingredients to produce more powerful products. If a resource is found that is both useful and common, people will rush to exploit it in order to become wealthy. Inevitably this is taken too far and the resource is depleted. Minerals are mined, creatures hunted to extinction and plants harvested to the last.
A society dependent on cheap healing potions will suddenly find itself in dire straits if the rare plant that allows their manufacture is suddenly beset by a fungus that causes the harvests of hundreds of farms to go bad.

Necromancy: End of Life
An overuse of necromancy will almost necessarily lead to the complete devastation of life on any world, as the out of control necromancers will devour all life in their bid for immortality. They will raise the dead to replace the living, even whilst they push their undead legions forward to harvest what little remains of the previous population.
Necromancy is a most powerful magic - perhaps the most mighty of all - but it is a power built on the backs of others and does not fundamentally require their consent to function.

Divination: Confusion
Oracles interfere with one-another. So, if people rely on them more and more and force them to make more and more predictions, instead of the future becoming more certain the opposite happens; the predictions get more and more skewed. If people don't rely on their own reasoning but instead rely entirely on the oracles, confusion reigns.


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