Magic Systems

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World of Aserra
Ki (or Chi)

Post by World of Aserra » Sun Aug 17, 2008 10:24 pm

Ki
Ki is a spiritual energy that exists in all things. It is essentially mana, but unlike mana the resource of ki is not depleted and can be regenerated through rest and meditation. It can be consciously manipulated and used for a number of purposes. Some individuals naturally have a predisposition to using one or more forms of ki, but it is an ability that anyone can use. Ki can be formed into three types; reiki, kenki, and touki. To assign a single word to each, reiki is peace, kenki is determination, and touki is rage. Each type of ki can be recognized by an aura to those attuned to seeing auras and can be sensed by those nearby.

Reiki
Reiki is calm spiritual energy that is most often used in healing. It usually produces a green aura (occasionally blue) and a person wielding it has a calming presence. To those with a natural predisposition to using reiki, a build up of positive ki is often brought on by positive emotions. Reiki has the ability to tranquilize the negative art, touki.

Mainly used for healing, reiki redistributes energy in positive ways, enhancing a body’s natural healing processes. Reiki cannot easily be used on one’s self, as one cannot introduce more energy than one’s body already has, but a reiki master can redirect the flow of energy to a wound or ailing area of their body. A person trained in reiki can produce a calming aura to disarm conflict.

Touki
Touki is a battle ki used to inflict massive amounts of damage to the enemy and inflict harmful, negative energy on others. Touki produces a red aura. While its uses are primarily aggressive, a few have learned to tame their touki and use it in martial arts without causing mortal wounds to others.

Kenki
Kenki is a powerful and disciplined battle ki used primarily for intimidation. It produces a dull yellow to bright white aura and is neither positive or negative. Great masters of martial arts exude kenki to thwart would-be-attackers from making a terrible mistake in challenging them. Kenki can manifest physically in the form of a strong wind enveloping the user.
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Ki (or Chi)

Post by Astrid Starwind » Fri Sep 19, 2008 2:29 am

So this is the mana equivalent for this world? if so it defeats the purpose of being a mage, sorcerer etc. Or is there something else that will be mana equivalent?
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Re: Ki (or Chi)

Post by J. M. Vincent » Fri Sep 19, 2008 8:10 am

Oh no, there will be mana! Ki is just another form of energy that will be utilized.
World of Aserra

Magic Systems

Post by World of Aserra » Thu Oct 30, 2008 5:56 pm

Magic

Magic is the means through which the world can be influenced using purely mental focus and energy. Most forms of magic can be learned by any individual possessing of the intellect and interest, though a few forms are limited by natural talent. However, magic is often regarded with fear and apprehension by the majority of Aserrans, as it can be dangerous in the wrong hands—be it due to malicious intent born of egotism or simple under-education in its use. A give and take is required for the use of magic, a sacrifice of energy in exchange for the desired effect, and depending on the source of this energy, it can be taxing on the wielder.

The energy used in magic can come from several sources, and forms of magic are divided based on the energy they utilize.

Mana Based
Mana based magic uses the natural energy of the world to fuel spells. Using this energy exhausts the caster the least, but can cause imbalance in the natural world, making flora and fauna wither as their life is sucked away. Soul Based
This magic takes energy directly from the caster’s soul to fuel their spells. This is the most personally dangerous form of energy to use because it takes longer to replenish the energy spent. Psychic/Mental Based
This magic uses mental focus to bring about the desired effects from spells and special abilities. This is the most difficult to use, especially in hectic or combat situations, due to the intense focus needed to utilize it.
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Discussion for Shamanism

Post by J. M. Vincent » Tue Nov 18, 2008 7:18 pm

Any questions, comments, or corrections regarding the Shamanism magic system should be posted here.
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Magic: Clerical

Post by World of Aserra » Tue Nov 18, 2008 8:41 pm

Clerical magic is a form of magic that relies mainly on the mental energy of the caster, but a bit on the energy of the soul. It is similar to shamanism, except that instead of channeling spirits, clerics channel the power of their god. However, it is a rather simplified version of shamanism in some ways as shamanism includes a number of other practices. Shamanism also requires much more effort on behalf of the caster as spirits are not so ready to oblige a shaman as a god is to his clerics.

Clerical magic is most commonly practiced by followers of the third generation gods, mostly humans, who become priests. While in many elemental races there are individuals who call themselves “clerics”, they rely on their own natural ability with elementalism rather than channeling the power of their god. In that way, an Idayn calling himself a “Priest of Idraen” is actually more of a mage than a cleric.

To use clerical magic, one must join a religious order, undergo training, and finally be recognized as a priest or priestess of a specific god. Once this is completed, the god which a priest follows will recognize them, and when the priest calls upon their god, their request will be judged by their god, and if found worthy, they will be allowed to use their god’s power. Individuals who make frivolous requests, or who have displeased their god by straying from their religious path may find their requests denied.

Clerical magic is most often used for blessings and healings. Depending on the size of the blessing (say, blessing an item or person as opposed to blessing a congregation or crop), a god may or may not actually intervene. In cases of small blessings, gods generally don’t waste their time in providing a cleric with any of their power. Instead, blessings may either have no actual effect (though, they may act as a sort of “placebo” to the one receiving the blessing), or may draw on the cleric’s own spiritual power—only requiring a small amount of energy in most cases.

When it comes to healings, gods are not willing to heal every little bruise or scrape a person receives, regardless of whether or not a cleric wants to heal it. Instead, healing magic is reserved only for serious ailments such as broken bones, fatal wounds, serious infections, and illnesses. Clerics may use healing magic at their own discretion, but most temples require donations to limit the amount of sick and injured people coming to them to demand healing. While it may not seem very charitable, it is necessary to keep from taxing the clerics and basically annoying their god. Most priests will do their best to help people in need, but they know they must be frugal with their healing spells.

Schools of Clerical Magic
There are several specific groupings of spells within clerical magic, though each religion has different spells, prayers, rituals, and rules. Not all religious utilize each school of clerical magic, but there is an underlying uniformity of clerical magic.
  • Healing
    Healing spells are one of the most sought after and familiar spells from clerics. By requesting their god to descend into them, clerics can direct the power of their god into healing. However, gods will not respond to every request. Healing magic is generally reserved for those who are most deserving, and for grievous wounds and illnesses. Gods will not bother, and frankly, be offended, if their clerics called upon them to heal every little scratch, bruise, and sniffle.

    There are other ways to heal others, though not as efficient or often as complete. Monks of Saeven are skilled in the use of reiki, which can be used to heal others, and occasionally an inexperienced person with a strong ki can use it as well. There are some spells in other magic systems that can be used to heal, as well as the use of certain herbal compounds and medicines.
  • Blessings
    Blessings are positive energy that focuses the power of a god or individual on benefiting others. True holy blessings are often done only in important circumstances and traditions—such as blessing a newly crowned king or blessing the land before a harvest. However, small, personal blessings provided to practitioners are not often granted with true holy magic, though the blessing cleric may transfer some good will from their own spiritual power that can act as a temporary boost to a person’s ego or luck.
  • Subjugation
    Subjugation spells are meant to sooth or calm those within its radius. When tempers run high, or if a fight breaks out, a cleric can cast spells that will subdue and relax the ones it is focused on. Under the influence of a Subjugation spell, the “victim” will feel lethargic and less aggressive. Typically, the spells are used as a last resort when a conflict gets out of hand.
  • Exorcism
    While exorcism can also be a class of magic on its own which requires spiritual power, clerics can use many exorcist rituals as well, but instead rely on their god’s power (though sometimes, their own spiritual power). Clerical exorcism relies on “holy” powers to break through dark magics. Many religions have rituals for dealing with hauntings, possessions, and curses.
  • Warding
    A rather small school in clerical magic, as most of their warding spells only apply to keeping things “unholy” outside of a barrier. Clerical barriers guard against evil spirits, committed followers of the dark gods, undead, and other things considered “evil” or “unholy”. Clerical barriers have a very narrow band of usage, and so are not as reliable as wards from other magic systems.
  • Curses
    Used solely by the religion of darkness, curses done by clerics are carefully crafted so that the rebounding curse will not affect the caster. Instead, the clerics use effigies to absorb all the negative energy of the curse to circumvent the rule of threefold.
Religious Orders
Clerics of Seasonal and Weather Goddesses
Clerics who follow the seasonal goddesses and the goddess of weather mostly assist in agricultural concerns. They bless the land, pray for good weather, bless crops, and heal the sick. Most of the work done by the temple is in farming communities, though their temples are based mostly in cities.
Spells
  • Blessings upon land at planting time to Areria or Glaeria and harvest time to Glaeria or Oleiria, usually done in groups of two to ten priests who visit villages near their temples.
  • Prayers for rain or sun from Draia, and prayers for gentle winters from Fria. These prayers are not always heeded by the goddesses, however.
  • Healing, specifically for farmers, to keep them healthy to work the land and provide for their families and the country.
  • There are some rituals for curse breaking, but they are rarely used.
Clerics of Saeven
Priests of Saeven have spells for healing, subduing, and blessings. There are monks of Saeven who reject weaponry and also practice martial arts, and there are priests and paladins who believe in honorable battle only when necessary. Monks use very little magic, but the priests and paladins readily use most of the magic available to them.

Clerics of Acoassa
Priests of Acoassa use very little magic, instead they devote themselves to legal matters of their home nation. They have a limited amount of spells for subduing and exorcisms, but they rarely dabble in healing and blessings. However, if a priest must heal someone, they can request Acoassa to grant them the power to do so, but there are no formal spells or prayers for healing in the Acoassa clergy.

Clerics of Erada
Priestesses of Erada use many of the same forms of magic as other clerics, but the way in which it is used is drastically different. While most clerics in other religious orders do most of their spells vocally, Erada priestesses cast their spells through soft whispers and physical contact combined. This can include kisses, embraces, and in special circumstances, sex, but much of their casting techniques, while intimate, are innocent. It should be noted that the usage of sex in spells is generally reserved for individuals who already have a relationship with a priestess, such as a husband, or an adventuring that they traveling with and have fallen in love with.

Clerics of Casril
Priests of Casril, the god of luck, specialize mostly in blessings that increase the luck of those receiving it. This is often sought by merchants and traders, and paid for with a hefty sum. Casril clerics have some limited knowledge of healing spells, but these are only used in emergencies.

Clerics of Essan
Priests of Essan and the muses actually use very little clerical magic, though they do have a vast knowledge of holy spells. Much of their time is spent in research, or in teaching others, and the most spell casting they do are blessings and prayers for muses to grant inspiration to artists and inventors who seek their help. In times of need, a cleric of Essan can be of use with holy magic, however.

Clerics of Darkness
The priests of darkness have a rather different use of clerical magic, often putting it to use for purposes generally deemed evil. In the Forsaken Land, priests do not follow specific gods, instead they serve the pantheon of darkness equally, calling upon each god as they see fit. They do have some healing spells, but these spells only heal what is necessary for survival and often leave scars as a reminder of the price paid for whatever led to their wound.

Curses are an especially strong suit of the dark religion, while exorcisms are not. As for blessings, they do provide some services, but generally not for the same purposes as light followers. For example, a warrior can receive blessings from Craseth, the god of war, from a cleric, or a pimp could receive a blessing from Suldra, the goddess of lust.

Subjugation spells are another commonly used spell, and they are far less gentle than they are for clerics of light. While a light cleric will make combatants relax, a dark cleric will simply strip their strength.
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Re: Ki (or Chi)

Post by Mana Apparatus » Mon Nov 24, 2008 11:13 am

Ki, spiritual energy, exists in all things. The nature of this energy is much alike to mana, save for the fact that the depletion of one's ki is not harmful to the environment, unlike the depletion of mana which deprives the environment from needed sustenance. While a majority of ki use must be trained to use it, the basis of harnessing one's energy can be used semi-consciously by a few. While many types of ki exist, for game purposes there are three main categories in which Ki is divided into. Reiki, known amongst the new agers as healing thoughts, channels positive ki to help heal injuries and remove bad ki from being harmful to the one afflicted. Reiki, a calming art, has the ability to tranquilize Touki, the aggressive art. Touki, the second art, is battle ki, used to inflict massive amounts of damage to the enemy and inflict harmful negative energy on others. While it's uses are primarily aggressive, few have learned to tame their Touki and use it in martial arts without causing mortal wounds in others. The final type of ki is Kenki, another battle aura, it's primary use is intimidation. Great masters of martial arts exude Kenki to thwart would be attackers from making a terrible mistake challenging them. Kenki can manifest physically, causing a sort of wind to envelope the user.
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Discussion for Shamanism

Post by Alera Tai'var » Sun Jun 14, 2009 5:59 am

Some thoughts on shamanism:

I'm not sure how you were picturing it, but I was hoping to distance us a bit from ROLW shamanism a bit and shape up the concept that you are throwing yourself on the mercy of a being who could be ignoring you and doing their own thing. I read a series called the Obsidian trilogy where mana was this sort of living thing and every time you cast a spell, you were writing a contract with the universe. Similarly, I picture shamanism having less emphasis on burning personal power for favors and more about striking a deal with the spirits. You make a request and they fulfill it, but only if you are willing to do something for them as well. It might be related to their element, but the two major elements I see as setting shamanism apart from other forms of magic is the method with which you pay for your spell and less control over exactly how it is produced (the spirit takes the request into consideration and makes up the rest-- a good shaman knows how to be particular for more spot-on spells).

The price for an every day spell would rarely be consuming, but the more desperate the spell, the higher the price. If you are asking a spirit to save you from something very large and dangerous, then they will charge a high price to provide you that solution and that cost is non-negotiable. Breaking contract ensures that the spirit you summoned will never fulfill a request again.

This might be difficult to role play, but I really do think that we need to recognize that spirits are not (or shouldn't be considered) just like any other spell. They have their own mind, previous existences, and are not necessarily capable of interacting with the world without a shaman. The shaman is basically throwing him or herself onto the mercy of other beings here, just as clerics are. And, in EKD, even the evil spirits were awfully nice when it came to just showing up when called and doing what they were told. Never made sense to me. Especially since the spirit could probably do some pretty nasty things to a mortal. If they can deny a shaman, then they mine as well get something done with their favors.
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Magic

Post by J. M. Vincent » Mon Jun 15, 2009 12:25 am

We've compiled a list of upcoming magic systems which we will be trying to work on as quickly as possible. They are organized under the power source they come from, and as you'll notice, most magic comes from soul energy.

Mana is actually incorporated in casting a lot magic, but only a small inconsequential amount, mostly from the mana within the caster, like a catalyst. However, it doesn't cause any damage to the surrounding world.

Shamanism and Clerical are both magic systems we're all very familiar with, and quite similar, except whereas a shaman requests the help of spirits to cast spells, a cleric requests the help of their god. Technically, it works in the same way, only with different focuses.

Psychic energy has numerous sub-classes beneath it, which are all abilities that come directly from the mind. I suppose much if it might fall more under "ability" than "magic", but we'll see.

Elementalism falls under soul energy as the souls of the elemental races are basically elemental spirits, and spirits use their own souls to fuel magic.

Witchcraft is similar to sorcery, but takes it in the opposite direction, which moves more toward nature than away from it. There are many spells witches can employ that you might attribute to sorcery.

Fae magic is the magic used by faeries, and can be used by some others, especially changelings (half-fae children switched for human children by fairies). Fae magic is illusion heavy.

Enchanters focus their soul energy into items (such as swords).

Soul burners are a form of magic users that could be described as primal, passionate, and fierce risk takers. They pour all their energy into powerful spells that bring them to the brink of death (which can easily become the death of them), but to awesome effects.

Exorcists and Cursers can be considered two sides of the same coin. Cursers are not just people that throw around minor curses, like unholy clerics, but they are truly, undeniably evil and vile individuals who can cast awful curses, and to avoid the rule of threefold, they use a curse slave--an unfortunate individual--to suffer the effects of the rebound of the curse. Exorcists on the other hand, not necessarily affiliated with any religion, have the power to undo these curses, but they also deal with spirits, undead, monsters, demons, and other troubles. Exorcists in this respect are more similar to those of eastern history who were more of monster hunters rather than Catholic priests, to whom exorcism is one of many skills, that we might be more familiar with in the west. However, like the Catholic church, many priests in Adun will be familiar with exorcism spells along with other skills.
(Rone from EKD might better be fit into this form of exorcist rather than being a cleric.)
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Discussion for Shamanism

Post by J. M. Vincent » Mon Jun 15, 2009 1:16 pm

Needs serious work. We'll have to find a way to fit it into our schedule. There may be some similarities to what we used in Lodoss, but it won't be the same.
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Re: Magic: Shamanism

Post by J. M. Vincent » Tue Jun 16, 2009 2:52 pm

Shamanism is complete, for now, and nothing like Lodoss' shamanism! It's much more akin to what shamanism is in the real world, or at least, in mythologies. You will see that it draws a lot of reference to Native American practices.
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Magic: Witchcraft

Post by World of Aserra » Tue Jun 16, 2009 3:48 pm

Witchcraft
Witchcraft started as a naturalist movement within the sorcerers several hundred years ago. Amongst many younger sorcerers and more spiritually aware masters, the abuse of mana concerned them, and they began to distance themselves from the rest of the sorcery community and sought new ways to use magic. While one sect of sorcerers were content use mana and damn the consequences, others settled in the lands that became Emkal alongside the Nafod and began to develop ways of using the awesome power of sorcery with minimal damage to the environment. A larger sect, however, chose to seek different ways of using magic.

The split came gradually at first, but then there was a sudden separatist movement away from traditional sorcery and toward protecting nature. Sorcerers recoiled at the sudden departure of students with their secretive teachings, thus beginning a centuries long feud between sorcerers and witches.

Witches, realizing that the powerful words of Archanist kept utilizing mana energy, had to learn to cast their spells without using precious mana. In time, witches began to utilize soul energy, a more ecologically friendly magical energy source. As this energy drew directly from the witches themselves, its non-destructive nature was greatly appreciated.

Schools
After parting ways with sorcery, witches adapted three of their schools (ward, attack, and summoning) to replace sorcery spells, but also added several other schools of magic (glamers, herbal, and faunial). Witches categorize their magic based on how they see the world; bluntly put, women are the creators and men are the destroyers (though they would prefer not to use such vile terminology for their work).

The feminine schools focus on defense, being primary towards keeping the world safe. Summoning, which can conjure creatures to protect nature; Warding, which can create barriers to defend against intrusion; and Herbal magic, which can heal plants and use the flora in the area to aid the witch.

The masculine schools focus on offense, fighting back against the invaders who would damage nature. Animal magic, which helps the local fauna defend their own home and protect the witch; Attack magic, which obviously has aggressive spells; and Glamers, taught to them by fairies, which give the witch the ability to shape the surroundings and themselves to look more fearsome and imposing, thus protecting nature through people’s fear of what lies within the wilderness.

Practitioners of Witchcraft can use any school, regardless of their own gender. They are encouraged by the High Matriarch, or High Patriarch to not see the division of the sexes, but to realize that in nature, just like magic, there are masculine and feminine aspects to be adored and revered.
  • Warding
    Much like the warding school of sorcery, except for the source of the magic provided. One can create barriers and nets of magic for defensive purposes.
  • Attack
    Again, much akin to the school of attack magic in sorcery, the only thing that changes is the source of power, and what is being protected with attack magic. Witches generally use this magic to defend nature, and not against it, or using anything to harm it. In witchcraft, their spells are more targeted, rather than having an effect on the area.
  • Summoning
    Taken from sorcery, this school involves the summoning of other beings from anywhere. However, witches are more limited in their summoning than sorcerers, and usually only summon magical creatures that would defend them and nature whereas sorcerers will summon anything they want. They will not summon angels, demons, and the like as they prefer to stay grounded in their own plane.
  • Herbal (aka Floral)
    Herbal magic is unique to witches and is an ability to affect flora in many different ways. Witches can grow, cross-pollinate, and as such, create new plants using this floral magic. Using this medium, witches can also create constructions and plant guardians via this magic, as well as identify poisonous plants and edible vegetation. The uses are not limited to above mentioned, either.

    As a witch’s understanding of the flora in the area advances, the witch can use this knowledge to help farmers with their crops, increase potency of medicinal herbs, and even defend the land using something as simple as grass. This magic has its limits, however, as certain plants simply will not grow in certain areas. Witches must depend on the local and native plant life of the region they’re in.
  • Animal (aka Faunial)
    Animal magic differs from herbal magic in the way that it is applied. While herbal magic can be used to cross-pollinate, animal magic does not allow the witch to make two different species mate with each other. However, the witch can increase the potency of certain dominant or recessive genes within the animal, causing it to alter slightly. This can create different and more dominant species in the area, allowing for the animals to fend for themselves and rise above other species. An example would be making cattle more hardy, or a dog’s nose more sensitive to smell. Master witches can even make individual animals more intelligent and sentient, making for good companions.
  • Glamers
    Glamers were adapted from fae magic, which is heavy on illusions, but unlike normal illusions that trick the eyes and phantasms that trick the mind and senses, glamers can be used to change a person’s physical appearance completely. Much akin to shape-shifting, but without the painful bone-popping contortions of a physical transformation.
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Re: Magic: Shamanism

Post by Astrid Starwind » Tue Jun 16, 2009 11:46 pm

oh...welll in asia we practice or use to practice shamanism as well. It forms part of everyday myth and customs etc. I like this shamanism much better then the ones used in ROLW. I think when you do become one, you dedicate your life to practicing it, there is no time to be dormant.
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Re: Magic: Shamanism

Post by Alera Tai'var » Wed Jun 17, 2009 7:25 am

I follow the shapeshifting abilities quite well.

1) For regular calling of spirits, are the effects to be similar to the EKD summoning? It works differently, I see, but this doesn't necessarily discuss the end result or the range of possibility. We have the elemental spirits, so I'd imagine calling forth the spirit of fire will allow you to ask for a fire attack or some such. Are there other spirits beyond elemental ones? Would shamanism also allow someone to communicate with spirits of the dead, like ancestors?

2) Channelling: What is the ultimate result here? You bring the spirit into you, and then...? Does the spirit possess you and do do its work through you, while you are almost a casual observer in your own body? Is it a team effort? Does the spirit reside in you and lend their power? Maybe an example would help here. I channel the spirit of fire into me successfully. How am I capable of doing it and what advantages does it give me? Any disadvantages beyond being tired afterwards? Is it generally a more potent method, as opposed to just calling forth the spirits normally?

3) Totems are your spirit guides. So how much interaction does one have with them? Only when you work in a shamanistic fashion? Or do they guide more than just shamanic activity? Can you speak with them, perceive a recognizably consistent spirit guide in your vision? Do they have more specific names? I've seen this done in a way that was equivalent with a cleric sort of thing, where they are something you pray to from afar and otherwise don't interact with, and I've seen it done as if its a constant spirit companion, one you could even have conversations with and see walking along side you, though no one else notices.
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Magic Index

Post by J. M. Vincent » Fri Jun 19, 2009 12:06 am

Clerical overview is complete, for the most part.

I'm not entirely sure what to do with priestesses of Erada magic wise. I wanted to be naughty and do some sexual healin' for them, but I think that might just be too contrived.
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Re: Magic: Clerical

Post by J. M. Vincent » Fri Jun 19, 2009 7:25 pm

Zuku Ari-Ari Kika wrote:Clerics of Erada
Priestesses of Erada use many of the same forms of magic as other clerics, but the way in which it is used is drastically different. While most clerics in other religious orders do most of their spells vocally, Erada priestesses cast their spells through soft whispers and physical contact combined. This can include kisses, embraces, and in special circumstances, sex, but much of their casting techniques, while intimate, are innocent. It should be noted that the usage of sex in spells is generally reserved for individuals who already have a relationship with a priestess, such as a husband, or an adventuring that they traveling with and have fallen in love with.
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Re: Magic: Shamanism

Post by Mana Apparatus » Sat Jun 20, 2009 2:51 pm

1)
  1. The effects are different, depending on what spirit is summoned. Yes, if you channel a fire spirit you get a fire attack. That much should be fairly straight forward.
  2. There are other spirits besides elemental spirits. Most other spirits, animals and the like, usually choose to move on with their reincarnation process, so it's rare to have animal spirits around, lest they have become akin to youkai in Japanese mythology. While Jess and I haven't discussed this area, we'll give you an answer later on if such a thing will be implemented.
  3. Yes, a shaman has the ability to communicate with the spirits of the dead, and even channel them if he/she sees fit. Most great ancestral spirits realize that it's their duty to stay behind and help those further down their line, but often their true reasons for staying behind remain unknown to the shaman, despite how much prodding the shaman will give. Older spirits have more secrets, and are more guarded than new spirits.
2) Channeling allows the shaman to utilize the skills of the spirit. The Spirit itself takes over a portion of the shaman's body, and if the shaman is weaker or inexperienced, then the channeling process can turn dangerous, the shaman could very well become the puppet of the spirit that they have channeled. Usually, great amounts of self-control allow the shaman to "use" the spirit, limiting it's influence over their body. You cannot call the spirit without channeling it. The spirit resides within you for a short time and allows you to use it's power (if your will exceeds theirs). Some spirits require coaxing and promises on the part of the shaman, such as doing the spirit a favor after it's given you your help.

Using your example of the spirit of fire being channeled into you: (How are you capable of doing it) As a shaman matures and masters their arts, they gain the ability to have a greater capacity to channel spirits. This allows the shaman to cushion their body and mind from the stress of housing two spirits at the same time (their soul and the spirit that they are channeling). The advantages (and disadvantages) change from spirit to spirit. Channeling a fire spirit will leave you weak to water magics, but give you tremendous advantage over other magics like earth and wind. If this were a pen and paper RPG with a bit more control over stats, I'd say that the fire spirit would increase your physical strength (rated by it's destructive power) but lower your physical defense (considering it's consumption rate).

After the spirit leaves your body you'd be tired, but more disadvantageous than that, you'd still have the elemental weakness and the drain to your physical defense for a short time (an hour or so). Summoning multiple spirits in short time would leave you with multiple minuses.

3) A shaman's interaction with their spirit guides is daily. Once a day you pay tribute and homage to your spirit guides, outside of giving them thanks for when they help with your channeling of other spirits. If you require direction, then the shaman goes into a meditative trance where they are able to reach out and listen/interact with their spirit guides. As a shaman's relationship with their guides increases and further develops, the spirit guides constantly stay along side you, the shaman, or rather, your awareness of them increases to the point when you realize that they are always with you. With some practice, the shaman need not enter the meditative trance to communicate with their spirit guides.

I hope that clears up your questions.
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World of Aserra

Magic: Soulburning

Post by World of Aserra » Thu Jul 23, 2009 3:23 pm

Soulburning is an application of magic using spiritual energy that is utilized by individuals in the outer fringes of society. There is no formal school of soulburning, as it is an entirely self-learned style of magic, practiced almost entirely by individuals considered outcasts and miscreants, and who are, often times, rather insane, if not desperate. They use their own soul energy for the sake of performing magic and supernatural feats, which include increasing their own strength, agility, or stamina and to shrug off massive damage, heal themselves, or weave intricate “spells” that go off like wildfire and consume everything in their path.

Soulburners are masses of chaotic energy, which lulls and rises in no specific periods of their life. Certain lunar peeks give them more power than others, while others reduce it to a point when even the simplest of tasks are out of reach. This doesn’t mean that they are without danger; soulburners can burn away all of their soul in one shot if they’re not careful, leaving nothing no soul to pass on and reincarnate.

Spell casting is achieved through generally normal means, but soulburners care more about achieving their desired effect than worrying about the collateral damage and the damage to themselves (so long as they’re still alive at the end, at least... sometimes). Soulburners generally go through a process of Focus > Speaking > Visualization > Release. First, the soulburner must focus their energies (which usually just means setting up how “big” the spell is going to be. The second step requires a spoken incantation, which is generally in their native language, which is like an incantation, only shorter, like shouting “fireball!” The third step is the visualization of the effect, i.e.; a fireball. The fourth step is release. Some soulburners seem to disregard focus, speaking, and visualization steps, but they just work faster than others. Others neglect to speak the spell, and instead only focus, visualize, and release. This magic is not a defined form, as it is generally self-taught, soulburners tend to find the way to cast that is easiest for them.

Soulburners in Religion
The gods are not fond of soulburners, because they they abuse the power of their soul that the gods have given them, and put themselves at risk of destroying that soul. As a result, clerics have some mixed feelings about soulburners. Some priests may find it to be their sacred duty to either destroy, or try to “fix” any soulburners they come across, while others are content to leave them to their own devices rather than get caught in the maelstrom. In more compassionate religions, clerics may desire to help younger soulburners find a better way to live, or stay out of the path of older, less trainable soulburners. To most religions, however, soulburners are considered heretics for abusing their god-given gift.

However, some churches may employ soulburners as harbingers of great destruction to increase the faith of their followers. Other churches may use soul burners as heretic hunters, employing them to seek out and destroy others of their like; at least they would destroy one heretic, if not both in the process. A soulburner could also be convinced to destroy the opposition as well; a temple of a light god could send a heretic into a temple of darkness to devastate their enemies. Though the collateral damage would be massive, good would still triumph and take out two birds with one stone.
World of Aserra

Magic: Cursers

Post by World of Aserra » Sat Aug 08, 2009 9:02 pm

Cursers are the foulest of the foul in the world of magic in Adun. Not even necromancers in their greatest and worst could compare to the foulness of the Curser line of magi. Curse magic is generally taboo in the magic circles of Adun, due to the repercussions involved, though there are many forms of curses and their usage, from common curses uttered in anger by the common person to the carefully honed curses of the Priests of Darkness, the actual class of Cursers stands alone, both in style and vileness.

Many theories speculate on the Cursers’ origins. Some state that a fallen god or goddess became the first Curser, and their spite is what carried their foul art through ages of misery. Another thought is that the Cursers were born of a god-cursed woman, and the first generation born of that woman wanted reprieve from their curse, and thusly learned the most foul art to protect themselves from their original curse. Though either could be true, the origins of Cursers remains a mystery, unknown even to the gods. Their origins, like their art, remains clouded in mystique, foul magics, and even fouler people.

The Cursers began at some point as a familial cabal, and after that, only the few who could dare become something quite so foul sought to join their ranks, which was rare. The Cursers were, and still are, an extremely cautious people. They obscure their movements, their arts, and their locations with foul magic that not even the gods dare pierce or face their foul curses themselves. Cursers can and will curse anything that dares impede on their privacy. Once every quarter of the year, the heads of the Curser cabals come together for a sort of mass where they compare their various “fortunes” that they have gained; it is a forum for bragging where the Cursers speak of their foulest deeds.

Cursers usually practice their craft by commission; meaning that if someone is desperate or despicable enough to require the services of a carefully honed curse, they can arrange it with a local cabal, often for a large sum of money. Cursers, of course, will readily curse in vengeance for any number of slights, but to hone their skills, they may simply look for a reason to curse someone. Someone bumping their shoulder on the street, a meal prepared not quite to their liking, a glance, or a misunderstood statement could all be considered curse-worthy by a Curser who is looking for a bit of practice.

A curse is cast by ritual, which involves an utterance of words, accompanied by sigils and icons and various paraphernalia, but most notably, a curse puppet. The curse puppet is a person—usually some unfortunate soul who has been snatched up or lured by the cabal, or provided by their patron—whose entire purpose is to absorb the rebounding curse and suffer the consequences of the rule of threefold which plagues Cursers of all forms. Curse puppets suffer horribly, especially considering how complex and vile the curses can be. Blood is also an important part of the ritual, and there is usually a bowl of blood from both the Cursers and the curse puppet, but predominantly from the latter. When the curse is cast, the puppet is either held above or laid under the sigil or icons. A curse also generally requires a component of the victim; a lock of hair or other body part, a familiar item, a bit of grass or soil from a region, or some important item to a bloodline.
World of Aserra

Magic: Exorcists

Post by World of Aserra » Thu Aug 13, 2009 4:27 pm

While many churches of light have exorcism spells and rituals, the singular magic school of exorcism stands alone. This class is generally not affiliated with any gods, or even the aspects of light and darkness or good or evil, though they tend to lean towards light and good. Regardless of tactics employed, exorcists are a breed of spiritualist which believes that the living realm does not need to be affected by the dead, and more so, the evil influences of ill-meaning spirits.

Exorcists do not have no formal school to teach their arts, but there is a council of masters who regulate exorcists across the continent, and provide a network of support and information. In Kalesten, there is a humble temple in the foothills of the Perdraser range that exorcists consider a “home base”. Exorcists usually take students on the wing though; if they find someone who has the interest and potential to follow the craft. Individual exorcists are often either wanderers who travel the populated regions of the continent to help as many people as they can, or chasing after some spook (such as a vampire) that has eluded them. Otherwise, many exorcists chose to base themselves in or near a major population center so that they may help the locals deal with any renegade spirits.

Exorcists use sutras and steel to expel wicked spirits from the afflicted area. Some exercise breathing techniques and martial displays to “draw” spirits out of the area to vanquish them, while others utilize long, undulating vocal sutras and meditation. Tangible undead, such as vampires and animated corpses, are also an enemy of exorcists, which is where their martial skills come in handy. Practices of some exorcists have a rather forceful approach to things; they are heavy-handed and seek to rid the world of influence from the other world.

While not evil, they don’t appreciate the gods interfering in mortal affairs and will attempt to expel them if they dare cause too much influence. Gods can be exorcised, but it takes a tremendous amount of spiritual energy to do so. Once exorcised, a god cannot easily cross back over into the prime material plane without going through a birthing process (IE; being born on the plane of men).
World of Aserra

Religions [To be revised]

Post by World of Aserra » Sun Sep 06, 2009 5:11 pm

Adun is a world that has been actively shaped by it's gods, so very few find it hard to to disbelieve their existence. Instead, most people are content to worship a handful of gods, and acknowledge the existence of many others. The majority of Adun's humans worship a pantheon of the Gods of Light, third generation gods who each fill a certain role in the lives of the people. Most of the elemental races worship only their patron god, and acknowledge and respect the rest. Inhabitants of the Forsaken Land follow the Religion of Darkness, honoring all the gods of Darkness; Ispa and her children, at once. Still others chose to devote their faith to honoring the Dragons, massive, intelligent reptilian beings that serve the gods, or live alongside them. Some worship the spirits of the elements, unaware of the gods that guide them. Few have lost faith in the gods, instead placing their faith into what they know is real.

Religion of Light
Religion of Darkness
Elemental Religions
Dragon Worship
Shamanistic Religion
Atheism & Agnosticism
World of Aserra

Re: Religions

Post by World of Aserra » Sun Sep 06, 2009 5:12 pm

The Religion of Light, despite it's name, focuses on worship of the third generation gods rather than Idraen, the God of Light himself. While he is considered the king of the gods, he is only honored by humans, not directly worshiped. Instead, they find all the gods they need to pray to in the third generation.

Not all gods have their own temple or clerics, but some of the major holy gods do. The temples are listed by importance to the people who worship at them, and may be added to as new gods are added.

Temple of the Seasons and Weather
Fria, Areria, Glaeria, Oleiria, Draia
The most prayed to gods are the Goddesses of the Seasons, and the Goddess of Weather, a thus, they have temples scattered throughout Kalesten and Thiskel. The main temple to these goddesses is located in the Chawoven Valley, near the foot of the Gayntos mountains, one of the most fertile regions in all of Kalesten. Here, young men and women who seek to become priests—mostly children of farmers—come to learn.

Most of the education provided is on farming techniques and how to work the land, but from a more mystical stand-point they also learn many chants and choruses to bless the land and call for the blessings of the goddesses. After finishing their education, they are often assigned to a temple of their choice, though some chose to travel around before finding a place to settle down.

Farmers are the most common parishioners to the Temple of Seasons, and the temple hosts many seasonal festivals for planting and harvest time. Many nobles also visit the temples to pray on behalf of their people, as a good harvest benefits all.

Temple of Serenity and Peacekeeper’s Synagogue
Saeven
The followers of Saeven have two different sects and two different interpretations of their god’s will, thus having separated into two churches. While some believe that Saeven’s advice is to be completely pacifistic, or mostly pacifistic, others believe that for peace to be maintained that violence is a necessary evil and use it sparingly.

Clerics of the Temple of Serenity are pacifistic, though they do have a purely defensive form of martial arts that they say is used mainly to train body and mind, but is also often implemented in self-defense. Their fighting style turns the strength and power of an aggressor's attack against him.

Clerics of the Peacekeeper’s Synagogue believe that peace must be aggressively pursued, defended, and that those suffering oppression must be liberated, sometimes by force. While diplomacy is the first option in avoiding or ending conflict, there are times when one must fight against oppression to achieve peace. Peacekeepers train both the mind and body, and are often skilled in the use of heavy armor and weapons, though they may rarely use them.

Priests and priestesses of Saeven place little value on possessions and believe that peace and happiness is found within, not through what one owns. As such, their temples are modest and spartan, and their possessions limited to the most simple robes and necessities. They also are in search of knowledge, as they believe that being able to understand one's enemies and exchange of knowledge can disarm a hostile situation.

Holy Court of Acoassa
Acoassa
The temples dedicated to the goddess Acoassa are most commonly used as courthouses in large cities throughout Thiskel and Kalesten. Priests both study here, and provide their services in upholding the laws of the nation by overseeing trials.

There is no home temple to all of Acoassa’s clerics, instead there are independent temples, or collections of temples, throughout each nation. For nearly every nation there is a main temple of Acoassa where anyone who wishes to become a priest can learn the law and train. As each nation has it's own set of laws, it is much easier for the temples to coexist with the government when they uphold the laws of that government without bias.

Temple of Love
Erada
The Temple of Love is the place of worship for Erada, the goddess of love. There are numerous shrines and temples to Erada in each nation, as they often provide their services for matchmaking and officiating weddings. The clerics themselves are strong healers, and use the power through touch. Erada followers are passionate, romantic, and caring people. Their definition of love is not always limited to the romance between a man and a woman, and can take many forms, from as innocent as the love of a family, to what could even be considered as debauched as polyamoury and homosexuality. As long as there is love though, a devout follower of Erada finds it to be pure and beautiful.

Temple of Fortunes
Casril
Though for most, Casril is a lowly ranked god, a few nations and cities that are heavily trade-reliant have enough loyal parishioners of Casril to warrant a need for temples. The cities of Gites, Serdenaugh; Coom and Dashy, Agenom; and Shiz, Ertia are home to rather elaborate temples to Casril. Followers of Casril are often merchants seeking divine intervention to better their revenue, or anyone who wants to make more money.

Temples of Knowledge
Essan and the Muses
Essan is the head of his own little pantheon of Muses of the Arts. While in general, Essan is devoted to knowledge, beneath him are twelve main minor goddesses, or major muses, and beneath them are hundreds of lesser muses. Essan actually gets very few prayers, instead people pray to each of the twelve major muses as they wish for inspiration. The Temples of Knowledge, however, are dedicated to Essan’s name, and clerics are versed in many forms of knowledge, innovation, and art.

Temple of Fate
Fates Niariss and Uvesa
The Temple of Fate is devoted not to a religious worship, but the practice of oracular abilities. Oracles have no special magical gifts granted by the Fates, but instead they work to hone their natural abilities. Oracles are individuals who have the ability to interpret the will of fate, speak for the gods, and affect probability to a degree. Those who visit the Temple of Fate go for advice, and most commonly those that seek advice are leaders of nations or armies, and sometimes clerics of other temples.
World of Aserra

Re: Religions

Post by World of Aserra » Sun Sep 06, 2009 8:20 pm

Religion of Darkness
Mainly only followed by Forsaken Landers, the Religion of Darkness is the worship of Ispa and her children. This includes:
  • Craseth, God of War
  • Sai’ras, Goddess of Chaos
  • Suldra, Goddess of Lust
  • Belal, God of Corruption
Among other gods (ie; yet to be created). One of the major differences between worshipers of darkness and worshipers of light is that the Gods of Darkness are worshiped together, whereas light worshipers often chose one patron god from the pantheon. While individual gods are beseeched when their help needed, most human worshipers of darkness regard often as a group, and worship is attended in the same temple, which has smaller shrines to each dark god. However, some groups and individuals do chose a patron; for example, the Danaij’vai are Craseth’s people, and thus, they follow him before other gods. Prostitutes will be more likely to pray to Suldra, and warriors to Craseth, but in general, the people of the Forsaken Land have a more united concept of their gods than Light worshipers. However, darkness worship on Thiskel or Kalesten is often limited to one particular god.

Clerics
Temples of Darkness recruit many priests and priestesses from human, Danaij, and Asath populations in the Forsaken Land, but the temples are mostly run by Danaij. Clerics of Darkness are recruited between the ages of 15-21 and after about three years studying as an acolyte, they are raised to a priest, which includes rituals to honor each god that include live sacrifice, sexually deviant acts, and social—and sometimes literal—backstabbing of peers as they vie for top positions in their class. After their initial raising, there are ten further levels in the clergy.

Clerics also are able to cast many evil spells, and can heal, but their healing spells are painful and cause scarring. The healing spells are meant as a measure to save lives, but they also remind those healed that it came at a cost.

Followers of Darkness
Forsaken Landers have little choice in religion; often it is follow the dark gods or die. Those who disobey are often sought out by their neighbors, government, or the church itself and made an example of. The Church of Darkness takes great joy in seeking out heretics and punishing them. While some worship out of fear, others follow out of pride and actual faith.
World of Aserra

Elemental Religions

Post by World of Aserra » Fri Sep 11, 2009 1:30 pm

Elemental Religions
The religions followed by the elemental races are based around the adoration of their patron god, whom created them, and a respect for other aligned gods. Worship of their gods is not much like the worship of humans to the third generation gods. They pray only when in desperate need for guidance, and they instead honor their god not by attending mass, but by respecting their environment and aspects of their element.

Air – Zelan
The Zaedyn, the avian race, worship Zelan, the God of Air. To honor Zelan, the Zaedyn are stewards of the skies.

Water – Maris
The Mariel, the aquatic race, worship Maris, the Goddess of Water. Maris is also worshiped jointly with Entra by the Marfod. The Mariel are stewards of the oceans of Adun.

Fire – Alaezo
The Asath worship their creator, Alaezo, the God of Fire.

Earth – Brecha
The Brech’mar worship their creator, Brecha, the Goddess of Earth. They are the stewards of the subterranean.

Life – Entra
The Goddess of Life is worshiped by her original creation, the Nafod races—Ochae’nafod, Dra’nafod, and Marfod—as well as the Fayl’Idayn.

Light – Idraen
Worshiped by the Idayn, which he created, Idraen is the God of Light.

Dark – Ispa
The Danaij worship their creator, Ispa, the Goddess of Darkness, but their faith is often shared with her offspring. The Danaij share the religion of Darkness with all Forsaken Landers, but they are seen as the highest, most powerful race in the continent, as they are the creation of Ispa.

Darkness & Fire – Craseth
Craseth is the God of War, born to Ispa after she seduced her brother Alaezo. Asath that live in the Forsaken Land have converted from the worship of Alaezo to the worship of Craseth, who allows them to retain their Fire Elementalism. Craseth is also the creator of the vicious warrior sub-race of the Danaij, the Danaij’vai, though they wield Dark Elementalism and not Fire Elementalism.

Ice and Winter – Fria
The Aeul’Idayn, an off-shoot of the Idayn, took to the colder regions of Adun and developed an appreciation for Fria, the Goddess of Winter, who adopted them as her people.
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Re: Magic: Shamanism

Post by Rothene » Thu Aug 26, 2010 6:42 pm

If a Half Elf with say Ice Elementalism also takes up Shamanism, can he/she still use his/her Ice Elementalism while channelling another Elemental Spirit? Will this allow him/her to utilize 2 elements at once?
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World of Aserra

Sorcery

Post by World of Aserra » Wed Jan 04, 2012 11:14 pm

Sorcery
The only mana based form of magic, sorcery is practiced solely by humans. While individuals of other races are capable of learning and using sorcery, most either have their own natural magic that suits their needs or take moral objection to the wanton use of the world’s life energy. Even amongst their own race, sorcerers are a secretive lot who carefully guard their magical knowledge and only share it with those of their choosing.

Anyone can use sorcery if they have some basic knowledge of how to evoke it, but to use it with any form of competence one requires extensive education. It takes a keen intellect, patience, determination, and often a massive ego to even wield it with any amount of skill, let alone master it.

Despite the dangers of sorcery, its attraction is the potential to do nearly anything. The ultimate goal of a sorcerer is to become akin to a god, to do things that normal humans are not supposed to be able to do. For this reason, sorcery does not sit well with many religious orders, as sorcery trespasses on the power of the gods.
Mana
Mana is the life-force of a planet, and sustains the lives of plants, animals, humans, and other races. The world has a limited pool of mana, from which life is nourished, and when living things die, the mana that existed within them is returned to the world. Sorcery is a subtractive form of magic, as it removes mana from the world. When one uses sorcery to cast a spell, it draws its power from mana; both from within the caster’s own pool and from the surrounding environment. Most spells of weak to moderate power will not have an obvious effect, but powerful spells will cause more acute and immediate destruction as plants whither and wilt around the caster. Every person has their own finite reserve of mana. When a person’s mana depletes, they will not die, but they will feel exhausted and simply cannot control magical essences. However, a good night’s sleep or a long meditation is all humans need to regain their mana supply.

To reduce the environmental impact and personal exhaustion, mana can be stored in crystals and used to fuel spells. These crystals, or manastones, occur naturally where there is a high concentration of mana—namely the world’s leypoints. In their natural form, they only contain enough power to fuel one or two minor spells, but can be recharged. The nation of Emkal in Kalesten has taken to mining, cutting, and charging manastones, as they are near one of the Air leypoints in the Gayntos mountains. Manastones can be purchased in Emkal, and they do export some to other markets.

Another innovation of Emkalian sorcerers is liquefied mana, which is more concentrated than a manastone, but is derived from manastones by melting and distilling them. When the distillation process is completed, the liquefied mana is collected in glass vials, then distributed and sold. It is only made and sold in Emkal, and is very expensive. Magic traders can sometimes get a small stock of liquefied mana to trade in other nations, but even the wholesale prices are hard for many to afford.

Archanist Language
In sorcery, words are power, but mages do not speak common tongues for their spells. Instead, they speak a language that was devised hundreds of years ago, Archanist, to cast spells. Every single Archanist word has a power unto itself, and when spoken, causes an effect.

Sorcerers maintain tomes full of spells in Archanist writing, which resembles no other written language, and thus, cannot be learned without a cipher (usually provided only by one’s mentor). New words are created from time to time as needed, and distributed through guilds and academies.

[The language is of yet undefined, but may be at a later point. You may make up your own Archanist words to be spoken in the RPG that could later become part of the Archanist lexicon.]

Schools of Sorcery
Sorcery is divided into five basic schools—or five distinct ways of using magic—and within each school is a myriad of spells and rituals. Sorcerers may take from any school of magic, but depending on the ethics and interest of the sorcerer, they may completely disregard certain schools while focusing on others. Some schools are on entirely different levels, and require a far more complex and experienced understanding of magic, while others have spells that can be easily grasped by beginners.

The first school of magic is what is most readily taught to beginners; Warding Magic. Warding teaches defensive magic, mostly in the form of barriers and shields. With wards, sorcerers can create simple “fields” of magic that will alert them to danger, or complex and immovable shields that could defend against dragons.

The second school of magic is on par—in scope of learning—with warding. Attack Magic focuses on aggressive spells from the quintessential fireball to destructive spells that could decimate armies.

The third school of magic is an advanced and often dangerous form called Summoning Magic. This school deals in the summoning of many creatures and spirits from other realms. Angels, demons, fae, spirits of the dead, and even living creatures (such as familiars) are called upon to do the bidding of the sorcerer. Depending on the being summoned, it may require a strong force of will and command of magic, lest the summoner lose control and become a victim of their own spell.

A relatively new school (one of about a couple hundred years old), is the fourth school of Support Magic. Created by a skilled sage, taking some otherwise unknown elements of other magic systems, the Support school contains an almost haphazard collection of sub-schools and spells that fit nowhere else in the entire classification system of sorcery. Sub-schools include Divination and others yet to be defined.

The fifth school is classified last, as it is the most advanced, dangerous, and morally questionable. Necromancy deals with the raising of dead and creating of life. Those who employ necromancy can make skeletons and dead bodies into their minions, or even create homunculus—human constructs created solely by magical means. Necromancers seek to tame and enslave death so that they can live forever without fear of it. This school of sorcery encroaches on the territory of the gods and is considered most unholy and blasphemous by most followers of those gods.
Last edited by J. M. Vincent on Fri Jan 06, 2012 10:01 am, edited 1 time in total.
Reason: Revised from Adun to Aserra
World of Aserra

Witchcraft

Post by World of Aserra » Thu Jan 05, 2012 6:13 pm

Witchcraft
Witchcraft started as a naturalist movement amongst sorcerers several hundred years ago. The abuse of mana concerned many younger sorcerers and more spiritually aware masters, so they began to distance themselves from the rest of the sorcery community and sought new ways to use magic. While one sect of sorcerers were content to use mana and damn the consequences, others looked at different avenues that lessened the impact of their magic on the world. This included the sorcerers that eventually settled in Emkal, as well as a large sect that opted to forgo the usage of mana all together. The split came gradually at first, but then there was a sudden separatist movement away from traditional sorcery and toward protecting nature. Sorcerers recoiled at the sudden departure of students with their secretive teachings, thus beginning a centuries-long feud between sorcerers and witches.

Witches, realizing that the powerful words of Archanist kept utilizing mana energy, had to learn to cast their spells without using precious mana. The witches learned to use soul energy, a more ecologically friendly magical energy source. As this energy grew directly from the witches themselves, its non-destructive nature was greatly appreciated. Instead, witchcraft spells are often rhymes spoken in common language, and serve as a focal point for the intent of the witch’s spell.
Schools
After parting ways with sorcery, witches adapted three of their schools (warding, attack, and summoning) to replace sorcery spells, but also added three other schools of magic (flora, faunial, and glamers). Witches categorize their magic based on how they see the world; bluntly put, women are the creators and men are the destroyers (though they would prefer not to use such vile terminology for their work). Practitioners of witchcraft can use any school, regardless of their gender. They are encouraged to not see the division of the sexes, but to realize that in magic, just as in nature, there are masculine and feminine aspects to be respected and acknowledged.

Warding Magic, which can create barriers to defend against intrusion, similar to the Warding school in sorcery and is considered a feminine aspect.

Summoning Magic, which calls beings other beings from elsewhere, similar to the Summoning school in sorcery, is considered a feminine aspect. However, witches are more limited in their summoning than sorcerers, and usually only summon magical creatures whereas sorcerers summon anything they want.

Floral Magic, which is unique to witchcraft, is the ability to affect flora in many different ways and is considered a feminine aspect. Witches can grow and cross-pollinate new plants in ways that cannot be achieved naturally. Using this medium, witches can also create floral constructs and plant guardians, as well as identify poisonous plants and edible vegetation. As a witch’s understanding of the local flora advances, the witch can use this knowledge to help farmers with their crops, increase potency of medicinal herbs, and even defend the land using the plants themselves. This magic has its limits, however, and witches are most adept with the native flora of the region they live in and have connected with.

Attack Magic, which obviously is based in aggressive spells, similar to the Attack school of sorcery, and is considered a masculine aspect. Witches are generally more conservative with their application of such spells.

Faunial Magic, which can encourage and manipulate animals into combat, is considered a masculine aspect and unique to witchcraft. Faunial magic differs from Floral in the way that it is applied. While Floral magic can be used to cross-pollinate and create new plants, Faunial magic does not allow the witch to make two different species mate with each other and produce a new species or hybrid. However, the witch can increase the potency of certain dominant or recessive traits in an animal or population, causing it to alter slightly. This can create different and more dominant sub-species or breeds in the area. An example would be making cattle more hardy, or a dog’s nose more sensitive. Master witches can even make individual animals more intelligent and sentient, making for good companions. Through Faunial magic, animals can also be influenced and incited to defend their habitat and the witch.

Glamers, a school of illusion learned from faeries, which give the witch the ability to shape their surroundings and themselves, is considered a masculine aspect. Fae magic is heavy on illusions, but unlike normal illusions that trick the eyes and phantasms that trick the mind and senses, glamers can be used to change a person’s physical appearance completely. It is much akin to shape-shifting, but without the painful bone-popping contortions of a true physical transformation.
Last edited by J. M. Vincent on Fri Jan 06, 2012 11:20 am, edited 1 time in total.
Reason: Revised from Adun to Aserra
World of Aserra

Elementalism

Post by World of Aserra » Fri Jan 06, 2012 10:06 am

Elementalism
The elementalism used by the elemental races (Zaedyn, Mariel, Brech’mar, Asath, Nafod, Idayn, and Danaij) is a form of spiritual energy. The elemental spirits are manifestations of the elements (air, water, earth, fire, life, light, and darkness in Aserran tradition) themselves, and for them, using their element comes as naturally as using an arm or a leg for a human. As the elemental races are spirits given flesh, using their element comes naturally to them as well, and works much in the same way as it does for the spirits. The ability slowly matures from early childhood alongside cognitive and fine motor skills. By the teenage years, most youth of the elemental races begin to receive training in their abilities to hone them toward a specific career goal that is beneficial to the community.
Elementalism can be applied toward every day life and the simplest tasks require very little expenditure of spirit energy. In combat, elementalism can be applied to do more damage than a mere weapon or physical feat alone; air elementalists can employ gusts of wind and change air pressure in concert with their weapon; water elementalists can manipulate currents and pressure in the water; earth elementalists can turn the very ground against their opponent; and so on. Even the common people of an elementalist community put their magic to practical use, often using elementalism in construction, artistry, and craftsmanship. The most talented elementalists often become priests in their communities; serving as both a spiritual leader, communing with fellow elemental spirits, and honing their talent to its greatest potential.

Unlike other forms of magic, Elementalism is not readily learned by individuals of other races. As the source of the ability lies in the elemental spirit bound to the soul of the elementalist, it cannot be taught to one who possesses a normal soul. When it comes to mixed-race offspring, elementalism can be passed down a direct female line for no more than three generations, but each successive generation will typically be weaker as the non-elemental heritage makes it harder to connect with one’s inner elemental spirit. Also, when a child is born from a union of two elemental races, they will inherit the mother’s element.

Elementalism is not cast like other spells, though priests may use chants to focus greater and more complicated spells. Typically, it is translated from thought by hand and body gestures, or along combat movements, such as the strike of a sword or spear, or firing of an arrow.

Air Elementalism
Relevant Links
Zaedyn
Air Elementalism is used by the Zaedyn, the race bonded with the spirit Sylph. Half-Zaedyn can use Air Elementalism if they are born to a Zaedyn mother, as well as any descendants for up to two more generations of a direct female line. However, the ability is weakened with each generation if combined with a non-elemental race.

Air Elementalists can manipulate the air around them. In combat, Air Elementalism can be used to enhance and extend weapon strikes, control arrows or javelins in flight, blow back opponents with gusts of wind and air pressure. Advanced techniques can create lightning and vacuums. In daily life, Zaedyn can manipulate air currents and wind to assist in flight. Zaedyn cities are built by architects who specialize in eroding stone with controlled air pressure. In concert, Zaedyn priests can affect the weather by their own power, and by communing with fellow Sylph spirits, though this is rarely done. Individual Zaedyn have a limited range of influence for their abilities.

Zaedyn are capable of healing one another through application of air pressure and controlled wind on injuries. While they are surrounded by air, it takes focus and control to heal, and success relies on the spiritual energy of both the healer and one being healed. They cannot heal individuals of other races in this manner, and the healing rate is slower for half-Zaedyn.

Water Elementalism
Relevant Links
Mariel | Marfod
Water Elementalism is used by the Mariel, the race bonded with the spirit Undine, and the Marfod, an aquatic Nafod race that is bonded to the water nymph race Nereid. Marfod are also capable of Life Elementalism. Half-Mariel can use Water Elementalism if they are born to a Mariel mother, as well as any of their descendants for up to two generations of a direct female line. However, the ability is weakened with each generation combined with a non-elemental race.

Water Elementalists can manipulate the water around them, much in the same way Zaedyn use air. As the Mariel are an aquatic race for the majority of their lives, their abilities are best applied in the water. Water Elementalism can be used to manipulate currents and pressure, and in combat, can be used to enhance and extend weapon strikes. Advanced techniques can create whirlpools, waterspouts, and tidal waves. In daily life, Water Elementalism is often subtly applied to travel by swimming and simple day-to-day activities without much thought. Mariel cities are built by architects who specialize in eroding stone and coral with controlled currents and heavy water pressure. In concert, Mariel priests can conjure storms and cause devastating tsunamis on the shore through their own power and by communing with fellow Undine spirits, though this is rarely done unless there is a threat to the community on land. Individual Mariel have a limited range of influence on their abilities.

Mariel youth who come ashore for their twentieth year are highly limited in their elementalism, but often know a few techniques for self-defense or other purposes. To employ their abilities, they must be near a collection of water (either a body of water, or common place things like troughs, pitchers, wells, etc.) or carry water on their person in a skin or canteen. Water can also be drawn out of the environment around them, but few Mariel youths know this technique. Half-Mariel with the ability for Water Elementalism are often self-taught and create advanced techniques that their full-blooded brethren would not be capable of grasping with their limited time on land.

Mariel are capable of healing one another through controlled water pressure and currents, or through meditation (when immersed as they typically are). While they are surrounded by water, it takes focus and control to heal, and success relies on the spiritual energy of both the healer and one being healed. They cannot heal individuals of other races in this manner, and the healing rate is slower for half-Mariel.

Earth Elementalism
Relevant Links
Brech’mar
Earth Elementalism is used by the Brech’mar, the race bonded with the spirit Gnome. Half-Brech’mar can use Earth Elementalism if they are born to a Brech’mar mother, as well as any of their descendants for up to two generations of a direct female line. However, the ability is weakened with each generation combined with a non-elemental race.

Earth Elementalists manipulate the soil, bedrock, stone, crystals, ores, and other parts of the ground beneath their feet. This is the hardest form of Elementalism from the basic four elements, as it requires great mental fortitude and effort to move the earth. Earth Elementalism is employed in combat deliberately, often causing the earth to tremble or rise up beneath their opponent. It is typically used as either an opening salvo, or ending blow due to the focus and determination needed. Most Brech’mar rely on Earth Elementalism for their homes and livelihood, either applying it to mining, building, farming, or crafting metal and stone objects. In concert, Brech’mar priests can cause devastating earthquakes through a combination of their power and communing with fellow Gnome spirits, but this is rarely done except in defense of their community. Individual Brech’mar have a limited range of influence on their abilities.

Brech’mar are capable of healing one another through contact with their element (a little soil, sand, gravel, or other bit of earth), and focus on behalf of the healer and one being healed. They cannot heal individuals of other races in this manner, and the healing rate is slower for half-Brech’mar.

Fire Elementalism
Relevant Links
Asath
Fire Elementalism is used by the Asath, the race bonded with the spirit Salamander.

Fire Elementalism is commanded most easily through existing flames, but by drawing upon their own spiritual power and providing a little friction (a snap of the fingers, for example), Asath can produce fire as well. Asath also can apply their abilities to lava and magma. In combat, Fire Elementalism can be employed by igniting and heating weapons, and flinging flames at the enemy. Advanced techniques can fan flames into devastating firestorms. In daily life, Fire Elementalism only provides limited comforts; lighting cookfires, hearths, lanterns, torches, and other commodities. As many Asath inhabit volcanic regions, some architects employ lava in shaping foundations, though otherwise, Fire Elementalism has few other practical applications to construction. In concert, Asath priests can call forth magma from underground through a combination of their power and by communing with fellow Salamander spirits, but this ritual is rarely used except in desperation to protect their community. It also varies in difficulty depending on the availability of magma. Individual Asath have a limited range of influence on their abilities.

Asath are capable of healing one another through contact with fire. Though fire can burn them, focus and controlled application on behalf of the healer and one being healed can change it from a damaging element to a healing one. They cannot heal individuals of other races in this manner.

Life Elementalism
Relevant Links
Nafod
Life Elementalism is used by the Nafod races—Ochae’nafod, Dra’nafod, and Marfod (who are also capable of Water Elementalism)—which are bonded with the souls of certain Nymph races. Half-Ochae’nafod or Half-Dra’nafod can use Life Elementalism if born to a Nafod mother, as well as any of their descendants for up to two generations of a direct female line. However, the ability is weakened with each generation combined with a non-elemental race. Some Fayl’Idayn also have Life Elementalism due to Nafod heritage on a direct female line, and this ability can carry on for more than three or four generations, especially with more infusions of Nafod blood.

Life Elementalism is a less tangible concept than the other forms of Elementalism. Life, in the Aserran elemental mythology, is considered to be the energy of all living things; quintessence, mana, soul energy. It is associated with all living things, as well as fertility and healing. Life Elementalists manage life energy by directing it to grow and heal, but they also have the capability to drain life. It is basically using their spiritual energy to manipulate mana, but not to spend mana.

The most common application of Life Elementalism amongst the Nafod is healing. Minor to major injuries and illnesses are typically quickly healed and cured by the infusion of life energy from one person to another. Nafod may also apply healing to animal and plant life, especially if damage is caused by non-natural means (human incursion, usually), or if a plague or blight threatens the local wildlife. Advanced techniques can heal the gravely wounded, or even revive the recently deceased by healing physical ailments and recalling the soul before it completely leaves the body. Self-healing is more complicated, however, and best accomplished by focusing one’s energy on what needs to be healed, but when that isn’t enough, a desperate Nafod may draw life energy from surrounding plant or animal life.

Life Elementalism is also applied to creating Nafod communities. By influencing and encouraging the growth of plants, they create living structures within which their communities are housed. To feed their villages, they also encourage local fruit-bearing plants or edible vegetation to produce more, making their food sources more reliable.

Life draining goes against their nature, but it is a rarely used practice amongst the Nafod, often only turned to as a defense mechanism. This may only happen if the Nafod is unable to shape-shift, is cornered, unable to fight, and most likely injured, and they will likely not take enough life to kill their attacker—just enough to disorient or knock them unconscious. Life draining can be applied to forest maintenance, however. If there is an invasive or over-populated species, the local Nafod may band together to seek out and destroy or diminish the species in question by draining the life energy of members of that species.

Unlike other forms of Elementalism, Life Elementalism can be deadly to its users. Nafod can sacrifice their own life energy to others, and in concert, groups of Nafod can restore forests by a mass sacrifice of their own lives. However, Nafod are fully aware of how much energy they can spend before it becomes dangerous, and in typical situations, if more life energy is called for than their body can provide, they often take a small amount from plants, leylines, and other living things in the surrounding environment. Individual Nafod are limited mainly by their own spiritual energy, and have a limited range of influence for draining energy. Healing an individual requires touch, and unlike other elementalists, Life Elementalists can heal anyone or anything, regardless of race or species.

Light Elementalism
Relevant Links
Idayn | Eain’Idayn
Light Elementalism is used by the Idayn and some Eain’Idayn as they are bonded to the souls of enigmatic spirits of light. Half-Idayn can use Light Elementalism if born to an Idayn mother, as well as any descendants for up to two more generations of a direct female line. However, the ability is weakened with each generation if combined with a non-elemental race.

Light Elementalists manipulate the visible spectrum and anything luminescent. The spiritual energy of the elementalist himself is often used in place of more tangible matter to give light substance. This is applied toward the use of hon’em, an object which amounts to a handle for a weapon of light—be it a sword hilt or a bow grip. Idayn can create weapons purely from their spiritual energy and light, but the use of a hon’em makes it easier as the hon’em works as a focus, and contains crystals that store spiritual energy, causing less spiritual toll on the user. Most young Idayn are initially trained to create their own weapons, then they later earn their hon’em. Light Elementalism also contains more direct techniques that use light; such as blinding and dazzling opponents, and creating minor illusions (nothing as complex as what fae magic can create, however).

Light Elementalism is also utilized in Idayn construction, thanks to a bio-luminescent fungus called andáril. The fungus is solid as stone when properly utilized and matured, but velvet-soft to the touch, and of a gentle white shade that produces a soft white glow. It grows on the fertile soil of the forest floor, climbing up into the trees for Idayn homes, and also grown into homes for Eain’Idayn and shared buildings on the forest floor.

Healing for Light Elementalists is unique from other forms of elementalism. While other elementalists can apply their element toward healing one another, and Nafod can heal anyone by redirecting spiritual energy, Light Elementalists can heal anyone regardless of race with their “holy light” healing technique.

Dark Elementalism
Relevant Links
Danaij | Danaij’vai | Danaij Castes
Dark Elementalism is used by the Danaij and Danaij’vai as they are bonded to mysterious Shades. Half-Danaij and Half-Danaij’vai can use Dark Elementalism if born to a mother of the Danaij or Danaij’vai race, as well as any descendants for up two more generations of a direct female line. However, the ability is weakened with each generation if combined with a non-elemental race.

Dark Elementalists manipulate shadows, which are rather intangible on their own. The spiritual energy of the elementalist herself is often used in place of more tangible matter to give darkness substance. Typical applications of dark elementalism lean toward stealth and obfuscation. They have some illusionary skills, but these mostly focus on obscuring things rather than changing their appearance.

Like the Light Elementalists, Dark Elementalists apply darkness as a weapon through the use of an item called a ny’tal, which looks similar to a sword hilt or grip of their weapon of choice. The weapon is formed of darkness and the spiritual energy of the wielder, and is easier to maintain with the focal point of the ny’tal. Like the Idayn hon’em, the ny’tal is set with crystals that store the spiritual energy of the user, causing less spiritual toll on the user with each use. Dark Elementalist fighters often carry both a ny’tal and weapons made of shadow ore (read on) due to their ease of use.

In construction and crafting the Danaij apply their Dark Elementalism to shadow ore, a dark substance mined from astral crevasses. It is a fiber that can be manipulated into any number of uses from being as malleable as a fabric to solid as metal for armor and weapons. Shadow ore is rarely used as a material for construction, except as supplementary or superficially, due to its rarity. It is mined through a connection between the prime material plane and astral plane by opening a crevasse magically, after which it can be mined like any other ore. It can be extremely dangerous to mine, so the Danaij often rely on labor from human slaves and the lower Vauth caste of Danaij slaves. When the shadow ore is removed from the astral plane and processed it can be manipulated by Dark Elementalist craftsmen and applied to a number of different needs.

Dark Elementalists do not have healing abilities that can be applied to others, but they do have techniques that can drain the life from others and apply it to healing themselves. However, this technique is typically only used by the Shuri and Vana castes and requires deep understanding of their spiritual nature which the lower castes are not permitted.

Due to the high, concentrated population of the Danaij and the mixing of human and Danaij heritage, Dark Elementalism is not as prevalent amongst the Danaij as it is amongst individuals of other elemental races. The higher Vana castes are purest of blood and have the highest talents, while individuals born of any lower castes that show great potential are often placed in the Shuri caste. Those of the Shan warrior caste are not as magically skilled as the Shuri, but have enough talent to competently wield ny’tal weapons and use stealth techniques of Dark Elementalism. Danaij of the Chau and Rothet castes who have moderate potential often apply it to shadow ore crafting careers. Some Chau, Rothet, and most Vauth have little to no skill in Dark Elementalism.

Ice Elementalism
Relevant Links
Aeul’Idayn
Ice Elementalism is used by the Aeul’Idayn as they are bonded to the ice spirit Lycia. Half-Aeul’Idayn can use Ice Elementalism if they are born to a Aeul’Idayn mother, as well as any of their descendants for up to two generations of a direct female line. However, the ability is weakened with each generation combined with a non-elemental race.

Ice Elementalists are masters of freezing temperatures. In combat, Aeul’Idayn can create weapons of ice, or channel coldness through weapons. Advanced techniques using metal weapons can cause exacerbating wounds where freezing spreads from the area struck. The more moisture an Aeul’Idayn has at their disposal, the more power they have, as they can use it to chill the air and slow their opponent, or even bind their opponent. In daily life, Ice Elementalism is often applied to construction, especially in the Aeul’Idayn capital city of Druill. In concert, Aeul’Idayn can affect the weather to cause hail and snowstorms, but this is rarely done. Individual Aeul’Idayn have a limited range of influence.

Ice Elementalists are affected by their surroundings; they are at their strongest in the cold—for Aeul’Idayn this would be in their homeland of Athok, or in the winter elsewhere. If placed in a humid jungle or hot desert, an Aeul’Idayn would have to be quite skilled to use their abilities under the oppressive heat.

Aeul’Idayn are capable of healing one another through applying ice to an injury and focusing the spiritual energy of the healer and one being healed. Though they are surrounded by ice in Athok, it takes focus and control to draw out the elemental properties that are needed, and exposure to freezing temperatures can be dangerous, even to Aeul’Idayn. Alone, Aeul’Idayn can potentially heal themselves if they have accress to ice or snow, ideally from a source other than their own ability as any ice the create would be filled with their own spiritual energy (they would only be taking back the energy they exerted rather than gaining more energy). These techniques cannot be used on individuals of other races, and the healing rate is slower for half-Aeul’Idayn.
Last edited by J. M. Vincent on Sun Jan 22, 2012 12:24 pm, edited 3 times in total.
Reason: Revised from Adun to Aserra
World of Aserra

Fae Magic

Post by World of Aserra » Fri Jan 06, 2012 10:07 am

Fae Magic
Fae magic is the magic system used by faeries, nymphs, pixies, and the numerous other spirits that fall under the category of fae. As there are many kinds of fae, there are differing applications of fae magic, but most are skilled in spells of illusion that are often used against unwitting humans. For characters in-game, this magic applies to Fayl’Idayn and changelings (the offspring of a faerie and human that was switched with a human child). It can be learned by humans and witchcraft adapted many fae techniques in illusion. To a fae, however, this magic is as natural as breathing.
There are three loose schools of fae magic; glamers, lures, and shape-shifting. These schools aren’t highly defined by the users of fae magic, but serve as a way of breaking up different techniques of fae magic for you, the reader. In general, fae magic isn’t used so much offensively as it is defensively or covertly. Amongst the fae themselves, the use their magic to either trick or conceal. Mortals who have learned the arts of fae magic use it in generally the same way, often to hide themselves and obscure their true identity.

Fae magic is cast by speaking in rhyming couplets toward the desired effect, and depending on the complexity of the spell (specifically in the case of illusions), the spell can be as simple as a few lines, or an entire sonnet. As such, fae magic may not always be best suited for quick reactions and combat situations, and is best cast in secrecy.

Glamers (Illusions)
Fae magic is the most masterful application of illusions, and while each individual fae uses magic distinctly, mortals who know how to use it can discover a multitude of possible illusions they can create. Illusions can be as simple as a mere glamer on an individual to make them look slightly different, or as complex as creating an illusion of an entire party or scene.

Lures
Predominantly used only by the fae themselves, lures are spells which attract unwitting humans into their games and merrymaking. Some fae have cruel practices that lure young men to their death so that they can drain the blood from their corpses, while others are ignorant in the cruelty, merely forgetting that people cannot breathe underwater or such things.

Luring spells vary between fae races. Will o’ Wisps are a type of luring spell, beckoning curious humans to death in marshes and swamps. The Siren’s Song is another form of fae luring spell.

Shape-shifting
Shape-shifting is for the fae is something that comes smoothly and naturally, a skill that was translated into the the abilities of the Nafod races, which were incarnated with the souls of Nymphs, some of the most skill shape-shifters in the fae world (though it is no longer a magical talent for the Nafod). Fae shape-shifters can transform into plants and animals, make themselves look human, or mimic the appearance of individuals. Changelings tend to take on the traits of their adopted humans parents to keep them convinced of that the changeling is their child.
Last edited by J. M. Vincent on Mon Jan 23, 2012 2:19 pm, edited 2 times in total.
Reason: Revised from Adun to Aserra
World of Aserra

Enchantment

Post by World of Aserra » Fri Jan 06, 2012 10:07 am

Enchantment
Enchanters are rare form of magician, artisans who pour their souls (literally) into their arts, and who can create masterpieces like a hauntingly beautiful goddess statue, or a priceless enchanted sword. This doesn’t mean that normal artisans cannot create spectacular works of art, it merely means that despite all the effort that they put into the works, it doesn’t have the magical essence that an enchanter’s work does.
Originally, the class distinction between an artisan and an enchanter was very slim—at one time, they may have been even of the same cloth—but enchantment is a natural born gift that was discovered in time after humans began to craft items. While most enchanters are human, race is not a factor for the talent. The ability can appear in an individual of any race, but amongst elemental races, it can be neglected as they do not often craft with their own hands, but rather their element. Some who do find they have a talent for enchantment will take to handcrafting, but their works will often be infused with aspects of their element.

Without the ability of enchanting, the soul forging aspect of the enchanter, the artisan cannot create magical items. This doesn’t mean that normal artisans cannot create spectacular works of art, it merely means that despite all the effort that they put into their works, it doesn’t have the magical essence that an enchanter’s work does. The area of artisanship differs from enchanter to enchanter, and ranges from apothecary to weapon-smith, boat builder to architect. The greater of these craftsmen are a secretive lot, and while they may work for money, they are very select to whom they share their secrets and prized creations with. They will take apprentices, but rarely those who don’t naturally have the gift.

Rarely does an enchanter chose to affiliate with “good” or “evil”, their crafts, while they may contain holy or unholy techniques, are rarely placed in such a position to be considered either. There is an adage amongst enchanters; “Whether the blade be for good or evil depends not on the smith, but on the wielder.”

The pure spectrum of items that can be crafted by an enchanter, and the numerous techniques that cold be applied make it hard to give a solid definition of how it works. In essence, what happens is that while the enchanter works on their creation, they are imbuing it with magical attributes. There are also rituals involved to achieve desired effects. Generally, enchanters do not enchant pre-existing items, unless they can repair or otherwise work on the item with their hands.
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