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Of all subjects in Aloria, one of the least understood is that of magic. Magic is a blanket term for the use of planar essences to deny, shape, or reinforce the reality of Aloria, causing unnatural things to happen. Magic was initially pioneered by the Seraph, who are thought to have been the most powerful mages in all of Alorian history. Devastatingly, the Seraph meddled too much with the fabrics of the universe, and invited the first of several Void Invasions; when demonic extra-planar forces invaded Aloria through portals from the Void. Magic itself is incredibly difficult to find, and even more perilous to learn and master. Many cultures and civilizations have an incredibly negative viewpoint towards magic and mages in general due to their association with planar essences, and the risk they pose to themselves--and others--from demonic possession. For those willing to accept all of the risks associated, magic is an amazing and spectacular, if not unnatural, tool that can change the tide of any event in history: for better, or worse.
Mages and Magicians
There exists two types of Magic users in Aloria, the Mages and the Magicians. Magicians are far more common, they are the Parlor Magic users that one might encounter on the battlefield or on the side of the street doing simple tricks. Magicians are taught Magic users who have spent years honing a particular skill, but don’t have the ability to call upon other planar essence to create Magic out of nothing. Mages on the other hand are natural born casters of Magic who don’t need reagents to cast their spells. Mages are born with a so called Magespark, a random malformation of their soul that causes them to be able to tap directly from the essences of other planar dimensions. Mages often develop their magical skills naturally at a young age, and continue to refine and specialize their spells over the span of years, but do so entirely independently of any mentor or teacher, and can do so without the need for resources or proverbial casting crutches used by the Magicians. Mages might also exhibit magical mutations while Magicians can continue to blend in with the mundane population (mundanes is a term used to define the non-Magic using population of the world). To play a Mage, you need to have access to a Special Permission granted on the Application thread here. To play a Magician, you need an Approved Character Application, but you do not require a Special Permission.
Spells and Skills
- Mages are all unique, meaning they all have a uniquely specialized form of Magic where none of the spells are the same as those of any other Mage. It is possible that Magicians have lesser powerful spells that have been derived from the spells of a Mage, but generally speaking each Mage behaves differently. These Magics are defined in a so called Spellbook Document that is attached to a Character Application and is provided by Lore Staff. This information is not part of any Proficiency, that is to say, one can only learn about a Mage and their spells by witnessing them or by hearing of them unless specified otherwise.
- Magicians sacrifice Proficiency Points to buy spells. Each spell may have a varying cost, for example utility spells are relatively cheap because they take less years to master, while combat usable spells tend to take half a decade to master. Magicians rely heavily on reagents and resources for their casting, as such, in-roleplay casting is often limited to what a player is allowed to carry on themselves. These limitations are defined on a spell by spell basis, as not all of them require the same kind of expendable reagents.
- Both Mages (as a whole) and Magician spells (on an individual level) are categorized between Direct and Indirect spells, and Physical and Mind spells. Direct spells are spells that are cast from point A and target to point B. They always follow a linear path and have a clear goal. Indirect spells are cast from point A and might affect point B, but may also not. Indirect spells are usually area of effect spells or certain ambient effects. Physical spells are spells that can be seen and touched (by manner of speaking, it is not recommended to touch a fire spell) while Mind spells occur only in the minds of those affected, meaning that those who weren’t the target or didn't see the spell occur experience no effects. These definitions are important to consider, because some abilities native to Silven/Sihndar/Vampires etc. are immune to specific spells or react differently to for example Direct versus Indirect spells.
- Mages can cast as often as they want / is permitted within their Spellbook Document. Any spell limitations are written on said document, and if they are absent, then there are none. Magicians are limited to the quantity of resources they have on them (which in itself is capped by rules on this document). Additionally, Mages can cast Magic as long as their hands are free, while Magicians need a specific item called the Phade Gauntlet (which is actually a glove). A Phade Gauntlet can be taken off and put back on again, but Magicians cannot cast Parlor Magic without such a glove on their hand. The glove can be made of any soft (such as leather, cloth or silk) material, or be of any pattern or color. What makes it special is the Phade Crystal embedded on the back (which may also be of a wide range of colors and patterns since they vary a lot), with so called ley lines of stone thread embroidered, fanning out from the Phade Crystal to the tips of the fingers. These gloves are relatively inexpensive to make and the resources are easy to find, but the production is a time consuming thing. Furthermore, Magician Characters may never carry more than 2 of them on their person at any point in time for balance reasons.
- Since Mages receive their own Spellbook, this page will not reference their magics in any way. The remainder of the page will contain information about Magician spells. Mage characters are allowed to have Parlor Magic spells (which normally belong to Magicians) but beware that they still require a Phade Gauntlet to cast them, and that they also still cost Proficiency points which may eat away from the Proficiency points spent on Magic in their Spellbook Document.
Magician Spells
Cleansing Spell
- Category: Direct Physical
- Orc: Does not scare Orcs
- Cost: 2 Proficiency Points
- Summary: Use a reagent to thoroughly clean a person or object
- Detailed: The Cleansing Spell can be used to thoroughly clean a person or object(s) from close range. In order to cast this spell, the Magician must possess a dried mixture of Witch Hazel, Fireweed and Sea Salt in a finely crushed form in a satchel called Meylaan Dust. When activating this spell, the Magician must recite the Meylaan incantation (which takes several seconds) after which they may toss a handful or a pinch (depending on how much cleaning is required) Of the dust onto a person or object. As long as the person or object was hit with the dust, the dust rapidly reacts on impact, giving a light blue glow as it attaches itself to any grime, soot, grease, dust, dirt or otherwise unclean blemishes, and removes them from the person to simply fall on the ground. After several seconds of cleaning, the dust dissipates. There is no rule limit to the amount of Meylaan Dust that can be carried around (but the individual ingredients do lose their other properties when this product is made, so they can no longer be extracted or re-used for alchemy).
Guiding Light Spell
- Category: Indirect Physical
- Orc: Scares Orcs
- Cost: 3 Proficiency Points
- Summary: Cast an orb of light attached to the Magician’s hand to light the way
- Detailed: The Guiding Light Spell can be used to illuminate a room-sized area or provide a comfortable reading light. When activating this spell, the Magician must recite the Aveyle incantation (which takes several seconds) after which they snap their fingers on the hand which has the Phade Gauntlet. Then, as if pinching their hand, a sphere of light appears relative to their pinch gesture on their hand, which will follow their hand around as they move it. This light can be as large as a fist, illuminating an entire room, or as small as the tip of a finger, illuminating only a few pages of a book. While this spell is active, the Magician cannot cast another spell until they remove the Guiding Light, which can be done by breaking the pinching gesture made with their fingers. No reagents are used for this spell.
Whistling Pencil Spell
- Category: Indirect Physical
- Orc: Does not scare Orcs
- Cost: 3 Proficiency Points
- Summary: Enchant a pencil to write what is being said in close proximity
- Detailed: The Whistling Pencil Spell can be used to enchant a pencil, graphite, charcoal or brush, to record ongoing conversations or things that are being said without a hand controlling it. In order to activate this spell, the Magician must recite the Tehfil incantation (which takes a few seconds) after which they must hold a pencil with their Phade Gauntlet hand, and squeeze in it. The spell activates after mere seconds, when the pencil starts glowing with a gentle orange hue, and will float in the air until guided to the nearest writing surface (which can be paper or cloth, but also wood). From where it stands, the pencil will record everything that is being said for exactly 10 minutes in a 30 foot radius around it as long as it is said at conversational audio level, after which it will expire and the pencil will break apart and fade away into dust. This spell can be cast 3 times a day, and the pencils are used up as reagents. The pencil can be moved from one place to another while floating and writing, but will cease to write while it is being moved around, until it once again finds an undisturbed surface to write on.
Mending Spell
- Category: Indirect Physical
- Orc: Does not scare Orcs
- Cost: 4 Proficiency Points
- Summary: Repair broken objects with reagents
- Detailed: The Mending Spell can be used to repair broken or cracked objects as long as the Magician has the raw ingredient available to themselves. For example, a sword that has cracked or a plank that is broken can be repaired as long as they have pure iron ingots or ore, or bark in their other hand. In order to cast this spell, the Magician must invoke the Tharqan incantation, which must continually be spoken for the duration of the mending. They must hold their Phade Gauntlet up to the broken or damaged item (or hold it in their hand) and hold the raw resource used to create or shape the item in their other hand. This resource is then used up to mend any break or cracks in the object they are fixing. These fixes will always remain visible because the spell’s repair is imperfect and leaves behind an imperfect seam or weld. It is also important that the exact composition is used. For example, brass cannot be repaired with just copper or tin, and not at all with iron. Somewhat related materials can be used however, for example, a walking stick can be repaired with either wood, bark, or twigs, but not leaves or soft plant matter. This spell does not work on living things or even plants, and the whole process takes about a minute depending on the size of the damage. As a ground rule, this spell can repair things about the size of the Magician's arm, but no larger. A Sword can be merged back together if it has been splintered, but a bridge cannot be put back together after it has collapsed.
Kindling Spell
- Category: Indirect Physical
- Orc: Does not scare Orcs
- Cost: 3 Proficiency Points
- Summary: Set fire to flammable objects around the caster
- Detailed: The Kindling Spell can be used to cause small fires to erupt around the caster, useful mid-getaway, or to generally cause havoc, or simply to light a candle or fireplace from a distance. To cast the Kindling Spell, the Magician pulls out a few Fireweed Seeds and crushes them in their Phade Gauntlet hand while speaking the Firaga incantation (which takes a few seconds), after which the dust will spread in the air with a red glow. The Magician can then choose to either funnel this dust to a single object (for example a candle or a fireplace) or to use a chaotic spread. If sent to a single object, it will cause a reliable burn to start on said object that can sustain itself. If sent with a chaotic spread, the dust will fly in all directions and latch onto flammable materials at will. This will, for example, cause dry wood to start singing, hair to start smoking, clothes to combust, or oils and alcohols to burst into flames. These fires are often not self sustaining, and can easily be put out with a blanket or a few stomps with feet, but will grow out of control if left unattended. Because Fireweed Seeds are hard to come by, a Magician may only carry a two-time use quantity on them, per day.
Tethering Spell
- Category: Direct Physical
- Orc: Does not scare Orcs
- Cost: 4 Proficiency Points
- Summary: Use a rope to create a trap or binding
- Detailed: The Tethering Spell can be used for a variety of things, but is also practically a one-time cast because of its heavy reagent usage. A Magician who learns this spell usually carries a rolled up 20 to 30 feet rope around their shoulder that they can then use for their spell at will, but using the spell on this rope will cause it to become immune to any future Tethering Spells. In order to cast this spell, the Magician must recite the Valta incantation (which takes a few seconds) and then use their Phade Gauntlet to brush the rope to cause it to come alive. Then, they whip out their hand and envision their instruction to the rope, after which it will quickly perform their command. The rope can lash out to a foe and quickly entangle itself to their feet, binding them together. The rope can also attach two points together, for example a person and a pillar, to stop someone from falling off a balcony. It can also be used to attach to two points at ground level, creating a tripping wire of sorts. The rope should be thick enough to hold their weight of a person, so it can be used for a variety of things, but can only be used once (since a person carrying multiple thick long ropes on their person is silly).
Lustre Spell
- Category: Direct Physical
- Orc: Scares Orcs
- Cost: 2 Proficiency Points
- Summary: Enchant clothing for aesthetic beauty
- Detailed: The Lustre spell can be used to give clothing unnatural yet beautiful properties. Ruby Flower and Brightmoss mixed together create Lustre dust, which must be sprinkled on the fabric while speaking the Lustria incantation, the whole process taking a few minutes. After the spell has taken hold, the piece of clothing will reflect light with a diamond-like sparkle, and flow as if to defy gravity or being under water, for several days. Lustre dust only works on fabrics, but can also be used on flags, banners, carpets, and even cloth linings of sofas if need be. It simply does nothing on any other material, while not affecting the Phade Gauntlet in any way even if the dust should be sprinkled on it.
Callia’s Grace Spell
- Category: Indirect Physical
- Orc: Does not scare Orcs
- Cost: 5 Proficiency Points
- Summary: Call forth a magical shield to deflect incoming attacks
- Detailed: Callia’s Grace Spell can be used to cast a very short window shield that can deflect incoming attacks. Because of its short duration (merely a few seconds) it is not very useful in actual long term combat, but saved up in an emergency situation to recover from a poorly timed attack or an incoming projectile. In order to cast Callia’s Grace, the Magician calls out for Callia’s Grace (which is a simple yell of just the word Callia) after which they hold out their Phade Gauntlet in the direction they want to shield. A magical shield with Altalar wards appears in front of their hand, deflecting any incoming attacks, physical projectiles and melee weapons (but not non-physical magic) for the next two seconds, after which the shield shatters like glass and fades away. This spell requires no reagents, but can at most be cast two times safely in the same 48 hour period. If it is cast a third time, it will still work, but immediately after breaking, the Phade Gauntlet will shatter and be unusable.
Saying Dust Spell
- Category: Direct Physical
- Orc: Scares Orcs
- Cost: 3 Proficiency Points
- Summary: Use dust to create perfectly accurate images on surfaces
- Detailed: The Saying Dust Spell can be used to create images that are perfect reflections of what the Magician can imagine, or what the Magician has seen. Images that are created can only be as accurate as the Magician can imagine them, but will always be perfect re-creations of the real thing if they’ve seen it with their own eyes. This spell is cast by invoking the Yterro incantation for as long as tracing the Phade Gauntlet on a surface is necessary. That’s to say, the bigger the image they are trying to project, the more the Gauntlet needs to be traced along the surface. An image can be as small as the swipe of a hand (but it will be very unclear) or as large as an entire wall that may take several minutes to brush over. When the hand touch process is complete, the Magician takes a few steps back, taking a generous hand full of any dust-like material (actual dust or sand, any other reagent material, as long as the grain is very fine) and throws it in a cloud on the surface they cast the spell on. As this dust settles and falls to the ground, it will leave behind lines and light surfaces of the image the Magician was trying to project on the wall. This isn’t always completely flawless in terms of crispness, but specific enough to allow faces to be recognized or places to be identified.
Rest-speak Spell
- Category: Direct Physical
- Orc: Scares Orcs
- Cost: 5 Proficiency Points
- Summary: Use incense to communicate over long distances
- Detailed: The Rest-speak Spell is a unique spell among the Magician spells in that it requires two people to be cast, who both also need a common reagent (it can be cast with a Magician and non Magician or two Magicians). In order to cast this spell, two people (including the Magician, the Magician casting must always be one of the two people creating the reagent) must weave a braid of plant leaves together, about 6 inches long and tied off at each end with a small piece of rope. In order for this braid to be made, only one of the two individuals needs to know the Rest-speak Spell, and speak the incantation during braiding. Then when complete, it must be cut in half with scissors, after which each of the two individuals takes one half with them. If either of the two individuals throws this half braid into a fire, it will cause the fire to extinguish, leaving behind a very small smouldering green hue, and lots of incense smoke will be produced to fill the void of the flame. If the other person performs the same action in a different location, the incense of the fire will project an image of the other person in the shape of the incense smoke, and allow direct communication between the two with their voice audible, but only their own (even if others are in the room). If you are distance communicating in roleplay, you must (as the receiver of messages sent in PM) emote out those exact messages from the smoke apparition if other players are in audible range. If a person has activated the spell, but the other has not yet, their half of the braid will start to gently vibrate, indicating that the spell has been activated by the other half. In order to cancel out the spell on either side, the person must say “Speak well, rest easy”, after which the original flame will reappear and the incense will disappear. This can be said by either person on either end to sever the connection on both sides, but the spell can effectively be held up indefinitely as long as those words are not said. That being said, the two individuals won’t appear to nor hear each other unless they stand in front of the cauldron or fireplace upon which they cast the spell.
Battle Grace Spell
- Category: Direct Physical
- Orc: Scares Orcs
- Cost: 3 Proficiency Points
- Summary: Use a battle stance to call forth a particle effect on the caster
- Detailed: The Battle Grace Spell can be used to cause a Magician fighter to become more terrifying (though it can also be used outside of combat). Casting this spell can be done by invoking the Ashira incantation (which takes a few seconds) and then either crossing arms or weapons/a weapon and a shield/a weapon and an arm (some form of x shape must be made with the body and objects held). After this gesture is made, their body (or clothes/armor) will start releasing a smoke, as if they themselves are extremely hot and releasing a gentle incense-like smoke from all over their body. This smoke can be of any color and even have multiple colors or hues depending on the wishes of the Magician. It does not obstruct the vision of the Magician themselves (they can see through it fine) though others seeing the smoke might get distracted by the erratic movements of the smoke that do not exactly follow the movements of the Magician (since the smoke is much lighter, incense-like and is more susceptible to the movements of air than the body). This effect dissipates after about half an hour, or if the Magician simply wishes it gone. The smoke leaves no residue behind, nor does it use any reagents, or block casting further spells.
Obstructing Spell
- Category: Direct Physical
- Orc: Does not scare Orcs
- Cost: 4 Proficiency Points
- Summary: Use light telekinesis to control objects in path of movement
- Detailed: The Obstructing Spell is very simple, yet very useful. It can be cast once per day and blocks any further spell from being cast while it is active on the Phade Gauntlet. In order to cast this spell, the Magician must invoke the Obvantar incantation (which takes several seconds and can be done while on the run). After invoking this spell, touching any furniture or object with this gauntlet will cause said object(s) to shove into the path of the Magician's path that they have already traveled. For example, if they run past a chair, and tap the chair, the chair will then shove to where the Magician was a mere second or two ago when they tapped the object. The force of this shove is often not enough to destroy any objects (unless they are exceedingly fragile) and if the Magician does not move while touching objects with this spell, it will cause the objects to shove into them instead. This spell is useful for creating obstacles in the direct path towards the Magician, meaning that any person pursuing will have to slow down by either going around or over the objects, with a risk of falling.
Element Branding Spell
- Category: Direct Physical
- Orc: Does not scare Orcs
- Cost: 4 Proficiency Points
- Summary: Create an elemental power on a weapon
- Detailed: The Element Branding Spell can be used to cast an elemental charge onto a weapon. This spell can be cast by the Magician reciting the Ilthar incantation, and striking their Phade Gauntlet across the length of a weapon’s blade/tip. This process takes several seconds, but will immediately after take effect based on a dice roll. Roll a /dice 1 4 to determine the outcome. Rolling 1 will result in the weapon catching fire that will burn anyone (except the Magician) when they touch it. Rolling 2 will result in the weapon freezing with a jagged edge, causing any attacks that land on flesh to cause very nasty jagged wounds that create a large amount of life-threatening bleeding. Rolling 3 will result in the weapon glowing white and experiencing less air resistance and feel lighter thus allowing more long-term wielding. Rolling 4 will result in a dead enchant of earth, causing the weapon to crack into hard knobby clay and lose its cutting effect, but suddenly become a heavy blunt weapon. The effects (besides the last one) last for about 10 minutes after which they disappear, the last one reverting back to the normal weapon when the effect is over. This spell can only be used once a day and does not contain any reagent usage.
Element Shot Spell
- Category: Direct Physical
- Orc: Does not scare Orcs
- Cost: 4 Proficiency Points
- Summary: Create an elemental attack with natural forces
- Detailed: The Element Shot Spell can be used to create magical projectiles to shoot at an enemy. This spell can be cast by the Magician reciting the Pathay incantation, which takes at least ten seconds (meaning they should do so from a safe location and not mid-combat). When cast, do /dice 1 4 to determine the effect. Rolling 1 results in small balls of fire appearing around a target person, and rapidly expanding to “poof” bursts of fire around them. These flames are not strong enough to ignite anything, but can cause painful burns and obstruct vision. Rolling 2 results in small icicles forming in air around the Magician, and firing at a person of their choice (Roll another /dice 0 3, 0 meaning they miss, 1 meaning they graze the target with minimal cutting damage, 2 meaning they cause bruise damage, 3 meaning some of them pierce the skin and impale the person). Rolling 3 results in a static shock affecting a targeted person to causes them to be unable to move for several seconds. Rolling 4 results in a number of smaller pebbles raising from the ground and shooting at a target person in rapid succession, not large enough to do harm, but annoying enough to act as a distraction and making them want to shield themselves from a constant hail of small stones.
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