3 – Magic
3.1 – Casting Magic
There are two main components required to cast magic: a strong mind and Mana. Magic requires phenomenal concentration and tranquility of mind, something difficult to achieve in the heat of battle. The world is soaked with Mana from the Sun, so finding enough is not much of a problem.
Performing magic in Segrival is not a simple aim-and-fire action. There are a number of steps involved in casting spells.
1.
First, the disciple must spend time absorbing Mana from his surrounding environment. Depending on the power and level of the spell, the disciple will need to condense more Mana within him. Mana can be stored within a person, or Mana storing material for later use. The drawback to storing Mana within ones self is that the Mana will dissipate slowly, where as a gem can store it indefinitely.
2.
Second, the disciple bends his mind and moulds the Mana into the desired spell. Different schools of magic require the mind to be bent in certain ways. This is done mentally, although many styles of magic will say words or chant poems to increase concentration. After the spell has been readied, it must be cast soon, usually within an hour, or the spell will be lost, and the Mana wasted. Readied spells can also be stored in Mana storing material for later use.
3.
Third, the spell is cast according to the nature of the spell. A projectile spell is shot from the palm of the hand; conjuration merely needs the conjured object willed into existence, etc. If the spell is cast with Mana conducting material, it will be more efficient than with just the flesh of the disciple’s hand.
The limits of the disciple depend on how fast he can absorb and process Mana as well as the strength of his mind. Disciples can cast spells cooperatively to produce stronger, more powerful effects. A word of caution: overdoing magic or attempting to cast a spell that is too advanced can result in headaches worst than most hangovers or even brain damage.
Since magic is so mentally demanding, it tends to have long term effects. Disciples may lose past memories, or find it hard to remember things. Because of this, magic users tend to be absent-minded people. In extreme cases, the disciple can get amnesia.
3.2 – Schools of Magic
While almost anything imaginable can be accomplished by Magic, casting different kinds of Magic requires the disciple to bend his mind in different ways. Each way of bending the mind requires years of training. The different ways of bending the mind for the use of Magic can be classified into schools.
3.2.1 – Alchemy
Alchemy is most unlike any other school of magic in that it doesn’t require the casting of any spells. Instead, alchemy is the production of potions and substances by mixing different products of the world, from herbs and fruit to gems and metals to parts of dead animals, and using the magic within them. The potions produced by alchemy produce the effects of the spells from many other schools.
3.2.2 – Charms
Charms are spells which enhances or degrades from one’s physical and mental capabilities. Charms are temporary, the length of the spell being related to the capabilities of the caster and subject. One can enhance their reflexes, strength or even their intelligence. One’s senses can be enhanced to detect life forms, magic or even the intent of others.
3.2.3 – Elemnal
Elemnal magic is usually combined with other magic, such as projectile spells. Elemnal magic can also be used to control the Elemna where it exists in the environment. Like the Elemna, Elemnal magic can be divided into Taint and Elemental magic.
The Taints, although the hardest to learn, do not require extensive study in the Primary Taints before combining them into the Secondary taints, and may easily be combined with Elemental magic.
Holy – Healing and curing magic.
Good – Defensive magic.
Void – Offensive, parasitic and ailment causing magic.
Someone studying Elemental magic must study the Material Elemental Magic Schools individually. Each of the Material Schools use their Element individually as well as with the sub-Elements of Fire: Motion, Heat and Light. One can also study the Energetic Elements School.
Aeromancy – Air magic.
Hydromancy – Water magic.
Geomancy – Earth magic.
Pyromancy – Energetic magic.
Only someone highly skilled in two of the Material Elements can combine both of them for Material Compound Magic. Otherwise, they will be too weak to handle the greater power of Secondary Elemental magic. The Energetic Elements are considerably easier to combine, so they can all be studied together at once.
3.2.4 – Enchantment
Enchantment magic involves placing long lasting magical effects on an object, and can be used to achieve a great number of tasks. It can be used to bring the inanimate to life, such as getting a broom to do sweeping twice a week by itself. Anything worn or wielded can be enchanted with some sort of magical defense or offence. Enchantments can even be placed on people. One ancient enchantment is that of werewolves which is activated by the bright moon.
3.2.5 – Illusion
Illusion magic manipulates what the subject is experiencing. All the senses can be made subject to hallucination; a person can be made to just feel a mild stomach ache or that he is burning in a fire. The disciple may change what people think about him, whether he wishes to be charming or terrifying. Masters of Illusion can even manipulate peoples’ emotions, making them fall in love or weep uncontrollably. Illusion magic can be devastating, but it is after all, just an illusion.
3.2.6 – Mysticism
Mysticism magic affects and alters the very fabric of reality. Mysticism magic involves manipulating the other Utili: Time, Space and Spirit.
Tractomancy is Space magic. One can teleport to the other side of the world instantly. One can conjure objects in thin air or even make objects vanish. It may even be used to transform objects, like pumpkins into carriages.
Chronomancy is Time magic. One can speed up, slow down, stop or even reverse time.
Necromancy is the Spirit magic. Disciples of this magic experiment with the line between life and death. They can resurrect the dead, gain immortality or even make contact with those who have passed on. Be aware that Necromancy has a Holy and Void side.
3.2.7 – Psionics
Psionics involves the magical interaction between two or more minds. Psionics uses more mental power than other schools, thus it is more mentally demanding. Disciples of Psionics can intrude another’s mind and flip through his memories and thoughts like a book, communicate with each other mentally and even possess another’s body, as well as defend themselves against the attacks of other Psionics Disciples.
3.3 – Magic Assisting Materials
Certain materials can assist in casting Magic. These materials can help a disciple in one of two ways: by storing Mana and/or spells for later use, or by conducting Mana and/or spells, thereby making the Magic more efficient.
3.3.1 – Mana Storing Materials
Gems, jewels and other crystalline materials can be used to store Mana. Even ice can be used to store Mana, although it’s not the best of materials.
For a disciple to use Mana storing materials for casting Magic, the material must be in direct contact with him or mounted upon an item of Mana conducting material which is in direct contact with him.
3.3.2 – Mana Conducting Materials
Certain metals and woods can be used to conduct Mana more efficiently than flesh, and thus allow for more efficient Magic casting. They can be used in conjunction with Mana storing materials by serving as a mount for them. Most wood can be used for this purpose, but it is not always practical since it has to be held in the hand. Metals, on the other hand, can be crafted into jewellery which can be worn, freeing the hands. However, only three metals are any good for conducting Mana. They are, in order from best to worst:
Platinum
Gold
Silver
Copper
The best material for conducting Mana is the wood of Reodahry, the Tree of Elemna, as it doesn’t just allow the disciple to cast Magic more efficiently; it actually amplifies the effects of the Magic being cast. It also happens to be the rarest material in Segrival, since only the Shepherds have staffs made of Reodahry’s wood.
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