Map & Compass, Pt 2 - Lore

Sketching101

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|| About Magic || World Lore || Spell Index || Character Index || IC || OOC || Part 1 || Part 2 ||

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Credit to ivanlaliashvili

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    Magic
    Every living being is capable of using magic. This includes the denizens, creatures, and even some rare clockworkers. It's an enormous well of power that lies within everyone, and in terms of the depth of the power, every person has far more power than they can tap into in a lifetime.

    Magic is most commonly seen in the form of enchanted items, as it allows anyone to be able to use the benefits of magic without having to study it. Even in societies where magic is banned for the majority of the people, like in the kingdom of Enia, tools enhanced with magic are used throughout the populace.

    Most magic can be treated as an "orchestration" of natural elements. This can range from simple things like moving objects from afar, phasing or "welding"/combining objects, to weaving wounds shut, curing illnesses, or even manipulating the passage of time. However, while everyone has the faculties for using magic, and has the depth of power to do incredible things, using powerful magic takes a lot of skill and knowledge. Still, curious souls can learn some fundamental magic on their own. Anyone who learns magic develops a certain level of innate protection from physical and magic damage, similar to a barrier. The more skillful the mage, the greater this barrier becomes, and the more it can blunt incoming attacks or magical effects.

    At academies, magic is taught in the form of "Spells" and "Aspects". A spell is magic that can be cast or used after fulfilling specific requirements. Aspects are specializations in archetypes of magic that give mages strengths to allow them to better use the spells associated with that archetype, but often also grant weaknesses.

    Spells and aspects fall into a set of "schools of magic". As mages get more knowledgeable in a given school of magic, they are able to learn more powerful spells and aspects that fall into that school of magic. These schools of magic are commonly divided into the following categories:

    • Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic. This kind of magic includes archetypes such as abjuration and transmutation.
    • Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects. Its archetypes include chronomancy, creation, and conjuration.
    • Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings. Such archetypes include illusion magic, bewitching magic, and beast taming magic.
    • Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves. It is often associated with many types of healing magic as well. Its archetypes include divination, technopathy, and floral magic.
    • Evocation is the manipulation and transformation of the magic within the non-living world. This school of magic is best known for the telekinetic magic archetype, but also includes elemental magic archetypes such as pyromancy, aerothurgy, and hydromancy.
    • Life Magic concerns communicating with and manipulating "souls", or rather the raw magic of a living being (or a being that was once living). This magic includes archetypes such as necromancy, and spectromancy.

  • There are a small number of special variants of magic that are, as with most magic, performable by everyone, but use different mediums of casting. While it still channels the magic within, the intensity and nature of the magic depends on a different set of skills than that of traditional mages. Some of the more common examples of these kinds of practitioners would be bards and performers, with their use of music and oration, painters, with their use of the brush, and on the rarest of occasions, cooks, with their magic-infused food akin to an alchemist's potions.

    Polymorphy is one of the few magicks that not everyone can use: It's restricted to the use of descendants of Daemons and Seraphs, from the time of the old god. These people are born with ostentatious, coloured birthmarks, but those marks aren't always visible. They can be likened to enchantment tattoos. This specific kind of magic allows the user to change their form to that of a magic being whose essence they've consumed, and gain their attributes. However, unlike the Daemons and Seraphs of the past, they aren't any stronger magically or physically than other people, mostly because the magical pool within the denizens of the worlds has expanded infinitely since the fall of the old god.

    One partial transformation they can perform without any essence is that when they're in their true form (regular), they can grow a second mouth that starts from the bottom of their nose, and can reach as far as their belly buttons, with sharp teeth, and an infinite void behind it. This allows them to consume creatures with greater ease, and take their essence, otherwise known as Sopia. They can store up to three different Sopia at a time, and use only one at a time. They can only change their active Sopia once a day.
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    Magic has greatly aided in integrating travel technologies into everyday life. In countries with a high number of mages, when laying down the tracks for trains, the constructors use magic to quickly mold and place the materials for bridges and tracks to build a network for people to travel quickly, or to transport goods easily and safely. Infrastructure for electric grids are similarly built with the use of magic.

    There are also vehicles made for urban travel that use magic to float and glide, rather than use wheels. These vehicles have greatly influenced the way cities are designed. There aren't many wide streets outside of the richer districts, since traffic doesn't require width, but simply height. Instead, most buildings in large cities are built extremely tall.
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    The greatest child of the combination of magic and technology is the recently invented airship. It used to be that people would need to travel between worlds using magic currents to brave the dangerous trip. In the last six years, airships have gone into common use among the nobles and in the military. Particularly, the Templar Knights have been funding research on developing more durable airships that could travel farther, faster.

    In terms of weapons, the advent of magic bullets has made the gun a more viable tool for fighting against mages. Most mages have sufficient defensive prowess that they can avoid being hurt by plain weapons like bullets, and since bullets are as tiny as they are, they're difficult to enchant effectively. However, some great strides have been made in this area on a foreign world, and that technology has been imported to Irve thanks to airships.

    Clockworkers are magickfuel based beings from the time of the old gods. They're used as menial workers for jobs mages don't want to spend time on, and too dangerous for commoners. They usually serve as part of the police enforcement for ruthless efficiency, and expendability, but they're not worth much in a military capacity. They're mostly semi-sentient. While they can think and feel, these faculties are limited to their "field of work" (builder, soldier, police, librarian, etc.). Outside of Ithya, in the rare event that clockworkers show sentience, they're promptly dismantled.

    All of this technology is thanks to something called magickfuel, a term mentioned a few times above. This new technology was derived from the power source of the Clockworkers in Enia. The method of creating new magickfuel has been a very closely guarded secret by the kingdom. The Templars are playing an important role in this new technology's development, but little else is known to anyone who is not directly involved in the development process.
 
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Year 1532, after the founding of the Church of Ydran

  • Worlds

    A world is a floating island that houses a variety of fauna and flora. Most worlds are inhabited by people, but there are some that are nearly uninhabitable. Ithya used to be one of those worlds until the anarchists agreed to leave Irve in exchange for being left alone. Travel between worlds used to be exceedingly difficult, before the invention of airships. To travel from one world to another, one would either have to have a skilled mage on board to lift and move the ship for hours, or even days, depending on the distance, or ride the nebulous and dangerous gravitational stream that flows between worlds. Now, to travel by ship, there's no need to have a mage on board: instead airships now have magickfuel engines that lift and move the ships. It is still expensive to travel long distances, but this kind of travel is far more accessible.

    Before the advent of magickfuel, nations in different worlds were virtually cut off from each other. Recently, however, there have been attempts at introducing these different cultures to one another, even though there are many difficulties and distrust between these newly acquainted cultures.

    List of Worlds and Nations/Societies
    • Irve : Kingdom of Aepia, Kingdom of Enia
    • Ithya : Anarchist communes
  • Ithya

    103 years prior to the start of our story, three million refugees fled to the world of Ithya from the neighbouring world Irve. Today, around a million people live in the young settlement of Ithya. The settlers were given the monster-ridden world they live on today, where their numbers were whittled down rapidly when they first arrived. They were able to adapt eventually: they mostly lived as nomads, avoiding the danger of the creatures that kept the world free of people for thousands of years. Twenty years ago, the building of the first large settlement was completed. While there were other settlements, they're situated up high inside mountains to avoid both the creatures on the ground and in the sky. The city is nothing extravagant, but it achieves its goal: keeping its inhabitants safe, and alive. From the city, the Troubadours were born: a group of travelling healers, craftsmen, and rarely, fighters, to help build more settlements, heal the wounded and sick, and fight off any outstanding dangers the locals aren't able to manage alone. Their most expert mages are called conductors, since the word mage would be applicable to nearly everyone on Ithya.

    Property is not a concept that exists on Ithya. Nobody owns anything, or any land.
    Even in military-like organizations and syndicates, there is no chain of command. While there are "ranks", no rank is higher than another. The traditionally "higher ranked" officers are usually responsible for organisation and presenting plans, but they don't have the right to command anyone.

    In Ithya's communes, there are councils that decide how to proceed with things like the construction of new roads, distribution of resources, building of new housing units or buildings for new syndicates… The council members are chosen at random, and each seat rotates once each month, so, usually, all adults in a commune end up serving in the council at one point or another. Similarly, a number of each commune's members are sent to Ithya's council to coordinate with other communes efficiently. Again, those sent to the council rotate, and are chosen at random.

    Nobody has to work at a job, at any point, but it's frowned upon to not do any work to help maintain life in the communes, especially since Ithya is a world filled with dangerous fauna and scarce resources. A job can be anything, but with the exception of artists, mathematicians, scientists, and doctors, it's rare to see people who do any single job for more than a couple of years. However, even those people who specialize in such areas of study often spend some years working in different jobs.

    The fauna is significantly more hostile than on most worlds. Their dangers can range from small critters damaging crops, to entire mountains getting up to their feet and walking across fields. A common mortal danger is winged beasts swooping into communes to grab a couple of people and fly off. While these were enormous problems years prior, in the present day, the new denizens of Ithya have taken precautions against these problems when building new settlements, after years of suffering due to a lack of understanding of how these creatures behaved.

    Ithyans still trade with countries on Irve, mostly importing resources scarce on Ithya. This can range from books on magic and technology, to food items and exchanged correspondences between scholars.

    The philosophy behind the settlement of Ithya can be summed up as "No one shall eat while another starves." They pool their resources together in order to best serve as many people as efficiently as possible.

    The Troubadours

    The Troubadours are a group of travellers who work to help settlements with specialty-requiring problems. They are mostly composed of "conductors" (Ithyan mages), and those that aren't are trained to eventually become mages. Settlements often call them when there's trouble with these natural disasters, but they're almost never called for troubles with other people, as those are often handled locally. They handle problems ranging from making crops flourish during a bad harvest, to transporting food, and even to hunting or calming belligerent creatures causing a risk to the safety of a settlement. Like all organizations on Ithya, they have no rank structure. They also function as a mobile school for magic, for those who want to learn how to master their skills. Most people who come to learn don't stay to join the Troubadours.

    Cities and Settlements

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    Credit to Gunzfree

    Briseterre
    Briseterre is the largest settlement on Ithya. It's built in a valley, with a pair of rivers running through the town. It's also home to a large academy of magic. It has an airship port up on the peak of the mountain the rivers flow from.

    Boussole
    Boussole was a small town with a population of around three thousand. The region where it was recently sank into the ground. There's an enormous, several kilometer wide hole in the ground, with the ruins of the town at the very bottom. The town disappeared the same day Sunderlake Prison was broken out from.
  • Enia

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    Irve is a beautiful world rich with resources, and countries spreading all over the surface. The largest country, Enia, has lived relatively calmly for the last century, since it exiled the anarchists to the desolate isle world of Ithya. Enia is renowned for their incredible advances in technology and magic. While in order to keep the peace, the commoners aren't allowed to use magic, students of magic academies are trained in all kinds of magic. Most vitally, a portion of the military is formed of noble mages trained for battle from a young age at the Royal Academy along with the princes, and princesses. Although the Academy normally doesn't accept women who aren't from the royal family, it's not unheard of for women of high birth and high talent to be taught with the princesses. While the royal family still has absolute power over the affairs of governance and war, they keep the appearance of remaining out of politics, and leaving them to their parliament.

    Enia is a nation of religion, strictly enforcing the law of the church of Ydran. The Templar Knights are practically the highest military authority in the kingdom, but technically, the will of the royal family and the nobles precedes that of the church. Nonetheless, the Templars are given enough leeway to do whatever they want, and recently, have even made moves against the nobility and royalty, with the tacit approval of the reigning king. For the last 5 years, the Templar knights greatly within the kingdom of Enia. The king has even let them have their pick of the top graduates of the Royal Academy, including from the princes and princesses. Being a member of the Templar Order is considered a great honour in Enia, since long before they started drastically growing their forces.

    The nobility of Enia are akin to that of feudal lords, with great influence over their territories, only responding to the king, and the orders of parliament. Even though they own land and armies, they are quite firmly dedicated to the kingdom of Enia. There's no real infighting among the lords, beyond the pettiest of quarrels.

    The royal family is a sprawling, wide tree. The current king has dozens of legitimate children from several noble families. All princes and princesses live in the royal academy, where they learn magic and receive their education. Most of the princes and princesses return to their family territory to become the head of their family. Others, who want to become king or queen, or who were from the same family as another heir of a noble family, join either the military or the Templars. The next king or queen is chosen among the heirs by the parliament and the nobles when the current ruler passes.

    The practice of magic is banned for the lowborn, with the aim of maintaining order. This law is imposed with extreme harshness. Even if a child is found playing around with magic, if the Templars find out, they're likely to execute the perpetrator. This is widely accepted as a necessary measure by the nobles, and even the more pious commoners. There are magic academies where people can earn the right to use magic as officers of the kingdom, and even gifted commoners can be accepted, but more often than not, most academies will have no more than a dozen commoners in a two-three hundred graduating class.

    People with four arms are called children of Ydran, due to their resemblance to the goddess' distinct physical appearance. They're quite rare among commoners, as most people with such appearances have been absorbed into the noble families long ago. They're treated as equal to members of the noble families by the Templars, and are often given training in magic at one of the academies.

    Cities and Settlements

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    Credit to Gunzfree

    Cartetoile
    The capital of Enia, where the Royal Academy is, and where the king lives. Cartetoile is near the edge of the floating world of Irve, and is the largest port of commerce in Enia. Airships that fly off-world often depart through Cartetoile, since it's the nearest point to the next closest world, after Ithya.

    Montacier
    Montacier is a merchant's town built on the seaside. Just across the sea is Aepia. Most aide that goes to the Aepian Kingdom passes through here to resupply, or transfer the cargo onto seafaring ships.

    Sunderlake Isle
    Sunderlake Isle is an island on the large desolate world of Plateau. It used to house the Enian prison for polymorphs. In the year 1532, contact with the Templars on the island was lost until the survivors reached Cartetoile. Reports from merchants traveling near Plateau claim to have seen mysterious ruins where there should only be the ocean.
  • Aepia

    On Irve, there's a country in the middle of a vicious civil war. Aepia is a country considerably smaller than Enia, but it has similar laws on governing the use of magic by commoners. However, the rebels were able to gain more and more popular support after the queen killed off their leadership during peace-talks. While the rebels have an incredible numbers advantage, the queen's armies are fiercely loyal, and their ability to use magic to lay waste to swaths of men and women who haven't used an ounce of magic in their lives has proven to be troublesome for the rebels. For the last 23 years, this war has been going on, leaving millions of dead behind.

    Among the rebels, there are two rivaling factions: the statists and the anarchists. The statists want to overthrow the royal family, and establish a parliamentary nation, greatly overhauling the legal system to better serve everyone while maintaining some form of peace. On the other hand, the anarchists want to dismantle the state, rather than replace it, and want to model their new society after Ithya.

    Aepia has had monetary and some military support from Enia, who fear a victory for either the statists or the anarchists would lead to another uprising back home. Their support has been crucial in the war effort.

    Some other socialist statist nations from other isles have supposedly been aiding the rebels, but they've been causing problems within the rebel factions to turn them against one another, assassinating quite a few of the leadership of the anarchists after joining their ranks under the guise of aid.

    Cities and Settlements

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    Credit to daRoz

    Lucillia
    Lucillia is the new capital of Aepia, since the razing of the previous capital, Refiel, during the very beginning of the civil war. Lucillia is right across Montacier, on a well guarded clifftop near the ocean. It is one of the few places in Aepia that has been able to exist peacefully, far from the conflict.

    Refiel
    Refiel is the previous capital of Aepia, and now the base of the rebels' operations. In contrast to the rest of Aepia, the slave market only operates underground. The city has been home to a string of disappearances as of late, but with the war raging on, not many people have given the events much attention.



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    The Church of Ydran follows the teachings of the goddess Ydran, who, according to them, is the one who gave the infinite pool of magic to everyone. She's depicted as having four arms, and a long staff with a hollow disk at the top. According to the church, back when magic was still a rarity in the world, and hoarded by the nebulous figure known today only as the Old God, she led a band of warriors and sealed the being away. When the Old God was sealed away, the people's magic stopped being siphoned, and so over the centuries, their wells of magic overflowed. It's said that she would return once the Old God breaks his chains, and will lead the fight against the Old God once again.

    There's little known about either the Old God or Ydran, barring the stories told by the church. There are five broken pillars that reach up as high as some worlds from the core of the worlds that are said to hold him in place, but other accounts claim that they used to hold another world in place.

  • Denizens

    The people of the worlds have changed immensely since the time of the old god. Back then, people could easily be separated into distinctly different species. Over the thousands of years in between, variety has greatly increased. Most people have one distinctive feature or another: some people are 3-4 meters tall, some people have twice as many limbs as most people, some people have tails, some people have horns, wings, gills, and the list goes on and on. This is why all intelligent and sentient life capable of using magic are called simply "Denizens".

    More generally, the church of Ydran calls any living being with magic within them "Breathful".

    Creatures

    Creatures (animals, beasts, monsters, as they're otherwise known) are the sum of all complex Breathful (including plants), but are often used to refer to non-denizens. They vary greatly in size and nature, from world to world. Some worlds have no creatures larger than a house, while others could have the entire islands as creatures. On Ithya, in fact, it's common for some creatures to be mistaken for mountains. All creatures have the faculties to perform magic the same way denizens are, and most often use various forms of magic in order to hunt their prey or trick their predators.
 
Schools of Magic


  • There are some spells that don't belong to any school of magic. The expertise required to learn these spells can be compared to any school of magic the caster is proficient in.

    Spells
    Trace Spell
    Name:
    Trace Spell​
    Expertise:
    1​
    School of Magic:
    N\A​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster can trace an image in the air, leaving behind a trail of light. The traced image can be moved and temporarily imprinted (endures for 1 hour) onto surfaces by the caster.



  • Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic.

    Spells
    Metamorphosis
    Name:
    Metamorphosis​
    Expertise:
    5​
    School of Magic:
    Metaphysic​
    Spell Type:
    Ritual​
    Casting Method:
    Somatic​
    Duration:
    1 hour (can be terminated early)​
    Range:
    Self​
    Description:
    The caster uses nearby material in their vicinity, fusing it to their being to allow the caster to transform their body into a state of their choosing (limited to organic tissue) for a limited time. The caster's mass can multiply up to 5 times the caster's original size, with any body composition they desire. Physical abilities change according to the form the caster takes.

    Ritual time is the multiplication of caster's size x 30 seconds. So, 30/1min/1min-30/2min/2min-30​
    Create Homunculus
    Name:
    Create Homunculus​
    Expertise:
    5​
    School of Magic:
    Metaphysic​
    Spell Type:
    Ritual (1 hour)​
    Casting Method:
    Somatic/Formulaic​
    Duration:
    Indefinite​
    Range:
    Touch​
    Description:
    The caster transmutes inorganic material into a complete organic body, exactly to the specifications the caster desires. (I.E. Specific facial structure, height, etc) The body's cells are living, just as they would be for transmute flesh, but without the aid of other spells, this is simply a body, and nothing more.

    To create a specific living body after the likeness of a living being, the caster must introduce material from the being they wish to replicate (hair, flesh, blood, etc)​
    Transmute to Flesh
    Name:
    Transmute to Flesh​
    Expertise:
    3​
    School of Magic:
    Metaphysic​
    Spell Type:
    Instant​
    Casting Method:
    Somatic​
    Duration:
    Indefinite​
    Range:
    Touch​
    Description:
    The caster transmutes inorganic material (soil, stone, etc) into living tissue that automatically fuses with tissue it comes into contact, transmuting into the type of material the caster wills, when applied to another creature/person. Individuals must be willing/unconscious to transmute flesh.

    Tissue of any size up to a missing appendage can be created independently of another present body and still fused with that body (all limitations to the above still apply)

    The inorganic material much be touched to activate.​
    Transmute Material
    Name:
    Transmute Material​
    Expertise:
    3​
    School of Magic:
    Metaphysic​
    Spell Type:
    Instant​
    Casting Method:
    Somatic​
    Duration:
    10 minutes​
    Range:
    Touch​
    Description:
    The caster touches an object, changing the material it is comprised of into a different material of the same volume and shape. Mass and other aspects of the object change according to the characteristics of the Material the object is transmuted into. Multiple objects can have their Material transmuted, but for each object transmuted, the total time of all objects transmuted is reduced by half.​
    Cure Wounds
    Name:
    Cure Wounds​
    Expertise:
    4​
    School of Magic:
    Metaphysic Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Verbal​
    Duration:
    Instantaneous​
    Description:
    A creature the caster touches is healed of the injuries that it has sustained. The level of injury that a caster is able to heal is proportional to their expertise level, as well as the length of time it takes for it to heal.
    Range:
    Self | [With Aspect of Healing III] 1 + [Expertise] meters​
    Conjure Barrier
    Name:
    Conjure Barrier​
    Expertise:
    3​
    School of Magic:
    Metaphysic Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For as long as the caster is in concentration​
    Description:
    The caster is able to erect a barrier that is capable of stopping both physical and magical effects. It is transparent with an occasional magical shimmer that indicates that it is there for the more perceptive.
    Range:
    2 + [Expertise] meters​
    Area of Effect:
    1 + [Expertise] meters in total length going into any direction​
    Make Pliable
    Name:
    Make Pliable​
    Expertise:
    3​
    School of Magic:
    Metaphysic​
    Spell Type:
    Continuous or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster's concentration, or 1 hour if cast as a ritual​
    Description:
    The caster can cast this spell on a non-magical surface by drawing the formula on the target, and imbuing the spell with magic. The target of the magic becomes more flexible and pliable. This spell can be cast as a continuous spell, or as a ritual spell. If it's cast as a ritual spell, the casting takes a minute.
    Range:
    10 * [Expertise] meters​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​
    Make Rigid
    Name:
    Make Rigid​
    Expertise:
    1​
    School of Magic:
    Metaphysic​
    Spell Type:
    Continuous or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster's concentration, or 1 hour if cast as a ritual​
    Description:
    The caster can cast this spell on a non-magical surface by drawing the formula on the target, and imbuing the spell with magic. The target of the spell becomes rigid, and also difficult to destroy or damage. This spell can be cast as a continuous spell, or as a ritual spell. If it's cast as a ritual spell, the casting takes a minute.
    Range:
    10 * [Expertise] meters​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​


    Aspects
    Aspect of Transmutation V
    Name:
    Aspect of Transmutation V​
    School of Magic:
    Metaphysic​
    Expertise:
    5​
    Description:
    Spells that alter the physical properties of objects can be cast on willing or unconscious beings. If cast on self, the properties can be limited to parts of the body, and clothing surrounding them.​
    Aspect of Healing III
    Name:
    Aspect of Healing III​
    School of Magic:
    Metaphysic Magic​
    Expertise:
    3​
    Description:
    Healing spells are now able to affect inorganic but sentient beings. A healing spell with a range of [self] can now be casted at a range of the [Expertise] of the caster. The user can now also sense injury from a sentient being.​
    Aspect of Transmutation II
    Name:
    Aspect of Transmutation II​
    School of Magic:
    Metaphysic​
    Expertise:
    2​
    Description:
    Spells that alter the physical properties of objects can be cast on willing or unconscious beings. If cast on self, the properties can be limited to parts of the body, and clothing surrounding them.​


  • Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects.

    Spells
    Arcane Continuity
    Name:
    Arcane Continuity​
    Expertise:
    5​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster creates an area of effect in which the duration of any allied spell becomes indefinite for as long as the spell's effects remain within the area of effect. If a spell exceeds its normal duration it will immediately dispel upon leaving the area of effect. The amount of spells that can simultaneously be affected by Arcane Continuity is equal to half the caster's Expertise (rounded down). This spell has a cooldown equal to the spell's duration times the amount of spells affected within said duration.
    Range:
    Centered on caster​
    Area of Effect:
    15 + [Expertise] meters​
    Consuming Power
    Name:
    Consuming Power​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    20 + [Expertise] seconds​
    Description:
    The caster hastens the flow of time of an allied summoned or reanimated minion, greatly increasing their speed, evasiveness and casting speed (if applicable). When the spell's effect ends, the minion dies.
    Range:
    10 + [Expertise] meters​
    [/SPOILER]
    Stasis
    Name:
    Stasis​
    Expertise:
    2​
    School of Magic:
    Spatial​
    Spell Type:
    Instant​
    Casting Method:
    Somatic​
    Duration:
    1 week (may be dispelled early)​
    Range:
    Touch​
    Description:
    The caster touches an object, be it organic or inorganic and pauses the passage of time for the object or a localized area on that object. The object can still be moved by outside forces (I.E. Carried to places, interacted with, and in the case of an injured area, even flexed) but effects that happen over time (aging, rusting, cellular breakdown, bloodflow, rot, etc.) do not come to pass. To apply stasis to an individual, they must be willing or unconscious. Any resistance to this spell renders it unusable (at this level of expertise.)
    Conjure Weaponry
    Name:
    Conjure Weaponry​
    Expertise:
    5​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    5 hours or when it is dispelled​
    Description:
    The caster is able to conjure any weapon that is familiar to them. The amount of conjured weapons that can be made at once, excluding ammunition used, is equal to the expertise level of the caster.
    Range:
    Self | If a conjured weapon exits 5 + [Expertise] meters, it is automatically dispelled.​
    Manifest
    Name:
    Manifest​
    Expertise:
    4​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    Max 2 hours​
    Description:
    Sasha's magic allows her to bring the things she draws into the real world. The drawing must be "put back" or destroyed before she can take out another. If the drawing is destroyed she can reuse the paper. She can only create inanimate, solid objects. For example, if she drew fire, when manifested it would just be a solid object that looked like a fire, not an actual fire. The largest object she can create is about the size of a 2x2x2ft wood crate. However, things like weight and density can affect how big of an object she can make. The size of the item is not limited by the size of the item. Her magic also depends on her creativity. For example, a solid circle could be manifested as a shield, a disc, or even a pillar (if she imagines it as the top or cross-section).
    Range:
    Max number conjurations is 3​
    Restore IV
    Name:
    Restore​
    Expertise:
    4​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of concentration​
    Description:
    Within the affected area, non-magic objects rapidly trace their path and structure in space (with regards to the caster) through the past.
    Range:
    5 + [Expertise] meters​
    Area of Effect:
    Sphere with radius up to 15 + [Expertise] meters​
    Conjure Familiar
    Name:
    Conjure Familiar​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    1 hour / number of creatures summoned​
    Description:
    The caster conjures up to ten magical familiars in the form of a creature friendly to the caster. The familiar's skills and expertise are equal to half that of the caster (rounded up), if only one creature is summoned. If more than one familiar is summoned, the sum of their skills and expertise would equal that value. This spell cannot be cast again until its effects disappear. The caster can communicate with the familiars through speech.
    Range:
    Up to 5 + [Expertise] meters​
    Summon Dragons V
    Name:
    Summon Dragons V​
    Expertise:
    5​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    3 hours / number of creatures summoned​
    Description:
    The caster summons up to 10 draconic creatures friendly to the caster. The familiar's skills and expertise are equal to 2/3 of the caster (rounded up) if only 1 creature is summoned. If more than one 1 familiar is summoned, the sum of their skills and expertise would equal that value. This spell cannot be cast again until its effects disappear. The caster can communicate with the familiars through speech and gestures
    Range:
    Up to 10 (5 + Expertise) meters.​
    Open Gateway
    Name:
    Open Gateway​
    Expertise:
    1​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster can open a square shaped portal between two previously marked targets. Each target must have the formula of the spell drawn on it. The caster can cast the spell by pouring their magic into one of the formulae, and can maintain the portal so long as they're concentrated.
    Range:
    Max dist. between portals is 5 * [Expertise] kilometers​
    Area of Effect:
    2 meter by 2 meter square​
    Bend Space
    Name:
    Bend Space​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Concentration​
    Casting Methods:
    Somatic​
    Duration:
    Concentration up to 1 minute.​
    Description:
    Within range around the target, the caster changes the direction in which the net force of gravity applies. The direction of the force can only be changed once every 15 seconds.
    Range:
    Self​
    Area of Effect:
    Sphere with radius of 5 + [Expertise] meters​
    Alter Weight
    Name:
    Alter Weight​
    Expertise:
    4​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    Concentration up to 1 minute.​
    Description:
    The caster can cast this spell on a non-magical surface, a willing being, or an unconscious being by drawing the formula on the target, and imbuing the spell with magic. The target of the magic becomes up to [Expertise]/2 times heavier or lighter.
    Range:
    5 * [Expertise] meters​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​


    Aspects
    Aspect of Weaponry III
    Name:
    Aspect of Weaponry III​
    School of Magic:
    Spatial Magic​
    Expertise:
    4​
    Description:
    The caster is also able to create ranged weaponry and their respective ammunition. Spells that create objects for the user can now be held and used by anyone else as long as the user permits.​
    Aspect of Conjuration II
    Name:
    Aspect of Conjuration II​
    School of Magic:
    Spatial Magic​
    Expertise:
    2​
    Description:
    Any magical effects experienced by the summoner is also experienced by their familiars.​
    Aspect of Dragonmaster V
    Name:
    Aspect of Dragonmaster V​
    School of Magic:
    Spatial Magic​
    Expertise:
    5​
    Description:
    Able to permanently maintain (up to) 2 draconic familiars. Enhances the strength, speed, and intelligence of said draconic familiars. Any magical effects experienced by the summoner is also experienced by their draconic familiars. Hastens the casting process of dragon-summoning spells.​


  • Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings.
    Spells

    Become Invisible
    Name:
    Become Invisible​
    Expertise:
    3​
    School of Magic:
    Telepathy​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    Up to 10 minutes​
    Description:
    The caster can choose to turn themselves, or a living/non-living thing they're in contact with, invisible to regular sight. Anything (non-living) that being is in contact with, and stays within the spell's area of effect, can turn invisible as well. The caster can dispel this effect at will if they targeted themselves.
    Range:
    Self or Touch​
    Area of Effect:
    Up to 1 + [Expertise] meters cubed​


    Aspects
    Aspect of Illusion IV
    Name:
    Aspect of Illusion IV​
    School of Magic:
    Telepathy​
    Expertise:
    4​
    Description:
    Spells that are cast on the caster themselves can also apply their effects on up to [Expertise] others within 1 + [Expertise] meters.​


  • Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves.

    Spells
    Divine Past
    Name:
    Divine Past​
    Expertise:
    3​
    School of Magic:
    Nature Magic​
    Spell Type:
    Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster draws the formula on the surface the spell will take effect on. For each day further back they want to see, they need to prepare the spell for an additional minute. Once the ritual is ready, events that unfolded in the region are projected as illusory images. Wards against magic could obscure the projection.
    Area of Effect:
    4 + [Expertise] meter wide cube​


    Aspects
    Aspect of Divination VI
    Name:
    Aspect of Divination VI​
    School of Magic:
    Nature Magic​
    Expertise:
    6​
    Description:
    Ritual spells that provide insight into the nature of creatures, locations, or events, instead become continuous spells that immediately take effect.​


  • Evocation is the manipulation and transformation of the magic within the non-living world.

    Spells
    Move Object
    Name:
    Move Object​
    Expertise:
    1​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster can move objects within range freely. The number of objects that can be moved at a time is equal to the caster's Expertise. Heavier objects move more slowly. With higher expertise, casters can move heavier objects more easily. If the object is larger than the area of effect of the spell, the spell can only apply force on the part of the object within the area of effect.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​
    Force Bullet
    Name:
    Force Bullet​
    Expertise:
    5​
    School of Magic:
    Evocation​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic | 4 second startup​
    Duration:
    Instantaneous​
    Description:
    The caster can launch an object within range at a speed [Expertise] x 500 km/h when it is of a small size. This effect lessens as the object grows bigger. The caster also cannot control or change the objects' course once it has been released.
    Range:
    3 + [Expertise] meters​
    Evoke Fire
    Name:
    Evoke Fire​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster can spark and manipulate fire within range. The movement of the fire depends on the caster's movements.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​
    Cryomancy
    Name:
    Cryomancy​
    Expertise:
    5​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster is able to conjure, control, and manipulate cold and ice. Application examples including but not limited to, conjuring then launching ice spikes, erupting an explosion of frigid waves on an area, launching a breath of ice beams, summoning a protective aura of frost, etc.
    Range:
    Up to 15 (5 + 2 * Expertise) meters.​
    Area of Effect:
    Sphere with radius of 10 (2 * Expertise) meters​
    Evoke Water
    Name:
    Evoke Water​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster can manipulate water within range. The movement of the water depends on the caster's movements.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​
    Create Fog
    Name:
    Create Fog​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous or Ritual​
    Casting Methods:
    Verbal and Somatic​
    Duration:
    For the duration of the caster's concentration up to an hour, or if cast as a ritual, four hours​
    Description:
    The caster creates fog within the affected area. When cast as a continuous spell, the caster can control the fog. When cast as a ritual spell the area of effect is triple that of the area of effect it would have if it were cast as a continuous spell, but the caster can't control the fog.
    Range:
    15 + [Expertise] meters​
    Area of Effect:
    Sphere with radius of 10 + [Expertise] meters​
    Control Water Temperature
    Name:
    Control Water Temperature​
    Expertise:
    2​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster's concentration​
    Description:
    The caster can manipulate the temperature of the water within range.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​


    Aspects
    Aspect of Fire III
    Name:
    Aspect of Fire III​
    School of Magic:
    Evocation​
    Expertise:
    3​
    Description:
    Fire no longer burns the mage. Magic that allows the caster to manipulate heat or fire no longer requires concentration to be used (but are still somatic).​
    Aspect of Cryomancer V
    Name:
    Aspect of Cryomancer V​
    School of Magic:
    Evocation​
    Expertise:
    5​
    Description:
    Able to absorb ice-based damage to heal oneself. Immune to ice-based ailments. Immune to the negative effects of extremely low temperature. Magic that allows the caster to manipulate cold or ice no longer requires concentration to be used (but are still somatic). Adversely, Increases vulnerability to fire-based damage and ailments.​


  • Life Magic concerns communicating with and manipulating 'souls', or rather the raw magic of a living being (or a being that was once living).

    Spells
    Drain Magic
    Name:
    Drain Magic​
    Expertise:
    5​
    School of Magic:
    Life Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic | 5 second startup​
    Duration:
    For as long as the caster's concentration​
    Description:
    The caster is able to drain the mana out of spells - effectively snuffing them of their effects - and, in turn, using that mana to create their own form of raw magic attack.
    Range:
    2 + [Expertise] meters​
    Soul Trap
    Name:
    Soul Trap​
    Expertise:
    2​
    School of Magic:
    Life Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    20 + [Expertise] seconds​
    Description:
    The caster marks one reanimated minion within direct line of sight. If a reanimated minion dies while affected by this spell, their soul is reclaimed in an appropriate vessel and may be used to reanimate that same minion once again.
    Range:
    30 + (1.5 x [Expertise]) meters​
    [/SPOILER]

    Avenging Wraith
    Name:
    Avenging Wraith​
    Expertise:
    5​
    School of Magic:
    Life Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    Up to 2 hours​
    Description:
    The caster summons the vengeful spirit from a reanimated minion, killing the minion in the process. Its skills and expertise are equal to that of the minion. It is immune to physical damage, but extremely weak to magical damage.
    Range:
    Up to 15 + [Expertise] meters​
    Reanimation V
    Name:
    Reanimation V​
    Expertise:
    5​
    School of Magic:
    Life Magic​
    Spell Type:
    Instant or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    Up to 4 hours or 12 hours if cast as a Ritual Spell​
    Description:
    The caster reanimates one body within casting range. The reanimated minion's skills and expertise are equal to the caster's expertise. A specific minion can be summoned if the caster possesses something to represent the minion's soul. When summoned with a soul, the reanimated minion's skills and expertise are similar to those of the soul used, but capped at the same level as the caster's expertise in Life Magic.
    Range:
    Centered on caster​
    Area of Effect:
    Up to 15 + [Expertise] meters​
    Command Homunculus
    Name:
    Command Homunculus​
    Expertise:
    3​
    School of Magic:
    Life​
    Spell Type:
    Instant​
    Casting Method:
    Verbal​
    Duration:
    Varies​
    Description:
    The caster imbues a homunculus with a small amount of magic, giving them the capacity to follow a simple command that the caster then speaks to them. The homunculus follows the command if able, then either deactivates, or returns to the caster if commanded to do so. The homunculus automatically deactivates if it cannot accomplish it's goal, travels further than 100 yards from the caster, or the caster revokes the command before it is finished (even if the homunculus is not close enough to "hear" the command)​
    Detect Life
    Name:
    Detect Life​
    Expertise:
    3​
    School of Magic:
    Life​
    Spell type:
    Continuous​
    Casting Method:
    Somatic​
    Duration:
    Varies​
    Range:
    100 feet (30 meters) x Expertise​
    Description:
    The caster closes their eyes and sends out a pulse from their body that radiates out, reacting to any life force in range. The caster can then sense the range, direction, size, and strength of the life force, if not blocked by another spell. The spell works like a radar ping, and must continuously pulse to track a moving target. If the caster knows the specific essence of an individual they wish to track, or has a portion of their magic or life force to work with, they can specifically target and track that individual (within range) unless blocked by another spell.​
    Magic Ward
    Name:
    Magic Ward​
    Expertise:
    2​
    School of Magic:
    Life Magic​
    Spell Type:
    Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    1 hour​
    Description:
    The target gains resistance against spells of Expertise less than the caster's Life Magic expertise. Also, the target is obscured, but not erased, in divination spells.
    Range:
    Self or Touch​
    Area of Effect:
    Up to 1 + [Expertise] meters cubed​


    Aspects
    Aspect of Apparent Death V
    Name:
    Aspect of Apparent Death V​
    School of Magic:
    Life Magic​
    Expertise:
    5​
    Description:
    Spells and aspects that only affect reanimated minions can now also affect conjured familiars (if applicable). Reanimated minions within close proximity (5 + [Expertise] meters) to one or more conjured familiars gain increased magic resistance for each conjured familiar within range.​
    Aspect of Draining V
    Name:
    Aspect of Draining V​
    School of Magic:
    Life Magic​
    Expertise:
    5​
    Description:
    The mage is capable of extracting magic directly from a mana-containing individual regardless of whether the target is willing or not. The mage can also transform the magic into essence that can be trapped inside a container.​
    Aspect of Necromancy VI
    Name:
    Aspect of Necromancy VI​
    School of Magic:
    Life Magic​
    Expertise:
    6​
    Description:
    Spells that animate dead bodies by returning its magic back to the corpse can grant the caster one aspect the being had in life. As long as the caster has the being's aspect, their own aspects, other than Aspects of Necromancy, cannot be used. Once the body is no longer animated or is destroyed, the being's aspect can no longer be used.​

 
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