Magic

Innate

Creatures -

Greater Dragons -

Mages - One who is born with magical power; humans tend to live longer lives around 100 to 200 years There's is an inner strength.

Faeries - They use the magic that is in their domain. They are the only users of life magic.

Sentinels - Magic Essence. see other pages.

Sultreans - Dance and ritual based

Trained

Magicians - they can use and manipulate existing magic. They use preparations, rhymes and incantations. To them magic is a mind thing; Requiring concentration.

The Undeniable and Unbreakable Laws of Magic

1. Food that sustains cannot be created with magic. 2. The dead cannot be brought back to life once the spirit has passed a certain point without the intervention of deity. 3. No magic user can control someone's will. 4. It is impossible to manipulate time. 5. Time and Distance matter in spellwork.

The Finer Elements of Magic

Magic users have a unique signature that can be felt by other magic users regardless of distance. Familiarity with the magic user helps one in recognizing their signature.

Schools of Magic

Life magic Faeries and half faeries are the only users of life magic. As life magic users they naturally have a stronger affinity with nature then most other beings. Plants and trees can even respond to a persistent call. Their magic can be used to help in growth and repair of flora life. Life Magic users are also the only magic users that can transform lifeforms into different lifeforms.

Death magic Necromancers are more master puppeteers then anything else. The undead they “raise” are really only reanimated corpes. They have no power to bring back spirits to live any damnable half life. To sustain such charades requires an extremely powerful mage.

Magical uses

Scrying - Using magic to look in on someone from a distance. A magic user can only scry someone they know by sight. Water or some other reflective liquid is used to display the images. The magic user declares the name or has a very complete picture of the person in mind. The spell is easy to do but can require large amounts of power depending on the subjects distance. The person and their immediate environs can be seen. Other people that may be near the subject appear hazy and unfocused. The subject person can be heard. All other voices or noises are heard as a dull murmur. If a magic user is scryed by another they can feel the magic searching for them. If they are sufficiently skilled they can block the scryer. But they will know what direction you are from them. Amulets and preprepared counter scrying magic can be used to make one invisible from scryers whether you are awake or asleep. Adept magic users can easily identify the magical fingerprint of the scryer. If you are scryed by a friend you can accept it and scry them in return. Which allows a two way scry, where the magic users can speak to each other. A connection is made between the users. Lesser experienced magic users can be helped to maintain the connection by a more powerful friend. If the subject is too far from them with the power they wield the only return is a wave in the subjects direction. If it is farther then that there is only a ripple in the water. magicians- use a container to hold the water; which must be still. They employ complicated patterns and preparations. An article from the person helps them find the subject quicker which requires less power. non-magic users- Because of the simplicity of the spell even non magics can perform it if concentrating hard enough, and with assistance.(reason- Because you have to have seen the subject yourself for it to work) A mage can channel some of their power into them to maintain the connection. Most mages would not submit to it however.

Teleportation - Magic users can teleport to a distant location. The theory- They turn into their spirit form and journey at a high velocity. Travelers see a sort of tunnel. They are insubstantial and can go through physical objects. They sort of fly on a trajectory towards their arrival point. Though difficult they can transport to areas they have never been before. When the traveler approaches the destination they can sort of see their departure point. If your arrival point happens to be inside an inanimate object the magic user quickly reverses the arrival and continues on the trajectory. Skilled magic users can alter their path in the the 30-45 degree angle in front of them. No magic user can immediately reverse direction on a stumbled arrival. When the inexperienced stumble they have a hard time refocusing there efforts(maybe even their selves) and may fall out of the trajectory much later to their harm.

Note- Teleportation is done a little differently for each type of magic user. Sentinels- Have the power to teleport across oceans to other continents. Faeries- Faeries and Sentinels understand their spirit form and therefore they have much more control in teleportation, especially considering departure points and stumbling. They can also slow down which mages and magicians cannot do. They can slow their rate down to actually seeing what their flying over/through. They don't have to exit/(reform) unless they want to. They are the only ones who can eventually reverse their direction. This requires a considerable slower rate and a very large turning radius. Faeries are limited in their distance by their power. Only short stretches of ocean can be covered. Mages- Mages and Magicians don't naturally have a spirit form. So their form is different from Faeries and Sentinels. Their spirit form maintains the same shape as their physical body. They never see more then glimpses of the land they pass by on their trajectory. The distance is limited by their power. Magicians- Generally can only teleport to places they have been before. They set up a predetermined path that can not be altered. To facilitate teleportation they have elaborate preparations. If they follow the same pattern it could be used by powerful magicians to teleport to a place they have never been before.


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