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Ainwae Rules of Magic

Oct 30th, 2014
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  1. Magic is divided three ways:
  2.  
  3. -Elements (Fire, Water, Earth, Wind, Life, Light, Dark,
  4. Fate) which are the innate natural forms of magical energy
  5.  
  6. -Schools (Illusion, Divination, Conjuration, Protection,
  7. Alteration) which are the ways magic is combined from
  8. different elements into spells
  9.  
  10. -Casting formes (Wizardry, Sorcery, Alchemy, Witchcraft)
  11. which are how a person accesses magic from the Feylines to
  12. form spells
  13. ----
  14. Wizardry: Studied practice of spells, formed with words of
  15. power and hand/focus motions (Wizards, Clerics, Paladins)
  16.  
  17. Sorcery: Innate connection to the Feylines, forming spells
  18. through willpower and mnemonics (Sorcerers/Sorceresses)
  19.  
  20. Alchemy: Using chemical ingredients to create potions,
  21. salves, scrolls, or runic chalk to induce magic
  22. (Alchemists, Shamans)
  23.  
  24. Witchcraft: Making a deal for magical power with a being
  25. innately connected to a source- usually demonic or fey in
  26. origin (Witches, Warlocks, also Druids)
  27. ----
  28. Illusion: Using magic to deceive the senses or manipulate
  29.  
  30. Divination: Using magic to gain knowledge
  31.  
  32. Conjuration: Using magic to summon forth energies, beings,
  33. or other things
  34.  
  35. Protection: Using magic to protect and heal damage,
  36. curses, illness, or other
  37.  
  38. Alteration: Using magic to manipulate the physical world
  39. ----
  40. Light- The domain of Faeries, noble and good in their ways,
  41. almost to a self sacrificial point
  42.  
  43. Fire- The domain of the Pixies, turbulent and energetic.
  44. They experience everything with practically no filter
  45.  
  46. Water- The domain of the Undines; smart, calculating, and
  47. kind. They care and cure for the world
  48.  
  49. Wind- The domain of the Sylphs, capricious and free-
  50. spirited. They are playful jokesters, ruled by their whims
  51.  
  52. Earth- The domain of the Sprites, wise in their ways and
  53. long thinking. They are slow to action, but exact in their
  54. dealings.
  55.  
  56. Life-The domain of the Spriggans, most connected to the
  57. physical world. Protective, but easily angered by those
  58. that mess with the natural order.
  59.  
  60. Dark- The domain of the Changelings. Mysterious folk, who
  61. easily blend in with other Fey. Seem to act as spies for
  62. their people.
  63.  
  64. Fate- The domain of the Leprechauns, cunning and miserly.
  65. They weave chance to their will and horde valuables.
  66. ----
  67. Feylines- the place of origin for magic- a world on top
  68. of ours, yet separate. Hot spots of magic make the walls
  69. between worlds thinner- places like ancient forests, or
  70. mountain peaks- places old and full of mystery. It is at
  71. these places it is possible to crossover, though physical
  72. entry into the Feylines is metamorphic. Prolonged contact
  73. with high levels of magic will alter a person's
  74. appearance. Species like Elves, Gnomes, Goblins, and
  75. the like are prime examples of that- the biggest sign of
  76. magical mutation is sharper features, longer, pointed
  77. ears, and brighter/more varied natural coloration. Psions,
  78. having no natural connection to the Feylines, are changed
  79. differently. They still shrink in size, as appropriate to
  80. the diminutive size of the inhabitant fey, but glow
  81. constantly with their aura- tendrils and clouds of it
  82. constantly shifting around them. They have no connection
  83. to magic due to their innate psionics being a gift from
  84. the plane of Chaos. Everything is straightforward in the
  85. Feylines. Even the Changelings, known for trickery, still
  86. abide by their rules. When those that are native to the
  87. Feylines exit, they remain unchanged- but are still
  88. tethered to it. They cannot exist for an extended period
  89. of time in the natural world, and will eventually be
  90. pulled back- unless bound to the physical world with iron.
  91. ----
  92. Beyond the Feylines is Hell- the realm of demons. Like fey,
  93. they are magical in origin, but are too far removed from
  94. the natural world to ever gain entry unless deliberately
  95. let in. Mortals may sometimes make deals with demons to
  96. gain magical power- usually at the price of service to the
  97. demon, which invariably tries to make it's way into the
  98. world to wreak havoc and reap the life energy from the
  99. populace.
  100. ----
  101. Deals with Fey are pretty tricky- they use exact wording
  102. in their contracts, but usually aren't malicious in their
  103. wants. They can be extremely selfish- requiring some sort
  104. of recurring offering or such. Some require that the
  105. person pledge their life to one representative of the
  106. Fey's element, like protection of the surrounding forest
  107. for a deal with a Spriggan. Others are more direct,
  108. binding themselves to their practitioner of witchcraft as
  109. either a guide, or just a foothold into the physical
  110. world. This is the only exception to the tethering of Fey
  111. to the Feylines. It is also possible to capture Fey and
  112. use them as a conduit to leech magical power. This can
  113. potentially kill the Fey in question.
  114. ----
  115. Magic can be learned by anyone who has a connection to the
  116. Feylines- which is anyone who isn't psionic. Psionics have
  117. their magical connections cut, replaced by the chaotic and
  118. nonsensical energies native to the plane of Chaos. Some
  119. are born this way, but not until after the chaos wars had
  120. started. The first psionics were forcibly torn from their
  121. connection to the Feylines by destructive force and
  122. contact by the forces of chaos. It is possible to still
  123. form psionic abilities this way if, say, an army of psions
  124. were to destroy a city and leave almost no survivors. But
  125. this is highly unlikely to happen. So basically- you are
  126. either born a psion, or you become one if your ties to
  127. magic are severed completely due to high concentrations
  128. of psionic energy.
  129. ----
  130. Learnt magic is simple enough- there are various spells
  131. that have words, motions, and costs associated. To cast a
  132. ball of fire, one must invoke it's name (in the language
  133. of the Fey), wave their focus in a particular sigil (be it
  134. a wand, stave, or ring on their finger), and toss a small
  135. packet filled with flammables (the most popular being
  136. flint and tinder; but packets of black powder or grease
  137. covered marbles are also viable.)
  138. Thusly, a wizard needs a good throwing arm if they want to
  139. land that fireball- but the material cost may be subverted
  140. if they have a store of magical energy from which to
  141. directly siphon from (the most common is gemstones, which
  142. can be recharged with the right rituals and tend to be
  143. embedded in their focus of choice- but the more
  144. unscrupulous magic users will sometimes directly siphon
  145. from captured fey imprisoned in the physical world.)
  146. The only downside is that those who tutor magic tend to
  147. charge pretty highly, thusly discouraging most in learning
  148. the arts.
  149. ----
  150. Some people are born with an innate ability to conduct
  151. magic from the Feylines through their body. They shape the
  152. energies into their spells through force of will and
  153. practiced mnemonics- they are quite similar to how psions
  154. use their powers in that way. With their mind, they tap
  155. into the Feylines and draw upon the element of Fire
  156. itself, allowing the element to form into the spell within
  157. their body and then cast it out through particular motions
  158. if they want the same effect as a wizard's fireball. This
  159. is more physically exhausting, though- a wizard can cast
  160. as long as they have the stores of energy or material to
  161. use, but prolonged magic use by sorcerers will drain them
  162. until they pass out from fatigue. Although if they are in
  163. a place more in-tune with a particular element of magic
  164. they would cast more powerfully and for longer of that
  165. element. So if a sorcerer stood in the center of a
  166. volcano, their fire spells would be much grander (At the
  167. cost of water spells being weaker).
  168. ----
  169. Those that have studied magic can also imbue items with
  170. the power of a spell- similar to the material cost of
  171. wizards. Various plants and animals are magical in nature,
  172. and combining them in the right ways will produce effects
  173. similar to spells. Anyone can fill a bottle with oil and a
  174. wick, light it and toss as a grenade, but a scroll with
  175. the incantations for a fireball written in the blood of a
  176. salamander in ancient runes will keep them coming until
  177. the scroll burns up from overuse.
  178. ----
  179. Those who have made deals to gain their powers are usually
  180. extremely limited in what they can cast- but the power of
  181. their spells are extraordinarily high. If a person has
  182. pledged service to a Pixie, the fireballs they can form
  183. will be more powerful than anything a sorcerer could
  184. conjure and more plentiful than any average wizard's stock
  185. of combustibles- but they'd never in their life be able to
  186. get a storm to brew from their fey friend.
  187. ----
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