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- Magic in Corius.
- Magic in Corius is, fundamentally not well understood. The Ancients are responsible for a lot of it, superimposing their power and laws on top of Corius' natural ones, and therefore providing a semblance of 'magic' when dealing with anything Ancient related. It is in fact, a set of laws and operations not innate to the world of Corius.
- Due to the vast influence of the Ancients in Corius, however, magic is very widely spread. Everyone possesses the capacity for it. However, very few people are actually capable of it. Since it is fundamentally alien, magic must first be awakened. In fact, 'schools' of magic are not based around the contents or shape of the magic, but of it's awakening form (although admittedly, the type of awakening sometimes defines the type of magic).
- Another matter to consider is how magic is cast. It requires mana, a material that could be called gaseous, however is far less corporeal and material. Mana responds to the will of those awakened to magic, and can be altered to many different states. The states of mana, called Auras, are discussed here first. Something else that is important, is one's mana capacity. Spells require mana, and the mana is drawn from the user's own supply.
- People absorb mana from the world around them, and fill a 'tank' of it within themselves. Think of it as an individual's 'RAM'. The mana inside this tank is used to cast spells. One can thus cast only spells that require no more mana than they can store at a time.
- That is not the only problem however. Mana spent, needs time to be recovered, and one can end up exhausting their capacity. Using mana too intensively over a short interval of time, can have detrimental effects on it's speed of regeneration in the near future (with usually, no permanent problems).
- Using up all of one's mana is fine, and a mana user usually has a very clear idea of when exactly that happens (it is somewhat like the need to itch, for most. It happens spontaneously, and in a specific place they are aware of). Trying to use mana at this point is heavily discouraged, as the effects can range from permanently crippling injuries, loss of one or more senses, mental disorders, time-space disorders centered around the user (being frozen in time, being transported to another dimension), horrid transformations, death etc.
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- Auras:
- Base.
- The base aura is a manifestation of mana through no material or sensory form. Mana is simply 'used' in it's immaterial state, as a background force and fuel for the actual magic happening. Usually, base aura does not manifest itself with humans, and instead serves to denote a Spirit-connection or the usage of an Ancient Artifact, so in other words, the Base Aura is usually tied to powers not directly coming from the user, but deeply bound to them either way.
- (Sometimes, Base-Aura can refer to the aura supporting someone who has been enchanted/enhanced/altered through magic, and possesses accordingly enhanced attributes, but no 'magic' that has any effect not internal to their very being, physical or mental (their spiritual being being very iffy ground, and whether spiritual alteration producing a base aura counts as this case or not is up for debate))
- Flame.
- A flaming aura, found often in Red sorcerers. It produces heat, and burns much like real flame, but it's base matter is mana (that simply behaves like fire). Flame Aura needs a constant source of fuel/food for it to remain active, usually body heat or energy, and it is exhausting to use. It enhances the power and effect of one's magic, but can have effects on their psyche as well, which can be either adverse or positive, depending on many factors.
- Lightning
- An aura of electricity, that enhances the body instead. Difficult to pull, there is a constant risk of permanent damage to one's body, mind or ability to use magic. It enhances the body greatly, and enables great feats of strength, speed or endurance, and sometimes even things like short range teleportation. Lightning aura is used by White mages. It is not required for lightning magic, and it does not enhance it's power, but it spreads to anything the user touches, and can be used as a conduit/starting point for said lightning magic.
- Light
- Light Aura is very common, as it simply manifests itself as a transparent, immaterial glow of various colors. The most basic Aura besides base, it can be found in most common magi, and sometimes even in those with other Auras. The brightness of the aura determines strength of magic, but it does not carry any physical qualities or interactions, however a potent light aura can be used to counteract and resist some magic.
- Wave
- Mana that manifests itself in the form of waves, and is rather rare. Colorless, and often imperceptible, it enables magic to be easily cast at a distant range, and directly affect people. Thus, the user is oft safe from opposition. However, these waves are also quite often, feeble, and thus the power carried through them is (often, not always) rather weak. Most Wave Auras decide to rely on psychic effects or spells that are cast over a long period of time.
- Breath
- The Breath Aura is very simple, it produces a powerful gust of wind, around the user. It oft emerged from below the feet, although it can emerge from some inches in front of the chest as well. Breath enhances the input poured into a spell. It is potent with magic that grows stronger depending on input mana as a result. It can also speed the regeneration of one's mana supply and expand it's capacity when used.
- Fume
- Aura in the shape of Fumes. Dangerous and more often than not associated with dark magic. The problem with Fume-Aura is that it can enter enemies bodies, through their respiratory system, and affect (most of the time negatively) them. It can also be used as a way to 'share' one's magic, which lends to the ease of implementing a minion-based magic type if one possesses this aura, and the reputation of it as something inherently evil. It is however, by no means so.
- Crystal
- A glowing, refractive aura. Very rare. It is not usually attained on it's own, and only comes as a refinement of ANOTHER aura type, that determines the qualities of the glow, refraction and occasional harder seeming portions of the the aura. Powerful, it tends to grant considerable resistance to spells, and outright strengthens the effect of present ones. A Crystal type Aura is not always the sign of a powerful being, but most of the time, it indicated great power and skill.
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- Auras aside, actual magic awakening is an issue all of it's own. It can be done in different ways, most of which being to some extent, traumatic.
- Alchemical Enhancement.
- Alchemy is another topic, discussed later in this pastebin. However, what it does have to do with Awakening, is one of it's applications, to alter living beings or objects and provide them with supernatural properties. Most of Revia's Guardians, are super strong and fast soldiers, enchanted by alchemical procedures and products. Often, the procedure is very painful, and in almost any case, barring greater alchemical works, needs to be repeated/reapplied periodically.
- The Box of Awakening.
- A small cubic box, which has a tiny lever at the side. When pulled, the top opens and reveals a bright light, covering a large area. The one who opens the Box then has two options. One: Whatever power is behind the Box, or whatever mechanism causes it to work the way it does, accepts the opener and grants them magic. Two: It doesn't. The owner vanishes from existence without a trace. Predicting whether the Box will accept someone or not is the entire point of a monastic order, and many people treasure them greatly.
- There is a total of 48 boxes all over Corius. Looking directly at the light of the box and not being it's opened, will cause the observer to vanish as the opened in the second option outlined above would. It is said that the sight revealed by the box is so terrifying that everyone who sees it, chooses to forget it and never think of it again. The Box grants awareness of whatever magic one awakened as well.
- Contact with Ancients.
- Physical or mental contact with an Ancient. An exceedingly difficult process, and as a result of the requirements to reach it (very variable, and the information itself is difficult to come across) most Ancients do in fact awaken the magic in whoever encountered them. It is represented in some bizarre or surreal manner. Fel, in particular is known for stabbing the people she awakens, in a vision, only for the wound to be reflected in their body, and mostly never heals.
- Typically, contacting an Ancient is not something one can do twice due to most ways for achieving contact being accessible only once (tools and ingredients consumed, conditions for the contact realized only once within the span of one's lifetime etc). Some people can also stumble into contact out of pure chance, which tends to pique the Ancients interest, strangely. Most Ancients only awaken powers and leave it at that, however depending on the case a deeper interest might be formed.
- Yismiran Ankmon Sephiragios : The Stone Inherited Burning Truth of Great Sephiragios
- YAS for short. Something of unknown nature, held in the deepest sanctum of the Temple of Fire, in Valeon. Once a year, the Red Magi of the temple perform a ritual, in which the YAS selects a number of people, all over the world and awakens their Red Magic, the power to control the fire of Sephiragios. It is a destroying fire, and a healing fire, it is a fire that can power machines and men alike, a fire that can enchant almost everything with it's power, and alter it to better suit the user's needs, especially when backed by a burning will.
- The YAS burns anyone that lays it's eyes upon it, so it's true nature has not ever been observed. Of the people it selects, temple staff are among the first to receive the gift. Very few non-Valeans receive the gift, and even then they are drawn to the area. People can receive different forms of the Red Magic as well. Some particularly privileged folks (permitted by the temple staff) can meditate in the YAS chamber, blindfolded, and the YAS may grant them additional power.
- The Eternal Storm
- The Mylisse Peak, north of Revia is known to host a permanent lightning storm. Normally inadvisable to climb, only those that seek to obtain the power of Zessalt's lightning, the White Magic. The White Magic is powerful, it wholly enhances the user and it is great to produce a battle-mage of sorts. The lightning offers destructive power more often than not, but also spatial transportation as a facility. Quick bursts of speed, teleportation and so become possible. Sealing and purification of phenomena assumed to be 'evil' too.
- The storm is picky with it's targets. Attaining the White Magic can be relatively safe for those with high aptitude (which can be determined by other, experienced White Magi) or difficult for those without it. Being struck by the lightning of the storm, can grant one abilities or kill them. White Magi possess a great connection with their aura. They do not get along with their Red counterparts and the feeling is mutual.
- Other Ancient-based Phenomena
- Unlike the Storm or the YAS there are less attended and well known sites and phenomena, as well as artifacts bearing the power of the Ancients, capable of awakening people. The Golden Wind Pillar is a pure golden pillar, that is always surrounded by strong winds. Touching it grants an awakening. Similarly, the Lion of Tharela, an ancient beast, resembling a lion, is known to be able to awaken those who hear it's roar from up close. There are rumors of a mysterious gateway that travels the world, the Gate as it is called. It opens at strange times, and those that peer or maybe go inside, gain power.
- Many such phenomena exist, and a lot of these are local. It is impossible to document all of them, but if you must, ask ahead about ones found in whatever area your character emerged from.
- The Wild Bow of Zolokarn
- In the wilds of Zolokarn lies an open air shrine, where a bow is located. It is impossible to take it out of the shrine permanently, as it will always find it's way back inside. This is the Wild Bow of Zolokarn, a strange artifact for certain. Any arrow fired from it that hits someone, will awaken a Wild Power within them. Unpredictable in nature, and often with odd consequences, difficult to tame and master but very rewarding to pull off.
- The empowered are often granted this boon in front of a large crowd, that cheers for them. Not everyone survives, for it requires a complete absence of fear to complete. Even the tiniest shred of doubt that you will survive and attain power, is enough to make the arrow lethal.
- Spirit-Channeling
- The art of connecting to spirits. Spirits, are odd entities, that are definitely related to the Ancients somehow, but whether they are their children, still growing mini-Ancients, or representations of some of the Ancients, is unknown. Spirits, being trans-material communicate only through telepathy, visions and phenomena they enact in reality through their powers. They are not difficult to understand at least for whoever is bound to them. Spirits are also bound to a concept, place, event, object or being.
- Spirits give powers and spells related to whatever event they came from. A desert storm spirit would give the power to manifest a miniature amount of it. A spirit tied around the rumor of someone being petrified if they enter some place, would allow the user to create an area inside which people are petrified, guardian spirits in general, would allow the creation of protective wards etc. Spirits are quite location-based, so most Spirit-Channelers often end up using whatever Spirit local legends and features would possess.
- Traveling Channelers can pick up more spirits.
- Netherworld Entrance
- Entering the netherworld, spiritually at least, although ancient myths oft proposed the notion of it being done physically too... in general, it is one of the most difficult acts to achieve, but it does provide one with great power. Users of the Ebon Magic are oft those who have awakened through a spiritual Netherworld Entrance. Those who recall the experience, call it a rocky, cold place, filled with mist. Very few people can actually go deeper into the Netherworld than just it's entrance, in which their spirit is permeated by it's cold power, and an awakening is granted.
- However, those that dare to explore further, can find items of great power, which mysteriously appear next to them in reality, or bind themselves to the fragments of great souls, which grow too dense, and are shattered by the presence of the netherworld. Their core is preserved in the depths, but fragments and sparks can often fall in the entrance zone, to be picked up by entrants.
- Summoning
- Summoning is by no means what the name would entail. A dangerous experience, it involves less summoning proper, and more 'somehow accessing a dimensional portal and bringing an entity in the material place, then hoping it won't murder you'. Most entities find themselves slightly bothered or amused, and just leave. Some kill their targets, and Summoning is for most part, an implementation of numerous safety nets to keep the creature from killing the summoner. The other part involves stopping the creature from leaving, until it satisfied it's conditions.
- So, assuming the creature is forced or willing to grant power or it's direct service to the summoner, an awakening is had. Most Summoners perform only a single summoning in their life, however, the whole discipline does in fact, exist, treasured and practiced by the few bold (and by most definitions insane) souls that wish to not only gain meager power from their 'summons' but also to enlist their direct interference.
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- How magic actually works and types of magic.
- Magic needs an awakened person, and mana to work. Mana from the user, is channeled into the world. The specifics and limits of the magic are defined by the Awakening and the Magic the user has. Each Magic is for most part, different, unless it falls within a school in which case SOME standardization is applied. However even then, it's still just a set of broad guidelines, and Auras that do it. Each person has their own individual Magic, and it has it's own powers, rules and limitations s a result. These are best conversed with the DM.
- There ARE however, the aforementioned magic schools and types. Quite a few exist throughout the world. Some named by colors, some by function, they are listed below:
- The Red Magic.
- Magic based around fire. The fire in question is not ACTUAL flame/fire, but a form of mana, that consumes in order to produce something. It required constant feeding and appears to have a flame-like quality. It can be used to many ends, to burn and damage, to heal, and even to enchant objects, offensively, defensively or with other utilities. A vehicle could be made faster, armor could be made sturdier etc.
- It requires a constant, but little sacrifice from it's user, most often energy or body heat, causing Red Mages to need a lot of food, exercise and warmth. Sometimes, it can damage the user more severely, depending on the type of magic and the particular spell within it. It is very widespread in Valeon. Using it when one cannot spare more of whatever resource it is consuming, can be very dangerous. It is said it can cleanse dark and malignant presences to the user.
- It requires the fire aura.
- The White Magic
- Magic based around lightning. Again, not actual lightning, just mana of electric properties, very dangerous to contact, and can spontaneously and instantly kill it's own user if handled badly, does not require a constant input, but great care and precision in it's use, can enhance and simulate the user, and can even be spread to other objects, serving as a conduit for the user's magic. It is for this reason that White Mages make for terrific battle mages. Their magic is for most part not really complex.
- White Magic is also responsible for a few other things, such as the power to instantly banish and destroy 'evil' (it's definition is a whole mess of it's own and best not gotten into here), and to transport the user with ease, either in rapid bursts of speed, or an instantaneous teleportation effect. It can be used to fly and walk through dimensions as well, and is known to be used as a component of Summoning rituals and magic, for it's power in transporting OTHERS through space, and promptly binding them.
- It requires the lightning aura.
- Spirit-Channeling Sub-Schools.
- There are primarily, three ways to handle spirit channeling, specifically on the area where the spirit is channeled. Primarily and for most part, Spirit Channelers elect to put their Spirits into a simple object, like a staff, or a crystal. Some decide to put them within engraved rocks, producing the idea of runes. In fact, a Rune only works if the engraved word on top of it is something the Spirit recognizes as it's name, and it's function is related to the nature of the spirit. (Many spirits can have the same name though). This is called a Warlock.
- Warlocks can only evoke spirits through knowledge and partial recitation of anecdotes, proverbs, tales and wisdom related to their Spirit, in other word any cognitive connection the Spirit has to the people of Corius. The Warlock strives to better his understanding with a Spirit. A single Spirit can split itself between multiple Warlocks.
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- The second method involves letting them free, into the world itself. The spirit is left free, at which point it imposes it's will and power on the world. A wind storm spirit, will raise winds and bring about strong gusts and gales that can with time, rip trees from the ground, summon hurricanes and whirlwinds etc. A rain spirit, depending on their disposition can either bring about gentle rains, or terrible floods and storms, a spirit of darkness related rumors, can cause paranormal phenomena that occurs at night/around shadows, over a large area.
- Typically the effects are weather based, although more conceptual and abstract effects can exist, and their users can quickly get out of hand. The problem (or upside, depending on the spirit) is that effects take a long time to take place, as the Spirit needs to establish a solid hold on the area it is unleashed in. The mage is also the one the Spirit is brought forth from, so damaging them is oft a good solution to dealing with the spirit. The term for these Channelers is different depending on the area, but typically a variation of Wise-man or Sage.
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- The third method involves channeling the spirit into a living being. This transforms it's outward appearance to something closer to the spirit's nature, and sometimes the mind too, but leaves the soul of whatever entity was targeted, intact. The transformation takes a little time, usually and when used on unwilling targets, it can be delayed further, lessened in effect or outright rejected. Most of the time, it is also temporary as making it permanent means channeling the Spirit permanently as well. Due to this, these people are often called Shifters or Morphers.
- Shifters are those who choose to use the Spirit exclusively or almost exclusively on themselves to shapeshift into stronger forms, with an array of powers. Morphers are those who try to change others, and then use them for various ends. Most Shifters try to gain more power and use their transformation as often as possible, as it is observed that the effects of a shift tend to stick if used for lengthier periods. Morphers typically try to use their power to influence their targets into obeying them, to various degrees of success. More moral and benevolent Morphers who grant forms as a way to help people, are known to exist.
- Alchemy
- Alchemy has been the subject of debate in the recent year. It exists in two states, Traditional Alchemy and Modern Alchemy. The basic principle of both Alchemies is the same and consists of three concepts: Materials, which involves any object in any state, that is put through a Process, the second concept. A Process requires at least one material. The result of a process is called a Product. This is where the similarities sort of end however. Traditional Alchemists can be found in large laboratories, and they work on 'Mystic Materials' and 'Natural Processes' : The materials are inherently magic, belonging to enchanted creatures or so.
- The processes however are natural, at least to those materials or the alchemist, and there is no magic involved there. Modern Alchemists on the other hand, opt for Natural Materials, normal, non-enchanted materials, but the processes often involve a touch of magic from the Alchemist, to produce something. Modern Alchemists have a more hands on approach which involves a lot of field work. The products are also different, for both types of Alchemy.
- The products are often different. Traditional Alchemists have a much easier time working together and producing larger scale works, which require more resources but ultimately perform a greater role. Modern Alchemists are more individual and have a much harder time cooperating often due to the conflicting nature of Magic from one Alchemist to the other. Their results are more impressive, for their scale, but the scale is always smaller than that of Traditional Alchemy Products.
- Necromancy
- A difficult school to describe, because very few necromancers remain still alive. Most are too young and too unskilled, and can only do very generic things such as raising skeletons or zombies. Stronger necromancers however operate very differently from one another. Some tend to bring back few, but powerful spirits, in a mostly spiritual form. Others tend to create massive abominations. Some try to gather armies. Necromancers, with experience can become quite potent.
- However, most necromancers never reach that level of power. It is known that their aura and magic allows them to understand and perceive souls to some limited extend, and their magic can reanimate corpses, basically. Necromancers are persecuted, and most find this to be permissible and justified. For most part, it is. But there are some who only wish to study the secrets of the netherworld on their own, instead of conquering the world with their undead servants. Unfortunately, they are few in number.
- The Lesser Green Magic
- The power of other dimensions. The Spirit-Channelers call upon the power of the Spirits who exist in another dimension. However, no interaction with the actual energies and magic of said dimension is had when a Spirit Channeler works. The Spirit enforces it's power in reality. The Lesser Green Magic works by forming a connection to such dimensions, or perhaps others as well. The magic that comes from them allows for the hardening of mana, and projection of actual objects and physical barriers.
- It also often, takes the color green. It is basic to use, however more creative users can use the magic to implement 'laws' over a space, that dictate how magic flows or is used.
- Summoning
- Among the magic schools accessible to most humans, Summoning is the riskiest and least understood, as it veers dangerously close to Deep Magic territory. The idea behind summoning is to use some way to access a different dimension or displace some being from Corius (or another dimension), and prevent it from leaving. A contract must be established, binding, on the terms of whatever being was summoned. Typically, the beings summoned require a trial or quest, something in return to offer their allegiance.
- Summoners need to create methods specific to whatever they summon, and wherever they summon it from. White Magic is common especially if the being is from Corius itself. Spirits and Ancient-related beings can also be bound, and completely alien creatures are known to be summoned. However, for each of these types of creatures, different measures must be taken.
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- The Deep Magics
- Lost to time, and to mystery, the wielders of deep magics (of whatever kind) vanished from the expanse of human civilization, into lands still ruled by the laws of magic and the ancients. The magic itself, with no one to inherit it, became lost. They are called Deep for a reason, however: tapping into greater forces and concepts than the usual magic schools. In fact, the definition of Deep Magic is related to human progress and civilization. Once upon a time every type of magic was Deep, but when what the magic centered around became more fully understood (fire, electricity etc.)
- Azure Magic
- The magic of time. Azure magic relies around the manipulation of time in it's entirety. A lost art, known to very few figures, spoken of in legends and myths, it's secrets are said to have been taken very, very far north, beyond the city of Nerremah, into the unknown.
- Very little is known about it, except for what it revolves around. Understandable, considering the power it's users possess, and how easy it makes hiding information.
- Greater Green Magic
- Whereas the Lesser Green Magic simply involves projecting in reality, either concrete objects or magical concepts and laws through the use of the raw mana from the world of the Spirits, the Greater Green magic instead tends to link the space between various other worlds and this one. The other world overlaps the real one, transforming it, and altering it's laws of physics and even laws of magic, to suit itself. The Greater Green Magic would be very hazardous to anyone, and especially to their magic, depending on just what dimension it is called from...
- However it is also a necessity. The addition of alien areas and events, adds to the general feeling of mystery and prevents the human mind from fully grasping the meaning behind magic, awing it, and thus, making it seem as if the achievement of understanding magic is further away from human civilization. This preserves the essence of Deep Magic and of Magic itself. Thus, an user of the Greater Green Magic must always exist, and must at some point use this magic.
- Ebon Magic
- One of the greatest mysteries is the soul. The Ebon magic tried to draw on the power of the soul. Unfortunately this makes it quite incompatible with normal magic, due to the soul not being 'merely' mana, but containing another, unknown entity within it. Ebon mages have a gift for disappearing or outright disguising their true power. Ebon mages also have a gift for not even realizing they are Ebon mages.
- But it is certain they exist, and that the power of the soul is still something humans do not understand. It is said that there has ever been a single true Ebon mage, and all others lack the full understanding of the soul. But who knows...
- Fate
- Destiny. Is it real? Is it all free will? The only thing that can be confirmed, is that the question is still unanswered. However, at some point in the past, an attempt to understand and realize the magic of Fate was made. It is known that it ended badly, with the end of an entire civilization, of which only small relics and dread tales of caution when dealing with magic remain. It is unknown whether an actual Fate magic was produced, on whether it was wielded, or spread or continued to exist.
- It is thus, simply theoretical. It is known in some circles as the Golden or Gilded Magic.
- The Colorless Magic
- The magic of nothingness. Understanding pure nothingness is not something easy to do. The nothingness referred to here is of course, that of matter. The mind must prevail over the body, and the soul over the mind for an existence to be able to affirm itself in the nothingness, and thus the very prerequisites for pursuing this magic are quite steep. One of the first applications of magic, when man became aware of it's existence, must have been to test it in an environment where nothing else existed to interfere.
- A difficult beginning, especially when human understanding was quite feeble. However, instances of it being called upon or used do exist. It is known as the Empty Magic, the Colorless Magic, the Void Magic. It's exact power and function is unknown, it's existence is not doubted, and it is like every other Deep Magic, lost.
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