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- Magic.
- To explain Magic, one might need to go through several concepts related to it. The nature of Magic, for starters, the presence of Sigils, as well as Sigil Tomes.
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- The Esseline Empire, was one of the ancient receivers of the MDF's aid, against the Taint. It made a point of using the power of the Guardians as much as they could. Thus, the entire atmosphere over the Land of Sacrifice, is filled with magic.
- In it's base state, living, sapient species can absorb magic through the air. Breathing in, will allow one some measure of supernatural ability. Simulated muscles, making them stronger and faster. Whereas, the magic in the air allows for longer, further jumping. Willpower, can concentrate the magic into the form of a simple bolt, ball or missile that explodes on contact. It can also, be given a direction. Some examples of making objects move, seemingly telekinetically, are also known.
- Beyond this, magic doesn't provide much. Some people can be born with natural abilities, that allow them to say, ignite the magic in the air to produce fire, or perhaps lower temperatures (create ice), create light beams, or fly. But these are rare.
- In this sense, it is all a bit similar to Taint, isn't it?
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- Sigils
- What really manages to produce magical effects, are Sigils. Sigils are letter-like patterns that one must visualize and understand, while influencing the surrounding mana. The first step is, keeping the Sigil's appearance in your mind. The second, is understanding what it means.
- The realm of Magic (from where Guardians originate) is subtly connected to the psyche of living beings. The understanding of the Sigil must be deep, and it takes considerable study. Most Magi, end up learning between four and six Sigils.
- To give an example, the magic bolt described in the section above, is a faulty Sigil process, when one understands the Sigil (one describing the desire to assault) but doesn't visualize the Sigil itself, leading to a very general and weaker variation of the attack.
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- Sigil Tomes.
- Mystic books, that contain collections of Sigils, related to a specific subject. In ancient times, when literacy was a prized attribute, great scribes wrote Sigil Tomes, and explained something of each Sigil. The below examples, should be sufficient to outline their significance:
- THE BOOK OF DREAMS
- Written by an ancient Dreamwalker hero and subsequent ruler, who was believed to have travelled into the world of Dreams (the Magical Realm) through communion with the Moon. It contains information on the Vast Dream, it's locales, inhabitants, and many of the adventures of the writer.
- Practically, it is the Sigil Tome that birthed alchemy/production if magical substances, as well as the enchantment of objects or places, with magical qualities.
- THE BOOK OF LIFE
- Scratched in the body of the Oaken King, the Sigils of the Book of Life, gave the King life. They seem to have been passes down through the Sunseeds, which allows them to passively control plant life, and animals to an extent. The Book's writings were copied over two other massive oaks, surrounded by seven smaller trees.
- This tome, contains information on communing with nature, healing it, protecting and expanding it, as well as controlling it (both flora and fauna) to aid you, in any case of need.
- IMP LAW
- A collection of ancient Imp myths, from which the ancient laws of the Imperium were derived. It is said that the twelve tablets can only be seen (but not touched) by the current Imperishable Imperial, yet copies of them are given to the Wisemen of the School of Gūgya, and notable state sorcerers.
- Contains Sigils that allow one to generally place conditions. In other words, curses or blessings, sorceries that are both powerful and long lasting, yet their effect is rarely if ever immediate.
- THE ESSELINE MANUAL OF MAGI
- Magi too, can, in a magic filled environment, utilize Sigils. This can give them more versatility, as well as a number of safer, or quicker ways to handling unpredictable situations, their powers aren't naturally fit for handling. The Esseline Manual, had this very purpose, to teach the Magi of the Esseline Empire how to use Sigils.
- It mostly contains simple spells, telekinesis, fire production and manipulation, electricity production and manipulation, healing etc. General arcane powers.
- THE TOME OF TEARS
- Produced by a number of mermaids, formed and bound with the remnants of the Destroyer the Magi so bravely fought against, in the last days of the Esseline Empire. It is old, and powerful containing the wisdom of the Guardians and of the former Magi. It is guarded by whoever leads the mermaids at a time.
- Contains Sigils of transformation of organic and inorganic matter, personal shape shifting, as well as transmutation or alteration of substance in general.
- THE TOME OF TRIALS
- A book describing the way Worth can be attained, spent, and used to succeed in the Trials, what the Trials are, and how they function. It also provides a number of suggestions, and ways Worth can itself be gathered, although other options definitely exist as well.
- Some of the few Sigils in it, lay out long rituals that can empower a spell, break it completely, renew it, or imbue it with other qualities.
- And many more other, as of yet, undiscovered Sigil Tomes.
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