Magic, by definition, is hard to to describe, let alone write about. The most common way to describe it is as the most primordial form of all things. The ocean is magic, the sky is magic, everything inbetween is magic. But where does it come from?
Magic comes from the tears inbetween worlds, there are planes comprised entirely of magic that can be utilised by casters. This is the primordial form of magic.
Non-lethal magic was created by Latherian, imbuing all his children with this. However, Quelanaa the Witchgod bastardized this and created Destructive magic as Vecna created Necromancy, the other gods thought this was great fun and took the primordial ooze that is magic and made their own.
Each god and demon has their own plane and power they can imbue individuals with.
-Use the “Venarie,” an energy they are born with in their internal organs.
-Entirely random chance to be born with this in ones organs, many peasant farmers who aren’t smart enough either burn their sorcerer kids or send them to the Venarium.
-Make pacts with gods or demons to imbue them with power.
-Utilise the tears in worlds to shift and bend magic to their will through weaves and the flow of magic. They study these tears and learn to structure it through hard work and personal form of magic.
-Song, by definition, is magical. It is a form of the primordial creation magic, letting bards harness it much like wizards do.
Clerics and Paladins
-Following the teachings of churches, they tell stories of gods in ancient tongues to harness their power. Their souls are also bound to their gods, letting gods use the tears.
-Similar to Clerics and Paladins, they follow the teachings of monasterys to physically implant magic into their bodies.
Druids and Rangers
-Several planes of magic harness the power of nature, from these druids and rangers can harness said magic through nature on the Material plane.
Schools of Magic
-Contains protective spells
-Creates manifestations of objects, creatures, or transports them via portals and planes.
-Learn secrets, find hidden things and foil deceptive spells.
-Affects the minds of others, influencing them or controlling their behaviour.
-Manipulate energy to create destructive or some other form of energy.
-Decieve others through senses or the mind.
-Manipulate the power of death and unlife.
-Change the properties of some creature, thing or condition.
Other Fields of Magic
Magical item Creation
-Create magical items using the Oolacilian school of magic.
-If there’s one things the Oolacilians are good at, it’s Soul-magic, or the kinder word, The Flow of the Golden Sun.
-Magic items are so common due to the Age of Magic, where every noble had a pet mage and had them gather some slaves and harvest their souls to make some shoes that shine themselves.
-However this magic was soon regulated and enforced to only the experienced, and the Oolacilians are the most experienced.
-To create a magic item, you need a few things. Time, a soul (the different type of soul affects the quality and effect of the item, evil souls, lawful souls, monster souls etcera), a soul trapper (basically a gem, the better the gem the better the effect), a binding scroll (made by a mage that binds the purpose to the soul, so they understand better and don’t explode), a leyline (an observable tear inbetween worlds, different tears lead to different worlds and different effects), and a good, sturdy table imbued with infusion magic (thus using the leyline to infuse the item with the desired magic.)
-It can take minutes to years for the item to be fully infused.
-In summary; time, soul, trapper, scroll, leyline and infusing table.
-The magic behind planeswalking, planes and worlds.
-Gods are gods, they’re either Elder Gods who created a chunk of The Mirror, or Lesser Gods who slice off little parts and make their own from that part.
-Gods created their personal heavens or hells for their own amusement, but nothing lasts forever, so the Material world was made from the chaos of the overlap of worlds.
-Planeswalking is not technically teleportation though some forms of teleportation use planeswalking, it all comes under the title of Godmancy. Planeswalking is using the Rift between worlds to simply walk through.
-Godmancy is wonderful and fucked up, it is used through sacrifice, ritual, prayer, or none of the above.
-Gods, believe it or not, have ears, and they listen. However, they must use tears if they want to help.
-Mortals and gods were not made to tread through other worlds and planes, but Godmancy is basically the tears in the world that let magic in, and us out.
-Aeon’s Gates are the perfect example of Godmancy, they’re manmade worlds that are made each time a Gate is used. Gates are forced tears.
-This is how Planeswalking works, little tears to get one thing into the other world, but the tears are permanent and work either way.
-This is also how we’re stuck with demons, goblins and monsters. They just walked in.
-Every individual is created with a soul, a physical part of the body that is a reflection of who they are. I have seen the soul of my oldest friend, it was bright and loud like a fire with enough fuel to last a week. I have also seen the soul of a demon. It was dark and absorbed light, tinged with the heat of Hell.
-When an individual dies, they can be resurrected by attempting to rebind the soul to their body.
-This, of course, creates problems. Souls are not meant to be rebound, they are lost, confused and angry. They want to leave.
-The further the Soul is from the body, the further decayed it becomes, so the Soul may be forced back in but with consequence.
-There is also fucked up people and magics who take Souls from the still-living and convince said Soul they are dead, and do what they want with them.
-Souls are also the primary component in creating magical items, as Souls are pure, unharnessed balls of magic, they only need to be trapped by gems and bound to an item.
-This creates a huge divide in the magic community, is it fair to gather Souls for science? Or is it denying a Soul’s passage into the next world?
-PS. DO NOT GRAB A SOUL WITHOUT PROPER TECHNIQUE. Magician did it once and now every few days he has to vomit slugs, and I smell smoke every time he goes for a piss.
-Similar to magical items, imbuing inks and equipment with magic to implant this onto individuals
-The most common by definition is the Immortam Crystals, huge shards of magic made physical that the dragons used to power their cities and sciences.
-They, however, can be mined using their secrets.
-Where mortals use trappers to gather souls, imagine how many souls a dragon can gather with one of its Crystals.
-They make their own magical items we refer to as Dragon Relics, and they are powerful beyond belief. I heard that the continent of Yurimar was completely destroyed by a single relic.
-An inescapable truth of Starsong, energy is random and feared for both blessings and curses.
-Casters, both mortal and other, work to calm the flow of magic, but there is so much energy that it is impossible to contain. Imagine trying to capture an ocean, or grab a star. You can cup a handful of water and use glass to magnify the sun, but there’s still this expanse left behind that is free.
-Imagine a cage, filled with prisoners. These prisoners work for you, though they disagree with you often, but still do your bidding.
-Now imagine a volcano that bursts whenever it wants, sometime it helps, as it leaves behind fertile earth, and sometimes it doesn’t as it kills and eats the countryside.
-This is the difference between controlled and wild magic.
-Truly, the only feared users of magic, since they read minds and can do whatever they want with them.
Magical Substances and Materials
-Dimeritium: A uncommon dark green metal with a black pearlescence to its skin. Found in deep rocky caverns. When exposed to air, creates an aura that disables magical effects.
-Silver: Simply silver, uncommon and found in Dawnforge and Boletarian caverns. Vampires and demi-humans hate it, dopplers and some others too.
-Blue-Ice: Rare, it is ice strong as steel, glowing with blue energy. Found only in the deepest glaciers of Caath. It stays below freezing even in the heat of hell. It’s a pain to wear, but resists all form of cold or deals it when crafted into a weapon.
-Darksteel: Rare, looks like normal steel but with dark purple veins, pulsating still. Found in the Chaos Realm and the Abyss, resists acid or deals it.
-Serran Wood: A rare white wood found in Arborea. They say that it is possessed by spirits of nature.
-Aurorum: Straight from the mines of Dwarfhome, it is a rare white metal that can only be smithed by artisans of wondrous ability. It cannot be destroyed once forged properly, taking damage causes it to seal up cleanly.
-Morghuth Iron: Otherwise known as Gehennan Iron, can only be mined in Gehenna, from the Abyss. It is a iron that resembles a dying tree, with dark rust and skin fading. It carries the despair of every soul in Gehenna, with each cut it causes weakness and exhaustion.
-Starmetal/Meteorite: A rare metal that shines faintly, it is mined from the hearts of fallen stars and comets. Somehow has a connection to the Multiverse, thus dealing extra damage to extra-planar and extra-dimensional creatures.
-Valyrian: A rare steel found only in the reaches and depths of Aerrune. It is identical to normal steel, and can only be found as Valyrian if identified properly. It makes a light armour, but as a sword it can hurt incorporeal beasts and temporarily stop magic abilities when cutting their flesh.
Herbs, Plants and Saps
-Greenwarish: Resembles a tiny bush growing upwards with flat green leaves and no flowers. Found in various locations. Can be combined. Heals 1d6.
-Nightcry: A tall piece of bushy grass with yellow flowers and thick green leaves. Can be combined. Cures poison. Found everywhere.
-Avernus Pelagi: A medium sized mushroom with purple head, dotted with white spots. Causes poison. Can be combined.
-Wormblood Tree: Tall fat tree with glossy holes where sap comes from. Sap is a thick glossy orange. The sap has some healing capabilities, but serves as a basic mix for healing potions.
-Never Do Part: A single, tall and thin pink flower that glows faintly. Believed to have been blessed by Freya, it cures the effects of charm.
-Sunbright: A group of skinny yellow flowers with dark stems. Cures the effects that necrosis has on the dying.
-Bringbout: A purple rose with purple thorns. Cures any effects that may cause induced sleepiness.
-Gentletongue: A thick brown root only found near bushes and flowing water. Useless by itself.
-Broodvine: Grows on the vines of the Smokeleaf Tree, only found in Boletaria, harvested by the Venarium. When ingested by non-magic users, can cause feverish dreams, nightmares and insanity. When used by trained casters, it can be consumed to cause the same effects, but on targets of choice.
-Simple Health Potion/ White Raffard Decotion: Mix the sap of a Wormblood Tree with crushed leaves of a Greenwarish plant. When mixed properly, becomes a milky white brew that tastes like bitter sweetness, of memories past. Heals 2d4+2
-Essence of Death
-I want to believe this belongs here, so here goes.
-Airships are our way of saying “Fuck you, gods!” Though the market is dominated by the Vandelimon Family, who own the mines where the ever so important Immortam Crystals that are used to power the ship’s anti-gravity stuff are.
-There are small ships that don’t even use Crystals, just lots of Floatwood, and they work alright.
-To work an airship, it needs an engine, i.e the Crystal, it needs something to hold the Crystal in place without suffocating it or letting to float too freely.
-It needs lightweight but strong wood, mythril as its light but strong and perfect for support, dwarven engine, steering mechanics, canvas for the sails, possibly rotors or gasbags or skywhale blubber or even cutting the crystal so it works on its own. And you need precise tools to make the whole thing work together.
-Average airship cost without furnishing or weaponry is 60,000 gold crowns.
-I recommend using Mihanj trees from Mihanji, they’re strong due to mythril residue and perfect for the hull.
-The basis of life is death, to refuse death is to refuse the very ebb and flow of Gods.
-There are several forms of resurrection, some come under Necromancy though.
-As mentioned before, the Soul is what keeps us alive, the Spirit too but that’s different.
-To resurrect someone fully it must be within 24 hours of their death, the body must be completely intact and you must have a competent cleric with the required materials. The required materials are naturally extremely expensive, and if the body is moved too much then the soul moves further and further away.
-The dark magic way, usually completed if the body is missing parts, completely ash or is only a skeleton, is to draw the Prayer of Vecna, and sacrifice a lot of flesh. Like the weight of a young dragon in flesh. Then, and I watched Magician perform this, the flesh covers the skeleton or the missing part, thus resurrecting the corpse. Of course this leads to issues with the more missing, the worse the source material, such as a tiefling coming back as a dwarf, or a kenku back as a goliath. The finer the flesh, in our case was indeed a young dragon, influences the quality of the resurrection.
-Gevrauche’s Debt, or the Debt of the Deathless, is when someone simply comes back from death with no memory of their meeting with the God of Death. They don’t sleep, barely eat, but still bleed. They then must pay their Debt by fulfilling their purpose here on Materia, then they just collapse, having paid their Debt.
-There is also the Gravegrabber Way, where you or a professional go to a trip to the Undying Lands or The Abyss and try to bring back the spirit to the body. Of course, they might be happy there, thus wasting a trip.
-I met a wanderer who was brought back from the Death Domain, he said that he still dreams of where he went, and that he gets sick more often and just doesn’t feel “all there.” He was brought back the conventional, holy way, so this concerns me as a man in a profession where we die a lot.