Magic: Difference between revisions
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* Mysterious magic of the werehuskies of remote, frozen, northern regions. | * Mysterious magic of the werehuskies of remote, frozen, northern regions. | ||
** Divination: acquiring information | ** Divination: acquiring information | ||
** Pragmakinesis: alteration of | ** Pragmakinesis: alteration of relative reality | ||
** Premonition: seeing the future | ** Premonition: seeing the future | ||
** Illusion: employ | ** Illusion: employ illusions | ||
** Vibration: force vibrations | |||
===[[Godmonks]]=== | |||
* Magic used by the godmonks of [[Temanea]]. They treat everything as containing spirits or lesser gods which can lend power. | |||
** Absorption: absorb magical energy | |||
** Healing: cleansing, heal | |||
** Abjuration: protect against offensive magic | |||
** Moralise: show someone the voice of truth | |||
** Sanctification: imbue things with holy deity powers | |||
===[[Dunin#Shamans|Shamanism]]=== | |||
* Dunin shamans who communicate with dead spirits and call upon them for help, mostly in harming their enemies. | |||
** Demoralise: fill a mind with corruption and lies | |||
** Paralysis: disallow use of a body | |||
** Curse: attach misfortune to a living being | |||
** Plague: manifest disease | |||
** Life steal: absorb life energy | |||
** Divination: acquiring information | |||
===[[Essence]]=== | |||
* Magic of the essence masters of the [[Utyq]] people, based around the sap of the bloodthorn. | |||
** Redemption: remove a curse | |||
** Longevity: lengthen life duration | |||
** Sacred Space: area that repels harmful things |
Revision as of 00:58, 29 August 2016
Riigan Magic
Types of magic in Riiga.
Magus
- Elemental magic, popularised by the Carson Institutes of Benevis. Used by mages as a profession.
- Fire: combust, fireball, extinguish, resist fire
- Water: hydrate, dehydrate
- Wind: microwind, macrowind, razor wind
- Earth: assemble stone, stoneskin, petrification, quake
- Thunder: lightning, paralysis
- Ice: freeze, deep freeze
- Organic: toxin, influence life, growth
- Shadow: illness, darkness, emotions, harm, reanimation
- Light: illumination, dispel dark/harm
Sage
- An advanced form of magus which involves circuitry and attempts to delve into circuitry. It is regarded as taboo.
- Enchanting: imbuing objects with magical capability
- Circuitry: elemental weapons
Jaratk
- Shaman magic of the Karithians involving positive/negative manipulation of organic/inorganic material.
- Healing: heal, repair, wound
- Infection: disease, cleanse
- Temperature: heat, cool
- Sight: heighten, blind
- Binding: affix, repel
- Nutrition: grow, deplete
- Telekinesis: telekinesis
- Hearing: heighten, deafen
- Light: brighten, darken
- Shield: strengthen, weaken
- Invocation: mind control
Adumbra
- An extra sense which mortals are oblivious to having, known to be in the hands of the Truebloods.
- Soul sensing: sensing life
- Invisibility: becoming undetectable via vision
- Telepathy: communicate across moderate distances
- Intangibility: passing through solid objects
- Truesight: seeing through illusions
Mysticism
- Eber astrology, primarily based around prophesying, divination, and a heavenly afterlife. It has several variations around the world.
- Precognition: seeing the future
- Divination: acquiring information
- Healing: cleansing disease
Maalox
- Keid wind manipulation magic, primarily used to control their breathing (believed to be the key to their strength) and moving arrows mid-flight.
- Aerokinesis: influencing projectiles
- Anaptation: efficient breathing
- Telesuffos: suffocation by denying air
Patre
- The stone magic of the ancient Patre people.
- Petraturgy: manipulation of stone
- Illusion: illusory stone
- Occlusion: closing things with stone
Fahma
- Stealth magic and abilities of the Fanorans.
- Camouflage: become difficult to see
- Disguise: appear to be someone of similar appearance
- Wallrunning: easily scale vertical surfaces
Modeoa
- Mysterious magic of the werehuskies of remote, frozen, northern regions.
- Divination: acquiring information
- Pragmakinesis: alteration of relative reality
- Premonition: seeing the future
- Illusion: employ illusions
- Vibration: force vibrations
Godmonks
- Magic used by the godmonks of Temanea. They treat everything as containing spirits or lesser gods which can lend power.
- Absorption: absorb magical energy
- Healing: cleansing, heal
- Abjuration: protect against offensive magic
- Moralise: show someone the voice of truth
- Sanctification: imbue things with holy deity powers
Shamanism
- Dunin shamans who communicate with dead spirits and call upon them for help, mostly in harming their enemies.
- Demoralise: fill a mind with corruption and lies
- Paralysis: disallow use of a body
- Curse: attach misfortune to a living being
- Plague: manifest disease
- Life steal: absorb life energy
- Divination: acquiring information
Essence
- Magic of the essence masters of the Utyq people, based around the sap of the bloodthorn.
- Redemption: remove a curse
- Longevity: lengthen life duration
- Sacred Space: area that repels harmful things