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