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= Riigan Magic =
= Riigan Magic =
This is a list of the known magic orders and wielder types all around the world.


To see terminology, casting process, components, consequences, wielder types, magic minerals, other factors, orders of magic, and magic elements fully listed out, visit the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic Sheet].


Types of magic in Riiga, as categorised by the Carson Institute in [[Benevis|Benevis Kingdoms]].
==Magic Around Riiga==


==Terminology and Factors==
Different parts of Riiga experience magic in different ways to different degrees. Listed below are the main cultural groups of Riiga and the broad forms of magic that are prevalent in them.
* Magificers are born with magic ability.
* Magiturgists learn magic through academic means.
* Magimancers obtain magical knowledge from other higher beings, usually through [[religions]].
* Magichaists don't have magical knowledge but wield magical [[Archaios#Magic_Artifacts|artifacts]].


===Terminology===


'''Aether'''
===[[People#Benevis|Benevis]]===
In Benevis, most magic users are magiturgists taught by the [[Carson]] Institute, with the number of magificers coming in at a close second. Magimancers borrowing magic from other beings come mostly in the form of Red Priests of the [[Temple]] or similar orders, but are quite rare. Magichaists are fairly rare as well, as artifacts are not commonly found in Benevis.


Aether is magical energy in its purest form, unaltered by sentience and will. All living things contain small amounts of aether which acts as a fuel for life.
Common magic orders are elementurgy and diviniturgy.  


'''Magic'''
===[[People#Seleru|Seleru]]===
Though mages in Seleru are not very common, most of them are magimancers, acquiring magic knowledge from other beings from one of a variety of magic sects. Magificers, magiturgists, and magichaists are all quite rare comparatively.


Magic is aether which has formed a spell, generally visible to the naked eye after having passed through a sentient wilful caster.
Common magic orders include impiturgy, sensuturgy, and motuturgy.  


'''The Tolus'''
===[[People#Tuaram|Tuaram]]===
People from southern Baracsa mostly gain magic ability from spirits, though some are also born knowing how to wield magic. A handful of magic artifacts also exist in this land.


The tolus is an invisible atmosphere containing all aether and surrounding the world in layers that permeate the physical realm.
Common magic orders include animaturgy and diviniturgy.  


'''Cannas'''
===[[People#Yvatshun|Yvatshun]]===
The vast majority of mages in Yvatshun have a connection with some sort of spirit and are magimancers. Magificers born with magic are rare, but not as rare as magiturgists, since magic is generally not seen as something to be studied in Yvabira -- Alacas being the general exception. There are no magichaists of note in Yvabira.
Magic mainly involves valeturgy.


Aether moves in flows of cannas within the tolus, which move in similar scales to oceanic tides or weather patterns.
===[[People#Batur|Batur]]===
Most mages in Batur borrow their magical knowledge from higher beings, much like the Yvabirans. There are actually a number of magichaists, as the ancient Dunin seem to have gotten their hands on some enchanted items. A very small number of mages are also natural magificers, but magiturgists are unheard of.  


'''Venas'''
Common magic orders include volunturgy and diviniturgy.


An invisible vena forms between a wilful sentient caster and a canna, moving aether into the caster until the desired quantity is stored.
===[[People#Qarbak|Qarbak]]===
Qarbak in general is a fairly un-magical place; the few mages that exist are mostly magiturgists who study it academically, or are rare magichaists.  


Common magic orders include elementurgy and impiturgy.


===Casting Process===
===[[People#Temanea|Temanea]]===
Most mages in Temanea wield it because of artifacts, making it the place where the most magichaists can usually be found in Riiga. There are also a small number who study magic in a scholarly manner as magiturgists.


'''Selection'''
Magic mainly involves impiturgy.


A caster must be sentient and have the willpower to consciously select what they want to cast.
===[[People#Vaman|Vaman]]===
Vaman is as un-magical as Qarbak, and the few mages that exist here are magificers, magiturgists, or magichaists. Magic does not play a major part overall in these areas.  


'''Linking'''
Magic mainly involves elementurgy.


Once this choice has been made, the caster must establish a link to the nearest canna in the form of a vena.
===[[People#Remdor|Remdor]]===
Remdor has a fairly even distribution of mage types, with magiturgists, magimancers, and magichaists being as uncommon as one another, with magificers making up an even smaller number.  


'''Channelling'''
Common magic orders include impiturgy and diviniturgy.


The caster then channels aether from a canna via the vena, drawing in aether similar to breathing in. This can take anywhere from moments to years.
===[[People#Into|Into]]===
Magic in these lands is either inherited from birth by being born into a tlar's family as a magificer (the majority of mages), or granted by a tlar as a magimancer. There is no other significant known magic here.  


'''Conversion'''
Common magic orders include volunturgy and sensuturgy, with pragmaturgy rumoured to exist here too.


The caster asserts their willpower onto the aether currently within their body. The will converts the aether into magic and specifies the nature of the outcome.
===[[People#Jindiara|Jindiara]]===
There are a small number of magichaists, as somehow old magic artifacts are found throughout this continent, and an even smaller number of magimancers who borrow magic from mysterious local spirits.  


'''Projection'''
Magic mainly involves animaturgy.


The caster then must send the magic out of their body via a variety of means which will affect how the spell forms and travels.
===Hybrid Magic Orders===


====Karithians====
Jaratk magic of [[Karithians]] is primarily pragmaturgy and valeturgy.


===Components===
====Truebloods====
[[Truebloods|Trueblood]] magic mainly involves sensuturgy, pragmaturgy, and impiturgy.


'''Gestures''' Appendage movements, usually hands
====Keid====
Maalox magic of the [[Keid]] is mainly wind-based motuturgy, though it's not known whether these abilities utilise aether.


Ideal for magic that requires precision, speed, force, finesse, or other physical dimensions.
====Patre====
[[Patre]] magic is mostly stone-based elementurgy.


'''Verbal''' Audible spoken word
====Fanorans====
Fahma magic of [[Fanorans]] is mainly stealth-based sensuturgy and motuturgy.


Ideal for magic that requires intricacy, willpower, mental assaults, or other complex details.
====Modeoa====
 
[[Modeoa]] magic primarily involves pragmaturgy with some illusion-based sensuturgy.
'''Vessel''' Magic travels through an item
 
Ideal for magic that is attached to weapons, or offensive accessories. Usually activated by forceful contact or another component or trigger.
 
'''Material''' Consumed by the magic
 
Ideal for magic that requires an absent target, extra costs, properties from arts like alchemy, or magic tomes that consume pages.
 
'''Container''' Magic emitted from item
 
Ideal for traps, protective enchantments on accessories or armour, or other passive effects. Constantly takes effect until the magic runs out.
 
 
===Consequences===
 
'''Excessive Channelling'''
 
Since channelling draws aether from the natural environment, excessive drawing can negatively impact said environment. This is called depletion.
 
'''Depletion'''
 
Environmental depletion can result in withered and weakened organic material, thinner air, a loss of odours, and dehydration.
 
'''Exhaustion'''
 
Excessive amounts of conversion also takes its toll on the caster's body. Effects range from weakness and lethargy, to deliriousness, a stupor, or even a coma.
 
'''Deterioration'''
 
Magic used on an inorganic object repeatedly can cause it to gradually weaken. Even non-destructive spells can cause deterioration.
 
'''Madness'''
 
It is possible for victims of mind-altering magic to start losing the ability to distinguish what is real and what isn't, resulting in some form of madness.
 
 
===Types of Wielders===
 
'''Magificers'''
 
Magificers are born with a proclivity and talent for magic. It can be hereditary. Other methods such as study or worship can still improve said ability.
 
'''Magiturgists'''
 
Magiturgists gain their magical knowledge by academic means such as observation, analysis, reading, or experimentation.
 
'''Magimancers'''
 
Magimancers gain their magical knowledge by acts of devotion, bargaining, or faith toward other beings, typically referred to as gods or spirits.
 
'''Magichaists'''
 
Magichaists don't actually know how to cast magic; rather, their magic comes from whatever ancient or unknown artifacts they possess.
 
 
===Magic Minerals===
 
'''Silver'''
 
Best suited for enchantments on jewellery or other small accessories. Also a primary ingredient of magic potions in alchemy.
 
'''Copper'''
 
Most suited for enchanted weapons, armour, or architectural features, since it can be alloyed into bronze and is resistant to corrosion.
 
'''Gold'''
 
Ideal for magic ink for writing enchantments due to its softness. Can also be alloyed similar to copper, or as an alternative to alchemical silver.
 
'''Cobalt, Nickel, Iron'''
 
In this order, they are possible alternatives to the above metals, but they are generally 20% as effective at best.
 
'''Lead'''
 
The best mineral for hindering aetherial flow, lead is usually utilised for things like anti-magic shields or items that can't be effectively enchanted.
 
 
===Other Factors===
 
'''Heavenly Alignment'''
 
The positions of heavenly bodies may have an effect on the flow of cannas, increasing the effectiveness and quantity of aether at certain times.
 
'''Conductivity'''
 
Silver conducts aether the most, then copper, then gold. Cobalt, nickel, and iron slightly conduct aether. Lead is quite aetherially inert.
 
 
 
==Orders of Magic==
 
* '''Magiturgy''' - Work magic
** '''Indirect''' - Target the magic
*** '''Absorb''' - Absorb magic
*** '''Dispel''' - Remove magic
*** '''Ward''' - Reduce magic effectiveness
** '''Direct''' - Target the caster
*** '''Counterspell''' - Cancel casting of magic
*** '''Seal''' - Prevent target from casting
** '''Defensive''' - Defend against incoming magic
*** '''Reflect''' - Reflect/deflect magic
*** '''Shield''' - Create shield against magic
** '''Passive''' - Spells with no target
*** '''Truesense''' - Sense aether or magic
*** '''Truesight''' - See through illusions
*** '''Script''' - Legible persistent magic markings
 
*'''Valeturgy''' - Work organic material
**'''Addition''' - Create organic material
***'''Create Sentience''' - Create sentient life
***'''Grow''' - Add nutrients
***'''Disease''' - Cause disease, illness, or toxin
**'''Alteration''' - Alter organic material
***'''Heal/Decay''' - Change natural growth rate
***'''Shapeshifting''' - Change entire physiology
***'''Repair''' - Close injuries on organic material
***'''Harm''' - Cause physical pain
**'''Subtraction''' - Remove organic material
***'''Deplete''' - Remove nutrients
***'''Conversion''' - Convert blood to magic
***'''Wound''' - Cause injury to organic material
 
*'''Volunturgy''' - Work willpower
**'''Creation''' - Create organic material
***'''Create Sentience''' - Create sentient life

Latest revision as of 11:29, 30 November 2021

Riigan Magic

This is a list of the known magic orders and wielder types all around the world.

To see terminology, casting process, components, consequences, wielder types, magic minerals, other factors, orders of magic, and magic elements fully listed out, visit the Magic Sheet.

Magic Around Riiga

Different parts of Riiga experience magic in different ways to different degrees. Listed below are the main cultural groups of Riiga and the broad forms of magic that are prevalent in them.

  • Magificers are born with magic ability.
  • Magiturgists learn magic through academic means.
  • Magimancers obtain magical knowledge from other higher beings, usually through religions.
  • Magichaists don't have magical knowledge but wield magical artifacts.


Benevis

In Benevis, most magic users are magiturgists taught by the Carson Institute, with the number of magificers coming in at a close second. Magimancers borrowing magic from other beings come mostly in the form of Red Priests of the Temple or similar orders, but are quite rare. Magichaists are fairly rare as well, as artifacts are not commonly found in Benevis.

Common magic orders are elementurgy and diviniturgy.

Seleru

Though mages in Seleru are not very common, most of them are magimancers, acquiring magic knowledge from other beings from one of a variety of magic sects. Magificers, magiturgists, and magichaists are all quite rare comparatively.

Common magic orders include impiturgy, sensuturgy, and motuturgy.

Tuaram

People from southern Baracsa mostly gain magic ability from spirits, though some are also born knowing how to wield magic. A handful of magic artifacts also exist in this land.

Common magic orders include animaturgy and diviniturgy.

Yvatshun

The vast majority of mages in Yvatshun have a connection with some sort of spirit and are magimancers. Magificers born with magic are rare, but not as rare as magiturgists, since magic is generally not seen as something to be studied in Yvabira -- Alacas being the general exception. There are no magichaists of note in Yvabira.

Magic mainly involves valeturgy.

Batur

Most mages in Batur borrow their magical knowledge from higher beings, much like the Yvabirans. There are actually a number of magichaists, as the ancient Dunin seem to have gotten their hands on some enchanted items. A very small number of mages are also natural magificers, but magiturgists are unheard of.

Common magic orders include volunturgy and diviniturgy.

Qarbak

Qarbak in general is a fairly un-magical place; the few mages that exist are mostly magiturgists who study it academically, or are rare magichaists.

Common magic orders include elementurgy and impiturgy.

Temanea

Most mages in Temanea wield it because of artifacts, making it the place where the most magichaists can usually be found in Riiga. There are also a small number who study magic in a scholarly manner as magiturgists.

Magic mainly involves impiturgy.

Vaman

Vaman is as un-magical as Qarbak, and the few mages that exist here are magificers, magiturgists, or magichaists. Magic does not play a major part overall in these areas.

Magic mainly involves elementurgy.

Remdor

Remdor has a fairly even distribution of mage types, with magiturgists, magimancers, and magichaists being as uncommon as one another, with magificers making up an even smaller number.

Common magic orders include impiturgy and diviniturgy.

Into

Magic in these lands is either inherited from birth by being born into a tlar's family as a magificer (the majority of mages), or granted by a tlar as a magimancer. There is no other significant known magic here.

Common magic orders include volunturgy and sensuturgy, with pragmaturgy rumoured to exist here too.

Jindiara

There are a small number of magichaists, as somehow old magic artifacts are found throughout this continent, and an even smaller number of magimancers who borrow magic from mysterious local spirits.

Magic mainly involves animaturgy.

Hybrid Magic Orders

Karithians

Jaratk magic of Karithians is primarily pragmaturgy and valeturgy.

Truebloods

Trueblood magic mainly involves sensuturgy, pragmaturgy, and impiturgy.

Keid

Maalox magic of the Keid is mainly wind-based motuturgy, though it's not known whether these abilities utilise aether.

Patre

Patre magic is mostly stone-based elementurgy.

Fanorans

Fahma magic of Fanorans is mainly stealth-based sensuturgy and motuturgy.

Modeoa

Modeoa magic primarily involves pragmaturgy with some illusion-based sensuturgy.