Magic: Difference between revisions

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*** '''Verum Aspicio''' - See through illusions
*** '''Verum Aspicio''' - See through illusions
*** '''Scripturam''' - Legible persistent magic markings
*** '''Scripturam''' - 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

Revision as of 05:35, 19 October 2019

Riigan Magic

Types of magic in Riiga, as categorised by the Carson Institute in Benevis Kingdoms.

Terminology and Factors

Terminology

Aether

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.

Magic

Magic is aether which has formed a spell, generally visible to the naked eye after having passed through a sentient wilful caster.

The Tolus

The tolus is an invisible atmosphere containing all aether and surrounding the world in layers that permeate the physical realm.

Cannas

Aether moves in flows of cannas within the tolus, which move in similar scales to oceanic tides or weather patterns.

Venas

An invisible vena forms between a wilful sentient caster and a canna, moving aether into the caster until the desired quantity is stored.


Casting Process

Selection

A caster must be sentient and have the willpower to consciously select what they want to cast.

Linking

Once this choice has been made, the caster must establish a link to the nearest canna in the form of a vena.

Channelling

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.

Conversion

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.

Projection

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.


Components

Gestures Appendage movements, usually hands

Ideal for magic that requires precision, speed, force, finesse, or other physical dimensions.

Verbal Audible spoken word

Ideal for magic that requires intricacy, willpower, mental assaults, or other complex details.

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
      • Exhibo - Absorb magic
      • Dispello - Remove magic
      • Deterreo - Reduce magic effectiveness
    • Direct - Target the caster
      • Contracantum - Cancel casting of magic
      • Signacalum - Prevent target from casting
    • Defensive - Defend against incoming magic
      • Repercutio - Reflect/deflect magic
      • Shield - Create shield against magic
    • Passive - Spells with no target
      • Deprendo - Sense aether or magic
      • Verum Aspicio - See through illusions
      • Scripturam - 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