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


==Terminology and Factors==
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]].


===Terminology===
==Magic Around Riiga==


'''Aether''' - 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.
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, and magichaists don't have magical knowledge but wield magical items.  


'''Magic''' - Aether which has formed a spell, generally visible to the naked eye after having passed through a sentient wilful caster.
===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.  


'''The Tolus''' - An invisible atmosphere containing all aether and surrounding the world in layers that permeate the physical realm.
===Eber===
Though mages in Eber 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.  


'''Cannas''' - Aether moves in flows of cannas within the tolus, which move in similar scales to oceanic tides or weather patterns.
===Hade/Raonare===
People from these lands 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.  


'''Venas''' - An invisible vena forms between a wilful sentient caster and a canna, moving aether into the caster until the desired quantity is stored.
===Yvabira===
The vast majority of mages in Yvabira 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.  


===Dunin===
Most Dunin mages 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.


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


'''Selection''' - A caster must be sentient and have the willpower to consciously select what they want to cast.
===Temanea===
Most mages in Temanea wield it because of artifacts, making it the place where the most magichaists can be found in Riiga. There are also a small number who study magic in a scholarly manner as magiturgists.  


'''Linking''' - Once this choice has been made, the caster must establish a link to the nearest canna in the form of a vena.
===Vaman===
Vaman is as un-magical as the Oolu Empire, and the few mages that exist here are magificers, magiturgists, or magichaists. Magic does not play a major part overall in these areas.  


'''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.
===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.  


'''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.
===Ngara/Morunwa===
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 magic known here.  


'''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.
===Ashkri/Tesakri===
 
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.
 
===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==
 
To see all the orders listed out in their fullness, visit the [[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic Sheet]].

Revision as of 11:45, 9 December 2019

Riigan Magic

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

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, and magichaists don't have magical knowledge but wield magical items.

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.

Eber

Though mages in Eber 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.

Hade/Raonare

People from these lands 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.

Yvabira

The vast majority of mages in Yvabira 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.

Dunin

Most Dunin mages 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.

Oolu

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

Temanea

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

Vaman

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

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.

Ngara/Morunwa

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 magic known here.

Ashkri/Tesakri

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.