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Mana

The Place Beyond The Void


The Pool
The Ether
Lifeblood

Thought

Projection

Shadow

Water

Fire

Air

Elemental

Arcane
Earth

Illusion

Spirit

Mind
Body

Necromancy

Healing

Demonology

Abnormal

Construction

Elemental
Elemental magic is the art of harnessing the forces of the natural world, and forging them into
a form chosen by a mage. By bending the natural world to their will, magic users are capable
of changing the very landscape around them. Elemental magic is the most taxing of the three
disciplines, requiring the most raw power to weave spells. While the elements are separate,
many spells require combinations of elements though things like lighting (the strongest form of
fire) requires only fire to cast. Most elemental spells are simple in comparison to the spells of
the three disciplines, though this is offset by the large amount of energy that is required.

Shadow

Shadow magic deals with the manipulation of the senses and the bending of light and sound.
Shadow magic warps the senses, and twists perception of the world to a mages will. Separated into three core concepts, shadow magic is the least taught of the three main disciplines, as it
has high potential for abuse, and many spells that fall under its umbrella are forbidden.
Illusion magic revolves around creating false images and allowing them to manifest in the
physical world. It can be something as simple as a rock or as complex as a dragon, but does
not exist in truth either way. Complex illusion spells can even render a mage invisible (though
another magic user would have a general sense of where they are as they are drawing magical energy). Illusion magic can also be used to create artificial light, or darkness.
Projection has to do with the manipulation of sound, to disguise voices or to project them great
distances. It can also be used to muffle sound, and is often used to hide the movements of
soldiers, or for magic users to move without being detected.
Thought magic is the most dangerous of the shadow discipline, and many spells that fall under
this term are forbidden. Compulsion, memory modification, and all manner of spells that
damage the mind make up the forbidden arts of thought magic. Despite its vile uses, thought
magic is essential to healing as it is used for reducing or even removing pain.
Strangely, shadow magic is required when removing poison from a body, it is unclear why.
Shadow magic requires the greatest concentration of the three disciplines to effectively use.

Arcane
Arcane magic is the most complex of the three core disciplines, and is the hardest to master.
Arcane magics violate the natural laws of the world, making a Mage capable of things that
are "unnatural". It is often separated into three groups, and utilizes raw magical energy with
very little change to its overall structure.
Mind magic focuses on manipulation of the world through unseen forces. Knocking things
back with invisible fists, lifting objects with no physical force, and viewing things over long
distances all fall into this type of magic. Mind magic can be used to pick complex locks, or
brute force past a complex locking enchantment.
Body magic has to do with protection, specifically the many types of wardings and magical
defenses. Wards, magical shields capable of blocking both
magical and physical attacks are a mages greatest line of defense. Wards primarily use body
magic, with interjections of magics from other disciplines, depending on the type of attack
they are defending from. Additionally, counter spells and spell braking also fall into this category, and are defensive spells mages use to block or "slice" opponents spells before they can
be loosed.
Spirit magic is the manipulation of energy into a physical force. This can manifest in glowing
balls of colored light, or seeing rays of colorful energy of no worldly origin. Spirit magic is a
powerful combative tool, though the complexity of the spells means it is used less commonly
than elemental magic by battlemages.

Necromancy
Necromancy is largely fueled by shadow and arcane forces. Necromancers create the illusion
of life, and use unnatural arcane energy to drive its movement. The raising of the dead in any
way is strictly forbidden by most, if not all nations in the known world and is considered one
of the worst crimes a Mage can commit. Flesh driven by arcane energy, and a false soul created as an illusion of life makes the undead difficult to kill, and difficult to manage and control in
large numbers. It should be noted that lichdom, the process of creating a Lich falls into the
category of necromancy, but uses all three disciplines and is significantly more complex.

Healing
Healing utilizes all three powers, and is one of the three most difficult types of magic to properly preform. Because of its reliance on all three powers, healers are somewhat rare, and
often healers lack particular sets of skills. For example, one might be talented at mending
broken bones of cleaning and healing infected wounds, but could not draw poison from a
body or take away pain. Magical healers often work in teams, and truly talented healers are
considered more important than any number of battle mages.

Demonology
Demonology is not only forbidden, but the second most difficult magical art and most definitely the malt dangerous. The summoning and binding of demons is a complex process, which
forces a demon from its home in the void, and subjugates it to the will of a magic user. It is not
an exact rule, but for a Mage to safely summon a demon unaided with no risk of the demon
breaking free, they should be four times as strong as the demon is when it is at home in the
void. Many ignore this rule, and die because of it.
There are many types of demon binding, from binding to a object, spell, or life force, to binding the demon to the soul of a person. Binding a demon to ones soul is incredibly dangerous,
but in theory would "cut out the middle man", giving a magic user all the strength of a demon,
without having to deal with the demon itself.
A "successful" binding results In a demonbound, a human with the combined soul a human
and a demon, with enhanced strength and reflexes, incredible magical ability, and longevity
(side effects may include insanity, bloodlust, and extreme distaste for the living). A failed
attempt at binding a demon to a soul will result in a a shade, a terrible hybrid of human and
demon dominated by by the will of the demon. Shades are some of the most fears beings in
existence, possessing horrible strength and powers that rival the strongest mages.

Construction
Construction, or "enchanting" is the art of creating magical objects, some of which can be used
by non magic users or even operate independently.
Some construction is simple, a spell woven around a chest to prevent it from being opened or a
stone made to glow, this is usually referred to as imbuing.
The term enchantment refers to the applying of magical properties to an object, such as laying
a spell on a sword to make it burst into flames.
True construction is the process of creating an object that is magical itself. Combining a physical object and complex magic, "constructs" are the most powerful magical creations known,
and are rare. Constructs gain unnatural durability from the spells woven around them, and
will not usually tarnish or age. Constructs are also quite dangerous, in that their destruction
releases mass amounts of raw magical energy. Construction so the most complex art known,
and it's practitioners are rare.

Abnormal

Some magic does not fit into any category. This kind of magic may use aspects from one or
more of the magical disciplines, but is deformed, twisted, different. Abnormal magics are
usually closely guarded secrets, often disappearing with the death of its discoverer. Abnormal
magic is rarely researched, as it can be dangerous to deform magical weavings.

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