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TOPIC | New Arcanaeum Lore
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(Description Here!)


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Centauri Dictionary
Arcanaeum:

(Description Here!)


Navigation

Arcanaeum
Intro
Nature
Orders

Classes of Magic
Casting Techniques

Quarry
Intro
History
Space
Population
Government/Law
Economics
Religion

Extra Information:
Quarry
Magic
Centauri Dictionary
dbpwq3g-7e9d6c9e-85a8-4b9c-bcbd-2d891aef0130.png
Nature:

Magic is a form of energy that permeates Sornieth. Much of the life that grows on Sornieth rely on magic to exist as a result.

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info


Physiology

Magical energy is stored in almost every nuclear and chemical bond in nature. When these bonds are manipulated, magic can be released from them. When released from bondage, a living thing can sometimes focus this energy throughout their body and produce spells from it. Often times, this magic flows in the blood and circulates throughout the body. As a result, the largest concentration of magic, the soul, in the body is typically in the thorax or abdomen. Magic is used as a catalyst for reactions within the body, but most of it escapes to the environment as radiation. The magic is also trapped in chemical bonds within the body.


Sources of Magic

The main source of magical energy for living things in Sornieth is food and water. As food is broken down within the digestive tract, magic is released into the body. Some of this magic is utilized in the body, and the rest circulates, is stored, or is ejected. The more food that is ingested, sometimes, allows more magic to flood the body. Just about all matter contains magic, so magic can also be attained without necessarily eating. Gradual breakdown of body tissues through weight loss and metabolism releases magic as well.

Atoms are also known to hold considerable amounts of magic, and nuclear and chemical reactions are known to emit large amounts of this magic on top of other energies. Arcane magic, for instance, takes great power from nuclei. Lightning magic takes energy from moving electrical and magnetic fields; Light magic from photons; etc.

Control

The exact means that magic can be woven into spells is currently unclear in terms of physiological science. Somewhere between the steps of magical emission and actual spell work is the mode of control, but the true process is obscured. Leading theories include: Magic is manipulated through neurons within the nervous system in cohesive patterns to make spells; magic is in some way conscious and aligns itself as spells; and, that magic is actually shaped by its release from the body like a mould. Any of these, but also maybe all or none of these, could be the means by which magic is done.

Dangers

Even in highly magically complex creatures such as dragons, magic can pose a serious risk on the body, spirit, and mind. Dragons have enormous magical potential, but that also brings great dangers. Magical focusing can injure, destroy, or alter the body to great degrees which can lead to disability, death, or worse. Often times, mages can expend their magic reserves and devour themselves by mistake, starving themselves essentially. Other times, magic might cause a rampant chemical cascade, blowing the body apart. Excessive magical concentrations can cause cancer and emitting too much can damage the environment. This is not taking into account the damage that spells can cause either, as spells can do basically anything.
Nature:

Magic is a form of energy that permeates Sornieth. Much of the life that grows on Sornieth rely on magic to exist as a result.

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info


Physiology

Magical energy is stored in almost every nuclear and chemical bond in nature. When these bonds are manipulated, magic can be released from them. When released from bondage, a living thing can sometimes focus this energy throughout their body and produce spells from it. Often times, this magic flows in the blood and circulates throughout the body. As a result, the largest concentration of magic, the soul, in the body is typically in the thorax or abdomen. Magic is used as a catalyst for reactions within the body, but most of it escapes to the environment as radiation. The magic is also trapped in chemical bonds within the body.


Sources of Magic

The main source of magical energy for living things in Sornieth is food and water. As food is broken down within the digestive tract, magic is released into the body. Some of this magic is utilized in the body, and the rest circulates, is stored, or is ejected. The more food that is ingested, sometimes, allows more magic to flood the body. Just about all matter contains magic, so magic can also be attained without necessarily eating. Gradual breakdown of body tissues through weight loss and metabolism releases magic as well.

Atoms are also known to hold considerable amounts of magic, and nuclear and chemical reactions are known to emit large amounts of this magic on top of other energies. Arcane magic, for instance, takes great power from nuclei. Lightning magic takes energy from moving electrical and magnetic fields; Light magic from photons; etc.

Control

The exact means that magic can be woven into spells is currently unclear in terms of physiological science. Somewhere between the steps of magical emission and actual spell work is the mode of control, but the true process is obscured. Leading theories include: Magic is manipulated through neurons within the nervous system in cohesive patterns to make spells; magic is in some way conscious and aligns itself as spells; and, that magic is actually shaped by its release from the body like a mould. Any of these, but also maybe all or none of these, could be the means by which magic is done.

Dangers

Even in highly magically complex creatures such as dragons, magic can pose a serious risk on the body, spirit, and mind. Dragons have enormous magical potential, but that also brings great dangers. Magical focusing can injure, destroy, or alter the body to great degrees which can lead to disability, death, or worse. Often times, mages can expend their magic reserves and devour themselves by mistake, starving themselves essentially. Other times, magic might cause a rampant chemical cascade, blowing the body apart. Excessive magical concentrations can cause cancer and emitting too much can damage the environment. This is not taking into account the damage that spells can cause either, as spells can do basically anything.
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Orders:

The two orders of magic are the two main reservoirs of magic most magic users rely on to use magic.

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info


Somatic
(Metabolic)

Somatic magic is the source of magic that is most attributed to the body. Somatic magic is all tied up in the tissues and chemical bonds of the body. Somatic magic is most commonly utilized by warriors and athletes because Somatic magic is far less time-consuming to utilize, but Somatic magic has no buffer. Somatic magic is always using the energy stored in chemical bonds. As a result, relying heavily on Somatic magic can cause weight loss, dehydration, and even starvation.

Most mages learn to use Somatic magic first because it can be more easily conserved over time. Rampant cascades are less common with Somatic magic usually. Larger Dragons typically have far more Somatic magic due to their mass than smaller dragons, but there are exceptions. Somatic magic is far more stable than Auric magic as well meaning that it is more reliable for metabolic processes, but perhaps not as versatile.

Somatic magic also includes blood magic, or usage of body parts as fuel for magic alongside the magic already in them.

Auric
(Non-Chemically Bound)

Auric magic, unlike Somatic magic, is contained in the body's tissues. Instead, Auric magic is unbound and free flowing as magic and energy within the body. The soul is the sum of this magic within a living thing. All organic matter has a soul, but this soul is not always recognizable as such. Most living things have so little magic it barely matters, but large, complex creatures like dragons or beastclans are known for using magic in spells.

Auric magic is centralized within the body, typically near the heart or intestines. The brain also has a high concentration of magic due to its density of tissue and active nature. Auric magic is typically contained in the body and is circulated by the blood. Auric magic is constantly radiated at a base level and with certain characteristics that are generally unique to each individual. This output is generally lower than the input, but output increases with concentration, so a balance is often struck.

However, a dragon that is properly trained can purposely lower the output amount and store excess magic.

Auric magic is more easily used for spellcraft because it is more readily available and transportable around the body. Auric magic is, however, a lot more like water than Somatic magic which is more like stones. Auric magic can be used for great things, but one can drown in it easily. Auric magic is not necessarily more powerful than Somatic magic, but Auric magic is preferred for powerful spells or those that are complicated.

Auric magic has a buffer that can protect the body because there is usually an excess of free magic in the body for use, but exhausting the soul quickly can cause severe harm. Having too much magic can cause a violent decompression or implosion as well. As a decompression, the magic suddenly and violently escapes from the body, typically as an explosion. An Implosion occurs when magic is so compressed that it collapses in on itself, forming a doldrum (or shade) where surrounding magic is drawn to.

Removal of a Soul can prove to be devastating for a dragon in several ways. Firstly, the soul is an anchor for magic to polarize the body. Without a soul, the magic doesn't get drawn anywhere in particular, so magic circulates and is expelled. Without a soul, certain processes get disrupted in the body. Though Somatic magic mostly counteracts this, the loss of the Soul often causes personality changes and mental instability, leading to various disorders and sometimes madness.
Orders:

The two orders of magic are the two main reservoirs of magic most magic users rely on to use magic.

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info


Somatic
(Metabolic)

Somatic magic is the source of magic that is most attributed to the body. Somatic magic is all tied up in the tissues and chemical bonds of the body. Somatic magic is most commonly utilized by warriors and athletes because Somatic magic is far less time-consuming to utilize, but Somatic magic has no buffer. Somatic magic is always using the energy stored in chemical bonds. As a result, relying heavily on Somatic magic can cause weight loss, dehydration, and even starvation.

Most mages learn to use Somatic magic first because it can be more easily conserved over time. Rampant cascades are less common with Somatic magic usually. Larger Dragons typically have far more Somatic magic due to their mass than smaller dragons, but there are exceptions. Somatic magic is far more stable than Auric magic as well meaning that it is more reliable for metabolic processes, but perhaps not as versatile.

Somatic magic also includes blood magic, or usage of body parts as fuel for magic alongside the magic already in them.

Auric
(Non-Chemically Bound)

Auric magic, unlike Somatic magic, is contained in the body's tissues. Instead, Auric magic is unbound and free flowing as magic and energy within the body. The soul is the sum of this magic within a living thing. All organic matter has a soul, but this soul is not always recognizable as such. Most living things have so little magic it barely matters, but large, complex creatures like dragons or beastclans are known for using magic in spells.

Auric magic is centralized within the body, typically near the heart or intestines. The brain also has a high concentration of magic due to its density of tissue and active nature. Auric magic is typically contained in the body and is circulated by the blood. Auric magic is constantly radiated at a base level and with certain characteristics that are generally unique to each individual. This output is generally lower than the input, but output increases with concentration, so a balance is often struck.

However, a dragon that is properly trained can purposely lower the output amount and store excess magic.

Auric magic is more easily used for spellcraft because it is more readily available and transportable around the body. Auric magic is, however, a lot more like water than Somatic magic which is more like stones. Auric magic can be used for great things, but one can drown in it easily. Auric magic is not necessarily more powerful than Somatic magic, but Auric magic is preferred for powerful spells or those that are complicated.

Auric magic has a buffer that can protect the body because there is usually an excess of free magic in the body for use, but exhausting the soul quickly can cause severe harm. Having too much magic can cause a violent decompression or implosion as well. As a decompression, the magic suddenly and violently escapes from the body, typically as an explosion. An Implosion occurs when magic is so compressed that it collapses in on itself, forming a doldrum (or shade) where surrounding magic is drawn to.

Removal of a Soul can prove to be devastating for a dragon in several ways. Firstly, the soul is an anchor for magic to polarize the body. Without a soul, the magic doesn't get drawn anywhere in particular, so magic circulates and is expelled. Without a soul, certain processes get disrupted in the body. Though Somatic magic mostly counteracts this, the loss of the Soul often causes personality changes and mental instability, leading to various disorders and sometimes madness.
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[center][size=7][b]Classes of Magic[/b]:[/size] (Description Here) [b]Navigation[/b] [url=http://www1.flightrising.com/forums/cc/2471028#post_2471028]Intro [/url]-- [url=http://www1.flightrising.com/forums/cc/2471028#post_33946199]Nature [/url]-- [url=http://www1.flightrising.com/forums/cc/2471028#post_33946234]Order [/url]-- [url=http://www1.flightrising.com/forums/cc/2471028#post_33946242]Elements [/url]-- [url=http://www1.flightrising.com/forums/cc/2471028#post_33946253]Classes [/url]-- [url=http://www1.flightrising.com/forums/cc/2471028#post_33946264]Casting[/url] --[url=http://www1.flightrising.com/forums/cc/2471028#post_33946274] Extra Info[/url] -------- [size=5][b]Destruction[/b][/size] Destruction is the magical art of conquest, utilizing the elements as weapons for war. Destruction utilizes magic to inflict harm or damage upon a target, either directly or through alternate means. Destruction magic is often a very simple skill, not needing grace nor self control, and instead relying on raw power and unfettered emotion. Destruction magic is very potent and easily becomes wild and out of control. Strong will is needed to utilize Destruction magic extensively without being overwhelmed, but the risk of self-injury is ever present. [img]https://orig00.deviantart.net/b0ec/f/2018/240/2/b/destruction_icon_by_banjoker-dclg25t.png[/img] [size=4][u]Curse[/u][/size] Cursing is complex magic, requiring greater accuracy and skill than simpler ruinous magics. Curses are spells that harm or manipulate a target against their will after casting is complete or after a certain criteria is met. Some curses are known to follow bloodlines, inconveniencing many individuals over many generations, while others may only affect only certain individuals and others, with very specific characteristics. Some curses are known to inhabit entire areas as well. [size=2][i]Godbrand[/i]: A Godbrand is a specific form of enchantment curse that subverts the free will of the accursed, forcing servitude upon those bearing the curse. Godbrands may have any number of conditions that are obeyed by the cursed, from complete obedience, to truthfulness, to prohibition of certain actions. Unlike Illusions/Glamours/Enchantments, Godbrands circumvent the mind and cannot be resisted willfully. Simultaneously, because Godbrands do not effect the mind, the individual is fully aware of the actions, but may not intervene.[/size] [img]https://orig00.deviantart.net/b6dc/f/2018/241/b/0/curse_stone_icon_by_banjoker-dclixms.png[/img] [size=4][u]Poison[/u][/size] A rare type of magic, Poison magic has proven to be quite a dangerous variety. Poison magic acts as a toxin when exposed to living tissue and often appears as a gas or viscous liquid when cast. Poison magic has also been known to function like a plague itself, spreading from individuals like a disease, burning them from the inside out. Poison magic is most common in the Scarred Wasteland, where it originated, but can be found in most regions to some degree in modern times. Experienced Poison mages have been known to use it for medical purposes as treatment for infection or wasting sickness as well as inoculations. [img]https://orig00.deviantart.net/aff8/f/2018/242/7/0/stone_of_poison_icon_by_banjoker-dcll1ec.png[/img] [size=5][b]Sacrificial[/b][/size] Sacrificial magic is typically a method to empower other forms of magic, but some spells and outcomes may only be attained through sacrifice. Sacrificial magic may take the forms of any considerable loss of body or soul and procures power from that which is expended in the spell. Typically, living things are the catalyst that is most potent, but ingredients or items with some sort of magical value may also be burned as magical fuel. [img]https://orig00.deviantart.net/bd29/f/2018/243/2/1/stone_of_sacrifice_idol_by_banjoker-dclniiw.png[/img] [size=4][u]Blood[/u][/size] Blood magic is a form of sacrificial magic that consumes living creatures as a fuel for magic. Blood magic uses the magic naturally occurring in blood that is not accessible to the body as an energy source, as well as breaking down the nutrients and chemical bonds within the blood for further power. Blood magic may also use other bodily materials, but blood is typically the most common substance available. Usage of one's own blood is possible but the blood of others is more useful as it impacts one's body less harshly and supplies far more magic, at the cost of life. Due to the inherently destructive properties of Blood Magic, and its use as a cataclysmic tool in the past, it is typically considered taboo to utilize such arts. [size=5][b]Alchemy[/b][/size] Alchemy is the science of channeling magic to release and control the magical properties of a substance. The release of magic may be used in the arts of potionry and of transmutation. Whereas Alchemy releases magic from substances by changing their natures, Transfiguration (below) uses already present magic to alter matter. [size=4][u]Brewing[/u][/size] Brewing is the magical science of releasing magical properties from ingredients within a mixture. Typically, this is done by reducing ingredients to more basic components which releases the magic within. Brewing produces concoctions and potions with varying effects both helpful and detrimental. Not everything is Alchemically active, but many plants and materials are and provide for many modern needs. [size=4][u]Transmutation[u][/size] Transmutation is the usage of chemical reactions, and the magic they release, to alter matter into desired forms. Using an initial input of magical energy to decay the bonds within a target, an array is used to capture the released energy and redirect it back inwards to reshape that which is the focus of a transmutation. [size=5][b]Transfiguration:[/size] Transfiguration is the magical art of changing the conformation of matter and energy. Similar to Alchemy but differed, Transfiguration alters matter's naturally occurring form as Transmutation does, but Transfiguration does not often utilize arrays to function. Transfiguration is not commonly used by Alchemists due to the requirement of considerable magic control and resources. Whereas Alchemy is often fueled magic present in a substance, ambient energy, or an Aura, Transfigurations are typically powered by a soul. [size=4][u][i]Transmogrification[/i][/u][/size] Transmogrification is the art of Transfiguration/Transmutation upon organic materials and living organisms. Alchemical transmogrification is often considered unethical for its often destructive results and the pain it typically inflicts on living creatures. Transfigurations are more accepted for its less painful means. Creating life has been a dream of many Alchemists and Transfigurists throughout the ages as well. Whereas life may be created through Transfiguration at great cost, Alchemy has never been able to successfully transmute unliving matter into a stable living organism on its own. [size=5][b]Restoration[/b][/size] Restoration is the magical art of mending the broken body and soul. Restorators utilize magic to knit the body back together if damaged or to encourage regrowth after harm and/or death. Restoration may heal the body, but there are many complications in such a field. To heal the body, the necessary materials and energy must be available to undo damage. This material and energy must either be present in the healer, the one being healed, or in the immediate environment. During Restoration, the magic might begin feeding on nearby living things to function, causing great stress on those nearby. As well as the material and energy requirements for restoration to function correctly, Restoration magic may also cause unintended effects upon the body such as incorrect healing, especially of bones, and of overgrowth of the body in the form of cancer. Restoration, though powerful, is typically reserved for emergencies for its dangers and costs. [img]https://orig00.deviantart.net/8191/f/2018/243/3/8/stone_of_restoration_icon_by_banjoker-dcloy3d.png[/img] [size=4][u]Necromancy[/u][/size] Necromancy is the restorative art of undoing death and the manipulation of the soul and life. In Necromancy, magic is utilized to restart chemical processes in living organisms or to animate nonliving targets. Alternatively, Necromancy can also be used to bind souls, spirits, or magic to things which cannot be restarted, producing undead constructs. Necromancy is often considered distinct from Restoration, though they are essentially the same, but Necromancy has become more taboo for its usage to defy normal biological processes. Necromancy has often been used as a weapon of evil alongside Blood magic for their potent powers, gaining both poor reputations. [img]https://orig00.deviantart.net/70ac/f/2018/248/8/e/stone_of_necromancy_icon_by_banjoker-dcm4ryv.png[/img] [size=5][b]Conjuration[/b][/size] Conjuration is the magical art of creating something from seemingly nothing. Conjurers utilize magic to imitate matter and energy, as well as aligning unseen particles present in the world, to produce Conjurations. Conjurations are constructs held together by magic and may be dispelled by other magics but can often be extremely powerful and nearly immune to harm. Conjuration has many uses that overlap with other forms of magic. Conjurations may be used in Destruction magic, can be Altered, and as a substitute for pre-existing material in Restoration, though at the risk of the Conjuration being repealed before actual healing is complete. [size=5][b]Enchanting[/b][/size] Enchanting is the magical art of binding magic and/or souls/spirits to physical objects. Enchanting allows for the bestowal of magic upon normally mundane items, giving them special properties and the ability to cycle magic through them. Enchanted objects can have many beneficial abilities depending on the item and enchantment. Though anything can be enchanted, certain enchantments and objects hold enchantments better or worse, and sometimes it just depends on the skill of the Enchanter. Enchanters may bind magic to large objects to produce constructs or to warp something to their whim too. [size=4][u]Illusion[/u][/size] Illusions are a form of Enchantment that alters the perceptions of living things, either by affecting the mind of the target, by changing the way sensory reaches the target, or by changing the sensory itself. Illusions are used to manipulate others for various ends, but many of them are nefarious. Enchanting the mind itself allows for manipulation of another either subtly or entirely. Subjugating the minds of others can be difficult, however, especially if one is strong willed. Interfering with the senses can be disorienting as well, if the target even notices what is wrong. Typically, illusions are imperfect and distortions in the illusion are easy to spot, but not always easy to recognize. [size=5][b]Summoning[/b][/size] Summoning is the magical art of bringing something that already exists to oneself. Summoners use magic to move objects or living things to a desired location, typically through use of complicated spellwork. A Summon may appear spontaneously by apparating (teleporting) a desired item, though at the cost of a considerable amount of magic, or an item may be drawn physically over a distance. Over sizable spans, teleportation may be more efficient, but otherwise, moving something in this way is typically reserved for emergencies or for living things. Often, a Summonig spell is contained within another object, such as a scroll, so that it may be easily used without extensive work, especially for battle summons. [size=5][b]Mysticism[/b][/size] Mysticism is the art of viewing the world as it is without the distorting lens of normal perception altering one's view. Mystics use magic to perceive the flow of magic and energy through space more effectively than others which allows for the more efficient use of magic by circumventing certain buffering forces in the world. Most mages utilize mysticism without realizing it on some level, otherwise, they would be less able to effect the world as a whole. Advanced mystics are able to greatly enhance their magic by reducing the cost of their spellwork and to even appear to ignore certain laws of nature. Unlike Sacrificial magic which uses brute force to force magic to become more powerful, Mysticism allows for the balancing of magic around the world to make every spell require less effort to cast. [size=4][u]Divination[/u][/size] Divination is a form of Mysticism that involves perceiving information that is beyond normal ability. This includes fore and hindsight such as prophesies. Divination can also be used to see through walls or peer into different worlds. Alternatively, Divination can be used to view into the minds of others or even through others. If the spell can be used to discover information that is normally unattainable, it is likely Divination. There are many ways of using Divination, including through cards, with guts of animals, and even through dreaming (Oneiromancy.)
Classes of Magic:

(Description Here)

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info

Destruction

Destruction is the magical art of conquest, utilizing the elements as weapons for war. Destruction utilizes magic to inflict harm or damage upon a target, either directly or through alternate means. Destruction magic is often a very simple skill, not needing grace nor self control, and instead relying on raw power and unfettered emotion. Destruction magic is very potent and easily becomes wild and out of control. Strong will is needed to utilize Destruction magic extensively without being overwhelmed, but the risk of self-injury is ever present.

destruction_icon_by_banjoker-dclg25t.png

Curse

Cursing is complex magic, requiring greater accuracy and skill than simpler ruinous magics. Curses are spells that harm or manipulate a target against their will after casting is complete or after a certain criteria is met. Some curses are known to follow bloodlines, inconveniencing many individuals over many generations, while others may only affect only certain individuals and others, with very specific characteristics. Some curses are known to inhabit entire areas as well.

Godbrand:
A Godbrand is a specific form of enchantment curse that subverts the free will of the accursed, forcing servitude upon those bearing the curse. Godbrands may have any number of conditions that are obeyed by the cursed, from complete obedience, to truthfulness, to prohibition of certain actions. Unlike Illusions/Glamours/Enchantments, Godbrands circumvent the mind and cannot be resisted willfully. Simultaneously, because Godbrands do not effect the mind, the individual is fully aware of the actions, but may not intervene.


curse_stone_icon_by_banjoker-dclixms.png

Poison

A rare type of magic, Poison magic has proven to be quite a dangerous variety. Poison magic acts as a toxin when exposed to living tissue and often appears as a gas or viscous liquid when cast. Poison magic has also been known to function like a plague itself, spreading from individuals like a disease, burning them from the inside out. Poison magic is most common in the Scarred Wasteland, where it originated, but can be found in most regions to some degree in modern times. Experienced Poison mages have been known to use it for medical purposes as treatment for infection or wasting sickness as well as inoculations.

stone_of_poison_icon_by_banjoker-dcll1ec.png

Sacrificial

Sacrificial magic is typically a method to empower other forms of magic, but some spells and outcomes may only be attained through sacrifice. Sacrificial magic may take the forms of any considerable loss of body or soul and procures power from that which is expended in the spell. Typically, living things are the catalyst that is most potent, but ingredients or items with some sort of magical value may also be burned as magical fuel.

stone_of_sacrifice_idol_by_banjoker-dclniiw.png

Blood

Blood magic is a form of sacrificial magic that consumes living creatures as a fuel for magic. Blood magic uses the magic naturally occurring in blood that is not accessible to the body as an energy source, as well as breaking down the nutrients and chemical bonds within the blood for further power. Blood magic may also use other bodily materials, but blood is typically the most common substance available. Usage of one's own blood is possible but the blood of others is more useful as it impacts one's body less harshly and supplies far more magic, at the cost of life. Due to the inherently destructive properties of Blood Magic, and its use as a cataclysmic tool in the past, it is typically considered taboo to utilize such arts.

Alchemy

Alchemy is the science of channeling magic to release and control the magical properties of a substance. The release of magic may be used in the arts of potionry and of transmutation. Whereas Alchemy releases magic from substances by changing their natures, Transfiguration (below) uses already present magic to alter matter.

Brewing

Brewing is the magical science of releasing magical properties from ingredients within a mixture. Typically, this is done by reducing ingredients to more basic components which releases the magic within. Brewing produces concoctions and potions with varying effects both helpful and detrimental. Not everything is Alchemically active, but many plants and materials are and provide for many modern needs.

Transmutation

Transmutation is the usage of chemical reactions, and the magic they release, to alter matter into desired forms. Using an initial input of magical energy to decay the bonds within a target, an array is used to capture the released energy and redirect it back inwards to reshape that which is the focus of a transmutation.

Transfiguration:

Transfiguration is the magical art of changing the conformation of matter and energy. Similar to Alchemy but differed, Transfiguration alters matter's naturally occurring form as Transmutation does, but Transfiguration does not often utilize arrays to function. Transfiguration is not commonly used by Alchemists due to the requirement of considerable magic control and resources. Whereas Alchemy is often fueled magic present in a substance, ambient energy, or an Aura, Transfigurations are typically powered by a soul.

Transmogrification

Transmogrification is the art of Transfiguration/Transmutation upon organic materials and living organisms. Alchemical transmogrification is often considered unethical for its often destructive results and the pain it typically inflicts on living creatures. Transfigurations are more accepted for its less painful means. Creating life has been a dream of many Alchemists and Transfigurists throughout the ages as well. Whereas life may be created through Transfiguration at great cost, Alchemy has never been able to successfully transmute unliving matter into a stable living organism on its own.

Restoration

Restoration is the magical art of mending the broken body and soul. Restorators utilize magic to knit the body back together if damaged or to encourage regrowth after harm and/or death. Restoration may heal the body, but there are many complications in such a field. To heal the body, the necessary materials and energy must be available to undo damage. This material and energy must either be present in the healer, the one being healed, or in the immediate environment. During Restoration, the magic might begin feeding on nearby living things to function, causing great stress on those nearby. As well as the material and energy requirements for restoration to function correctly, Restoration magic may also cause unintended effects upon the body such as incorrect healing, especially of bones, and of overgrowth of the body in the form of cancer. Restoration, though powerful, is typically reserved for emergencies for its dangers and costs.

stone_of_restoration_icon_by_banjoker-dcloy3d.png

Necromancy

Necromancy is the restorative art of undoing death and the manipulation of the soul and life. In Necromancy, magic is utilized to restart chemical processes in living organisms or to animate nonliving targets. Alternatively, Necromancy can also be used to bind souls, spirits, or magic to things which cannot be restarted, producing undead constructs. Necromancy is often considered distinct from Restoration, though they are essentially the same, but Necromancy has become more taboo for its usage to defy normal biological processes. Necromancy has often been used as a weapon of evil alongside Blood magic for their potent powers, gaining both poor reputations.

stone_of_necromancy_icon_by_banjoker-dcm4ryv.png

Conjuration

Conjuration is the magical art of creating something from seemingly nothing. Conjurers utilize magic to imitate matter and energy, as well as aligning unseen particles present in the world, to produce Conjurations. Conjurations are constructs held together by magic and may be dispelled by other magics but can often be extremely powerful and nearly immune to harm. Conjuration has many uses that overlap with other forms of magic. Conjurations may be used in Destruction magic, can be Altered, and as a substitute for pre-existing material in Restoration, though at the risk of the Conjuration being repealed before actual healing is complete.

Enchanting

Enchanting is the magical art of binding magic and/or souls/spirits to physical objects. Enchanting allows for the bestowal of magic upon normally mundane items, giving them special properties and the ability to cycle magic through them. Enchanted objects can have many beneficial abilities depending on the item and enchantment. Though anything can be enchanted, certain enchantments and objects hold enchantments better or worse, and sometimes it just depends on the skill of the Enchanter. Enchanters may bind magic to large objects to produce constructs or to warp something to their whim too.

Illusion

Illusions are a form of Enchantment that alters the perceptions of living things, either by affecting the mind of the target, by changing the way sensory reaches the target, or by changing the sensory itself. Illusions are used to manipulate others for various ends, but many of them are nefarious. Enchanting the mind itself allows for manipulation of another either subtly or entirely. Subjugating the minds of others can be difficult, however, especially if one is strong willed. Interfering with the senses can be disorienting as well, if the target even notices what is wrong. Typically, illusions are imperfect and distortions in the illusion are easy to spot, but not always easy to recognize.

Summoning

Summoning is the magical art of bringing something that already exists to oneself. Summoners use magic to move objects or living things to a desired location, typically through use of complicated spellwork. A Summon may appear spontaneously by apparating (teleporting) a desired item, though at the cost of a considerable amount of magic, or an item may be drawn physically over a distance. Over sizable spans, teleportation may be more efficient, but otherwise, moving something in this way is typically reserved for emergencies or for living things. Often, a Summonig spell is contained within another object, such as a scroll, so that it may be easily used without extensive work, especially for battle summons.

Mysticism

Mysticism is the art of viewing the world as it is without the distorting lens of normal perception altering one's view. Mystics use magic to perceive the flow of magic and energy through space more effectively than others which allows for the more efficient use of magic by circumventing certain buffering forces in the world. Most mages utilize mysticism without realizing it on some level, otherwise, they would be less able to effect the world as a whole. Advanced mystics are able to greatly enhance their magic by reducing the cost of their spellwork and to even appear to ignore certain laws of nature. Unlike Sacrificial magic which uses brute force to force magic to become more powerful, Mysticism allows for the balancing of magic around the world to make every spell require less effort to cast.

Divination

Divination is a form of Mysticism that involves perceiving information that is beyond normal ability. This includes fore and hindsight such as prophesies. Divination can also be used to see through walls or peer into different worlds. Alternatively, Divination can be used to view into the minds of others or even through others. If the spell can be used to discover information that is normally unattainable, it is likely Divination. There are many ways of using Divination, including through cards, with guts of animals, and even through dreaming (Oneiromancy.)
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Casting Techniques:

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Incantation

Incantation is the most commonly taught form of spell casting. Incantation uses spoken words to allow for the focusing of the mind, utilizing the meaning of the words to form intent, allowing for a spell's power to function. Though Incantations can be complex, such as poems or rhymes to allow for greater focus, simpler phrases, and sometimes singular words, can have tremendous power too. Simple phrases often ellicit stronger emotion and intent, producing less focused but powerful magic. It is typically related to the understanding of a word's meaning. The more one understands one's words, the less effort and the more power a spell may allow for.

Incantations are often in the old tongues of each breed for traditional reasons, though modern language may also be used. Code and archaic languages are often used by duelists so as to not indicate their action before their spell is unleashed, but less combat oriented dragons are less inclined to go to such lengths. Competitive and scholarly dragons also often use code so as to keep trade secrets to themselves and away from those they compete with as well. Incantation also decreases the likelihood of a slip up to cause catastrophic backfire of a spell because of the buffer of the words and intent. Even if a word is misspoken, the meaning keeps true, typically.

Runes/Glyphs

Similar to Incantation, the usage of Runes and Glyphs uses language and imagery to focus one's magic. The focus in the case of Glyphs is the meaning of the words and images on a surface to focus upon when casting magic. Glyphs allow for far more complex magic more easily, but usually with a longer cast time, unless an incantation is short. Glyphs can be carried for use when speed is necessary, but a spell using a glyph is more static and is difficult to change mid cast, unlike an incantation. Incantations and Glyphs are often intertwined in spell work where an incantation is used to activate a spell but the symbols shape it.

Proxy

Casting by Proxy is the usage of a medium to cast magic instead of using oneself. Proxy items are often enchanted to allow for magic to flow easily through them and the most common items are staves and enchanted jewelry. Though any enchanted object may do. Another individual may also be used, though this is tricky, for the individual must allow another to control their body and spirit for it to truly function correctly. Often, a Proxy item already has a specific spell and effect attached to it, as well as its own source of magic, so even non-magic users may be able to use them to some extent, but some items require a power source to work or need to be recharged.

Digit Signs

Utilizing the digits to focus magic is rare among dragonkind, being favoured by the beastclans more often, and is often less precise than written and spoken language based casting techniques. The shape formed by the digits of the hands provides meaning for focus to form intent upon, allowing for magic to flow. A series as symbols of varying meaning often produce different effects, and combining different signs in different combinations allows for other effects. Not knowing the meaning behind the symbols limits the ability to recognize the imminent spells and prevents theft of a spell by those unfamiliar with the signing technique.

Pure Thought

Thought is the crux of all magic and is the intent and meaning in all forms of casting, but pure thought casting lacks one thing, a constant, physical focus. There is nothing to focus one's will upon. Without a focus, magic is volatile and incredibly more dangerous than usual, but it is faster and cannot be preempted easily. Whereas other casting techniques may take time and come in individual pieces to form a whole, a purely thought casted spell jumps directly to an end product, allowing for complex spell casting immediately. Most individuals dare not cast without a focus and even expert mages find it too dangerous and fickle to utilize for more than extraordinarily simple actions.
Casting Techniques:

(Description Here)

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info

Incantation

Incantation is the most commonly taught form of spell casting. Incantation uses spoken words to allow for the focusing of the mind, utilizing the meaning of the words to form intent, allowing for a spell's power to function. Though Incantations can be complex, such as poems or rhymes to allow for greater focus, simpler phrases, and sometimes singular words, can have tremendous power too. Simple phrases often ellicit stronger emotion and intent, producing less focused but powerful magic. It is typically related to the understanding of a word's meaning. The more one understands one's words, the less effort and the more power a spell may allow for.

Incantations are often in the old tongues of each breed for traditional reasons, though modern language may also be used. Code and archaic languages are often used by duelists so as to not indicate their action before their spell is unleashed, but less combat oriented dragons are less inclined to go to such lengths. Competitive and scholarly dragons also often use code so as to keep trade secrets to themselves and away from those they compete with as well. Incantation also decreases the likelihood of a slip up to cause catastrophic backfire of a spell because of the buffer of the words and intent. Even if a word is misspoken, the meaning keeps true, typically.

Runes/Glyphs

Similar to Incantation, the usage of Runes and Glyphs uses language and imagery to focus one's magic. The focus in the case of Glyphs is the meaning of the words and images on a surface to focus upon when casting magic. Glyphs allow for far more complex magic more easily, but usually with a longer cast time, unless an incantation is short. Glyphs can be carried for use when speed is necessary, but a spell using a glyph is more static and is difficult to change mid cast, unlike an incantation. Incantations and Glyphs are often intertwined in spell work where an incantation is used to activate a spell but the symbols shape it.

Proxy

Casting by Proxy is the usage of a medium to cast magic instead of using oneself. Proxy items are often enchanted to allow for magic to flow easily through them and the most common items are staves and enchanted jewelry. Though any enchanted object may do. Another individual may also be used, though this is tricky, for the individual must allow another to control their body and spirit for it to truly function correctly. Often, a Proxy item already has a specific spell and effect attached to it, as well as its own source of magic, so even non-magic users may be able to use them to some extent, but some items require a power source to work or need to be recharged.

Digit Signs

Utilizing the digits to focus magic is rare among dragonkind, being favoured by the beastclans more often, and is often less precise than written and spoken language based casting techniques. The shape formed by the digits of the hands provides meaning for focus to form intent upon, allowing for magic to flow. A series as symbols of varying meaning often produce different effects, and combining different signs in different combinations allows for other effects. Not knowing the meaning behind the symbols limits the ability to recognize the imminent spells and prevents theft of a spell by those unfamiliar with the signing technique.

Pure Thought

Thought is the crux of all magic and is the intent and meaning in all forms of casting, but pure thought casting lacks one thing, a constant, physical focus. There is nothing to focus one's will upon. Without a focus, magic is volatile and incredibly more dangerous than usual, but it is faster and cannot be preempted easily. Whereas other casting techniques may take time and come in individual pieces to form a whole, a purely thought casted spell jumps directly to an end product, allowing for complex spell casting immediately. Most individuals dare not cast without a focus and even expert mages find it too dangerous and fickle to utilize for more than extraordinarily simple actions.
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Extra Information:

(Description Here)

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info

Multiverse

(Info Here)

Veil

(Info Here)

Spirits

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The Dead

(Info Here)

Ferrymen

(Info Here)

Demons

(Info Here)


Basic Spells:

Most mages are taught a basic set of spells to produce their own style from. These spells are typically varied among mages, even untrained ones as they experiment or even by their very being. Young mages often carry books with their spells for reference if needed, though more advanced dragons may not.

Adamance: A collection of spells that manipulates the characteristics of surfaces, often the outside covering of the caster. Spells of Adamance are named for their element or their effects followed by the suffix -flesh. Ex. Stoneflesh, Oakenflesh, etc.

Touch: Touch spells are simple magicks that are transmitted by physical contact. They require less magic than field spells and are more simple to produce for fledgling mages. Often, basic destruction spells are taught as touch spells.

Cloak: Spells that surround the body or targets with an element. Cloak spells have many functions useful for young mages. Many are useful defensive spells as well as protective charms against the elements. Ex. Flame Cloaks provide warmth and may burn things on contact, Shadow Cloaks may obscure a figure, etc.

Force: One of the most basic forms of magic, forces are concussive magical effects. Some may be no more than breezes while others may cause major physical injury or structural stresses.

Aid: Aid spells are actions and magic that restore the vitality of oneself or others through magical means. Aid allows for the caster to catch a breath as they prepare other spells or to help heal themselves and allies. Most modest aid spells are mostly used to ward off the detrimental effects of other spells.

Dampen: Dampen spells are often taught very early to fledgling mages. Dampening allows for mages to cancel out their own magic should they lose control of it or to prevent interference from troubling their own magic. Dampening may also be used to combat magical targets or to end spells prematurely if need be.

Fiendfyre:

Fiendfyre is the usage of magic to produce enchanted flames. Fire magic naturally produces Fiendfyre when in sufficient quantities, but other elements require the purposeful will and spell comprehension to make their magic produce more heat than what is regular in spellcasting. Fiendfyre is often of such great power that it gains some form of intelligence that makes it work of its own accord, making it more powerful than average flames but they are harder to control.

Any element may be used to produce great heat, but some elements produce high temperatures poorly, namely Shadow and Ice magic. Each Fiendfyre has unique characteristics that differentiate them from others such as Waterfyre burning even when submerged or Plaguefyre spreading poison smoke. The different fiendfyres have proven to be quite efficient at burning different substances alongside more traditional flammables, but many require a constant input of magic to continue burning their fuel. Fyres may be extinguished or weakened with contrary magic.

Mountain Cracking/Buckling

Mountain Cracking, also known as buckling, is the usage of magic to upheave large portions of mineral-bearing rock directly from the ground for extraction. The Cracking may also be used to split the ground instead to allow access below the ground. Most Buckling is done through the use of Earth magic, though other magics may be used at a considerably higher toll. Due to the discovery of shattered tombs in Dragonhome's Cracks, it has begun to fall out of common use near the Cairnstone Rest and Greatwyrm Breach, though the mountains along the borders are often still sundered with the magic. Extensive usage of Mountain Cracking has been know to cause ground instability, however.

Colour of Magic

Dragons understand magic on a different level from the Centauri. Magic is like breathing to dragons, a part of their being, but the Centauri are not intertwined into the world as dragons are. Where magic flows for dragonkind, it must be forced by the Centauri. To alter the world has a cost for the Centauri, a toll that most dragons do not pay. The Centauri believe in intent and in effect. Whereas the elements of magic have their own naturally occurring emissions of visible light; yellow for light, cyan for lightning, and red for Plague, the four colours of magic, as described by the Centauri, are separate these hues. The Four colours are spiritual and are not literal, however.

Black and White are the extremes of magic that define the intent of magic. The Spectrum is a range of a spell's meaning. Black magic is that which is meant to harm and to break down, often to kill, and malicious. White magic is magic meant to aid others, to fix and repair, and to be benevolent. When the intents are mixed, grey magic is produced. Harming to help, breaking to fix.

Orange and blue magic are measures of effect. Orange magic is often meant to represent fire, a force of destruction. Orange magic is a corruption, a magic meant to sow discord and cause harm. Orange magic is often attributed to Black magic, though Orange magic may be used to destroy that which harms. Orange magic may be used to burn out illness, to destroy Wasting Sickness, to break the bone so that it may be set right. Blue Magic is that magic which is often represented by water. Blue magic is purifying and repairing. Just as fire may cook food and sterilize a wound, however, so can water be used to drown or crush the unwary. The bone healed wrong, the cancer left unchecked.

Green magic is the middle ground between Orange and Blue magic. Green magic often portrayed by plants or animals as a sense of renewal, destruction needed to bring about creation. Green magic is seen as cyclic, a basis of everything. Those who stray too far to either end lose their connection to the other and so lose a little of themselves.

Avatars

Avatars are dragons that are uniquely gifted in their particular element compared to their peers. Most mages take years or decades to master their magic, but Avatars are gifted with an ingenuity into magic that is unseen elsewhere. Magic is to them as existing is, perpetual and without effort. Avatars have enormous potential with their magic but are at great risk from their own power, often destroying themselves without realizing their abilities. Where some dragons may be able to bend two or more elements to their will, though at great effort, Avatars are incapable of using any other magic than their own. This greatly weakens avatars outside of their homeland, but makes them typically unmatched in their native element.

Many have believed throughout the ages that Avatars are sent by the Deities in times of their respective need, but providence it may not be. The power Avatars wield may gain them fame and respect, along with power to change the world and history. Many stories tell of Avatars throughout history, those that win great victories through their mastery of magic.

In recent centuries, Avatars have become more common, often becoming members of the Oculus of the Eleven, but after the Bounty, their numbers have swelled considerably. Typically there are usually only one or two Avatars in a Generation per element, sometimes more for less inhospitable realms, but the recent years have seen dozens born. Plague Avatars are the rarest with only one seen every few thousand years due to the high mortality rates as children as well as the rural nature of most of the Wasteland. There has not yet been a reported Avatar, though such a dragon could very well be a monster, as most Plague Avatars become.

Soul Gems

Soul Gems are crystals, often Sacridite or other energy-holding substances, that are able of being charged with magic. This charge may be used at a later date to power spells or to act as a source of energy for enchantments. Due to the gems' abilities to hold magic, they may be used in conjunction with Necromancy to remove the magic out of living beings, to excise the soul to hold within a gem. Though a soul gem may be charged on any magic, souls are dense and charge gems far more quickly than through ambient magic in the air or gradual storage.


Artefacts

Stonedream (Earth Amulet):
An Amulet designed and enchanted in a bygone age by a priest from before even the Cairnstone Rest. Appearing as a piece granite with gold embellishment and Ivory. A burnished skull gleams in the middle and the lace is made of something silvern in brilliance. The Stonedream produces a magical vibration that prevents the propagation of spirits within proximity of itself. However, it has also been known to be used to produce waves that attract and empower spirits as well. The location of the Stonedream has been lost but due to recent disappearances of researchers and large paranormal activity within the Greatwyrm Breach, it may be that the Amulet has resurfaced.

Heartstone (Fire Stone):
Heartstones are pieces of the Great Furnace that are ejected during its frequent eruptions. Though typically not too impressive, large, extraordinary Heartstones have been known to exist. Heartstones appear as round, black stones with cracks that glow with an inner energy. Heartstones empower Fire magic and may be used to increase the energy within other objects, often increasing their velocities or temperatures. One, massive Heartstone has been located off the coast of the Mainland Ashfall Wastes and is causing an upwelling of magma to produce a new volcanic island. There are even rumors that a sufficiently powerful Heartstone may be able to accelerate time.

Tidelord's Tear (Water Gem):
A perfectly circular gem, the Tidelord's Tear appears as a pristine droplet of water, clear and shimmering. The Tidelord's Tear amplifies magical sight, allowing for stronger visions and premonitions as well as psionic abilities. Even in those not of the Water element or versed in foresight, the Tear may allow for limited use. Those expert in the field find their visions extremely vivid and often more accurate. The Tear, however, attracts copious volumes of water to itself, and the trance its users often find themselves in produces dangerous conditions as water covers the body, suffocating those underneath. Water dragons may endure this more easily, but others may not. Completely excluding water from the Tear's range greatly limits or entirely nullifies its effects, however. The Tidelord's Tear was lost during the Great Storm upon the Sea of a Thousand Currents, just as the Tidelord himself went silent.

Wing Ring (Wind Ring):
A ring of expertly carved limestone and gem inlays, the Wing ring is something of a fascination to those who wield it. Many would say that the ring is its own man, not content to remain sedentary for long, like those it was made by and for. The Wing ring channels massive volumes of air through its opening, producing blasts of great concussive force from one side. The Ring may not be used when worn without removing limbs as a result. Simultaneously, and typically invariably, the ring is also blown from the grip of its user after only a short while, shooting far away so that its user may never find it again.

All-Seeing Eye (Light Lens):
A device developed by the first Light Magister of the Oculus Velissa Sun-hair, the All-Seeing Eye was developed to aid the discovery and mapping of Leylines by those not as attuned as the Fae or other mages. The Eye is a crystalline lens with a ring of bronze-like metal forged in the Ashfall Waste upon request, with the lens coming of Velissa's own work. The Lens reveals sources of magic, as well as that which is typically obscured by barriers. The Lens proved a success and many replicas were designed for the Oculus, though none could match the original's workmanship. Unbeknownst to Sun-Hair, however, was that the Eye slowly blinds those who use it, and the Magister did not realize due to her magic's compensation for the eye-failure until it was too late. The less powerful models of Eye do not face this issue, though they are less precise and less powerful. The original All-Seeing Eye is located in the regional headquarters of the Oculus in the Sunbeam Ruins.

Frostglass (Ice Gem):
Similar in appearance to the Tidelord's Tear, the Frostglasses are frozen orbs of glassen appearance. As clear as air, save for the edges, Frostglasses emits a constant mist of ice. A Frostglass has an effect antithetical to that of Hearstones, chilling that which is around it to bitter colds and removing energy from objects, often slowing them down. The most powerful Frostglass is found within the Fortress of Ends where it suspends those within to a state of stasis. Those who remain too close to the Glass face similar fates, even the Wardens. It is said that the Frostglass within the Fortress at ends also slows time around itself, prolonging the lives of those nearby to even greater lengths.

Command Rod (Lightning Staff):
A metal staff wielded by the High Foreman, a dragon that is said to pass on the words of the Stormcatcher to those below, the Command Rod is a bident that contains and is able to channel huge stores of electricity safely. The Command Rod is enchanted so that any machine animated by Lightning magic may be controlled by the staff and that the staff may animate its own equipment as well, giving great control of the Lightning Farm and beyond to the wielder of the Rod. It is currently unknown if the High Foreman truly speaks for the Stormcatcher, but many may not differentiate the voices of the two, for most have never seen either.

Invisibility Cloak (Shadow Apparel):
A cloak of Shadowy origin, The Invisibility Cloak is an item that allows complete optical stealth. Though Invisibility cloaks have been around for centuries, the most famous, or maybe infamous, example is the Cloak designed by Marva, an Avatar of Shadow, for her own use. The Invisibility cloak renders its user not just transparent as lesser cloaks do, but completely invisible. All Light passes directly through those wearing the cloak and magic within is dampened to undetectable levels. However, the Cloak also blinds those wearing it until removed and the cloak does not alter the sounds of those beneath. The Cloak does not block all heat either, meaning that Mirrors may be able to view the cloak. The All-Seeing Eye is capable of seeing the distortions caused by the cape and cannot see through it. The location of The Invisibility Cloak in unknown, like its creator.

Philosopher's Stone (Arcane Gem):
Philosopher's Stones are artificial crystals created from condensing massive amounts of Arcane magic into a small space and crystallizing it. Philosopher's Stones are a very deep, pink colour, almost being red, and they can vary in size from shards to mountains, as the density is what matters, not the volume. Most of the Crystalspine Reaches are technically a Philosopher's Stone, but they are not powerful. Powerful Alchemical and magical works are able of crushing large amounts of magic into smaller areas, producing Stones that amplify Arcane magic and Alchemy. Blood from magically potent creatures and souls may also be used, but utilizing ambient magic typically requires far fewer deaths. Many True Stones have been made throughout history, advancing Alchemy and Science hugely through their use, but it is currently unknown if any such sources of power are available. The last confirmed stone was depleted upon the creation of a mountain just outside the Arcane Branch of the Oculus. It is believed by many that the Arcanist himself could be one, massive Philosopher's Stone and that he uses himself to Transmute other energies in Arcane Magic, which does not occur naturally as the others do.

First Seed (Nature Weapon):

Final Infection (Plague Weapon):


Extra Information:

(Description Here)

Navigation
Intro -- Nature -- Order -- Elements -- Classes -- Casting -- Extra Info

Multiverse

(Info Here)

Veil

(Info Here)

Spirits

(Info Here)

The Dead

(Info Here)

Ferrymen

(Info Here)

Demons

(Info Here)


Basic Spells:

Most mages are taught a basic set of spells to produce their own style from. These spells are typically varied among mages, even untrained ones as they experiment or even by their very being. Young mages often carry books with their spells for reference if needed, though more advanced dragons may not.

Adamance: A collection of spells that manipulates the characteristics of surfaces, often the outside covering of the caster. Spells of Adamance are named for their element or their effects followed by the suffix -flesh. Ex. Stoneflesh, Oakenflesh, etc.

Touch: Touch spells are simple magicks that are transmitted by physical contact. They require less magic than field spells and are more simple to produce for fledgling mages. Often, basic destruction spells are taught as touch spells.

Cloak: Spells that surround the body or targets with an element. Cloak spells have many functions useful for young mages. Many are useful defensive spells as well as protective charms against the elements. Ex. Flame Cloaks provide warmth and may burn things on contact, Shadow Cloaks may obscure a figure, etc.

Force: One of the most basic forms of magic, forces are concussive magical effects. Some may be no more than breezes while others may cause major physical injury or structural stresses.

Aid: Aid spells are actions and magic that restore the vitality of oneself or others through magical means. Aid allows for the caster to catch a breath as they prepare other spells or to help heal themselves and allies. Most modest aid spells are mostly used to ward off the detrimental effects of other spells.

Dampen: Dampen spells are often taught very early to fledgling mages. Dampening allows for mages to cancel out their own magic should they lose control of it or to prevent interference from troubling their own magic. Dampening may also be used to combat magical targets or to end spells prematurely if need be.

Fiendfyre:

Fiendfyre is the usage of magic to produce enchanted flames. Fire magic naturally produces Fiendfyre when in sufficient quantities, but other elements require the purposeful will and spell comprehension to make their magic produce more heat than what is regular in spellcasting. Fiendfyre is often of such great power that it gains some form of intelligence that makes it work of its own accord, making it more powerful than average flames but they are harder to control.

Any element may be used to produce great heat, but some elements produce high temperatures poorly, namely Shadow and Ice magic. Each Fiendfyre has unique characteristics that differentiate them from others such as Waterfyre burning even when submerged or Plaguefyre spreading poison smoke. The different fiendfyres have proven to be quite efficient at burning different substances alongside more traditional flammables, but many require a constant input of magic to continue burning their fuel. Fyres may be extinguished or weakened with contrary magic.

Mountain Cracking/Buckling

Mountain Cracking, also known as buckling, is the usage of magic to upheave large portions of mineral-bearing rock directly from the ground for extraction. The Cracking may also be used to split the ground instead to allow access below the ground. Most Buckling is done through the use of Earth magic, though other magics may be used at a considerably higher toll. Due to the discovery of shattered tombs in Dragonhome's Cracks, it has begun to fall out of common use near the Cairnstone Rest and Greatwyrm Breach, though the mountains along the borders are often still sundered with the magic. Extensive usage of Mountain Cracking has been know to cause ground instability, however.

Colour of Magic

Dragons understand magic on a different level from the Centauri. Magic is like breathing to dragons, a part of their being, but the Centauri are not intertwined into the world as dragons are. Where magic flows for dragonkind, it must be forced by the Centauri. To alter the world has a cost for the Centauri, a toll that most dragons do not pay. The Centauri believe in intent and in effect. Whereas the elements of magic have their own naturally occurring emissions of visible light; yellow for light, cyan for lightning, and red for Plague, the four colours of magic, as described by the Centauri, are separate these hues. The Four colours are spiritual and are not literal, however.

Black and White are the extremes of magic that define the intent of magic. The Spectrum is a range of a spell's meaning. Black magic is that which is meant to harm and to break down, often to kill, and malicious. White magic is magic meant to aid others, to fix and repair, and to be benevolent. When the intents are mixed, grey magic is produced. Harming to help, breaking to fix.

Orange and blue magic are measures of effect. Orange magic is often meant to represent fire, a force of destruction. Orange magic is a corruption, a magic meant to sow discord and cause harm. Orange magic is often attributed to Black magic, though Orange magic may be used to destroy that which harms. Orange magic may be used to burn out illness, to destroy Wasting Sickness, to break the bone so that it may be set right. Blue Magic is that magic which is often represented by water. Blue magic is purifying and repairing. Just as fire may cook food and sterilize a wound, however, so can water be used to drown or crush the unwary. The bone healed wrong, the cancer left unchecked.

Green magic is the middle ground between Orange and Blue magic. Green magic often portrayed by plants or animals as a sense of renewal, destruction needed to bring about creation. Green magic is seen as cyclic, a basis of everything. Those who stray too far to either end lose their connection to the other and so lose a little of themselves.

Avatars

Avatars are dragons that are uniquely gifted in their particular element compared to their peers. Most mages take years or decades to master their magic, but Avatars are gifted with an ingenuity into magic that is unseen elsewhere. Magic is to them as existing is, perpetual and without effort. Avatars have enormous potential with their magic but are at great risk from their own power, often destroying themselves without realizing their abilities. Where some dragons may be able to bend two or more elements to their will, though at great effort, Avatars are incapable of using any other magic than their own. This greatly weakens avatars outside of their homeland, but makes them typically unmatched in their native element.

Many have believed throughout the ages that Avatars are sent by the Deities in times of their respective need, but providence it may not be. The power Avatars wield may gain them fame and respect, along with power to change the world and history. Many stories tell of Avatars throughout history, those that win great victories through their mastery of magic.

In recent centuries, Avatars have become more common, often becoming members of the Oculus of the Eleven, but after the Bounty, their numbers have swelled considerably. Typically there are usually only one or two Avatars in a Generation per element, sometimes more for less inhospitable realms, but the recent years have seen dozens born. Plague Avatars are the rarest with only one seen every few thousand years due to the high mortality rates as children as well as the rural nature of most of the Wasteland. There has not yet been a reported Avatar, though such a dragon could very well be a monster, as most Plague Avatars become.

Soul Gems

Soul Gems are crystals, often Sacridite or other energy-holding substances, that are able of being charged with magic. This charge may be used at a later date to power spells or to act as a source of energy for enchantments. Due to the gems' abilities to hold magic, they may be used in conjunction with Necromancy to remove the magic out of living beings, to excise the soul to hold within a gem. Though a soul gem may be charged on any magic, souls are dense and charge gems far more quickly than through ambient magic in the air or gradual storage.


Artefacts

Stonedream (Earth Amulet):
An Amulet designed and enchanted in a bygone age by a priest from before even the Cairnstone Rest. Appearing as a piece granite with gold embellishment and Ivory. A burnished skull gleams in the middle and the lace is made of something silvern in brilliance. The Stonedream produces a magical vibration that prevents the propagation of spirits within proximity of itself. However, it has also been known to be used to produce waves that attract and empower spirits as well. The location of the Stonedream has been lost but due to recent disappearances of researchers and large paranormal activity within the Greatwyrm Breach, it may be that the Amulet has resurfaced.

Heartstone (Fire Stone):
Heartstones are pieces of the Great Furnace that are ejected during its frequent eruptions. Though typically not too impressive, large, extraordinary Heartstones have been known to exist. Heartstones appear as round, black stones with cracks that glow with an inner energy. Heartstones empower Fire magic and may be used to increase the energy within other objects, often increasing their velocities or temperatures. One, massive Heartstone has been located off the coast of the Mainland Ashfall Wastes and is causing an upwelling of magma to produce a new volcanic island. There are even rumors that a sufficiently powerful Heartstone may be able to accelerate time.

Tidelord's Tear (Water Gem):
A perfectly circular gem, the Tidelord's Tear appears as a pristine droplet of water, clear and shimmering. The Tidelord's Tear amplifies magical sight, allowing for stronger visions and premonitions as well as psionic abilities. Even in those not of the Water element or versed in foresight, the Tear may allow for limited use. Those expert in the field find their visions extremely vivid and often more accurate. The Tear, however, attracts copious volumes of water to itself, and the trance its users often find themselves in produces dangerous conditions as water covers the body, suffocating those underneath. Water dragons may endure this more easily, but others may not. Completely excluding water from the Tear's range greatly limits or entirely nullifies its effects, however. The Tidelord's Tear was lost during the Great Storm upon the Sea of a Thousand Currents, just as the Tidelord himself went silent.

Wing Ring (Wind Ring):
A ring of expertly carved limestone and gem inlays, the Wing ring is something of a fascination to those who wield it. Many would say that the ring is its own man, not content to remain sedentary for long, like those it was made by and for. The Wing ring channels massive volumes of air through its opening, producing blasts of great concussive force from one side. The Ring may not be used when worn without removing limbs as a result. Simultaneously, and typically invariably, the ring is also blown from the grip of its user after only a short while, shooting far away so that its user may never find it again.

All-Seeing Eye (Light Lens):
A device developed by the first Light Magister of the Oculus Velissa Sun-hair, the All-Seeing Eye was developed to aid the discovery and mapping of Leylines by those not as attuned as the Fae or other mages. The Eye is a crystalline lens with a ring of bronze-like metal forged in the Ashfall Waste upon request, with the lens coming of Velissa's own work. The Lens reveals sources of magic, as well as that which is typically obscured by barriers. The Lens proved a success and many replicas were designed for the Oculus, though none could match the original's workmanship. Unbeknownst to Sun-Hair, however, was that the Eye slowly blinds those who use it, and the Magister did not realize due to her magic's compensation for the eye-failure until it was too late. The less powerful models of Eye do not face this issue, though they are less precise and less powerful. The original All-Seeing Eye is located in the regional headquarters of the Oculus in the Sunbeam Ruins.

Frostglass (Ice Gem):
Similar in appearance to the Tidelord's Tear, the Frostglasses are frozen orbs of glassen appearance. As clear as air, save for the edges, Frostglasses emits a constant mist of ice. A Frostglass has an effect antithetical to that of Hearstones, chilling that which is around it to bitter colds and removing energy from objects, often slowing them down. The most powerful Frostglass is found within the Fortress of Ends where it suspends those within to a state of stasis. Those who remain too close to the Glass face similar fates, even the Wardens. It is said that the Frostglass within the Fortress at ends also slows time around itself, prolonging the lives of those nearby to even greater lengths.

Command Rod (Lightning Staff):
A metal staff wielded by the High Foreman, a dragon that is said to pass on the words of the Stormcatcher to those below, the Command Rod is a bident that contains and is able to channel huge stores of electricity safely. The Command Rod is enchanted so that any machine animated by Lightning magic may be controlled by the staff and that the staff may animate its own equipment as well, giving great control of the Lightning Farm and beyond to the wielder of the Rod. It is currently unknown if the High Foreman truly speaks for the Stormcatcher, but many may not differentiate the voices of the two, for most have never seen either.

Invisibility Cloak (Shadow Apparel):
A cloak of Shadowy origin, The Invisibility Cloak is an item that allows complete optical stealth. Though Invisibility cloaks have been around for centuries, the most famous, or maybe infamous, example is the Cloak designed by Marva, an Avatar of Shadow, for her own use. The Invisibility cloak renders its user not just transparent as lesser cloaks do, but completely invisible. All Light passes directly through those wearing the cloak and magic within is dampened to undetectable levels. However, the Cloak also blinds those wearing it until removed and the cloak does not alter the sounds of those beneath. The Cloak does not block all heat either, meaning that Mirrors may be able to view the cloak. The All-Seeing Eye is capable of seeing the distortions caused by the cape and cannot see through it. The location of The Invisibility Cloak in unknown, like its creator.

Philosopher's Stone (Arcane Gem):
Philosopher's Stones are artificial crystals created from condensing massive amounts of Arcane magic into a small space and crystallizing it. Philosopher's Stones are a very deep, pink colour, almost being red, and they can vary in size from shards to mountains, as the density is what matters, not the volume. Most of the Crystalspine Reaches are technically a Philosopher's Stone, but they are not powerful. Powerful Alchemical and magical works are able of crushing large amounts of magic into smaller areas, producing Stones that amplify Arcane magic and Alchemy. Blood from magically potent creatures and souls may also be used, but utilizing ambient magic typically requires far fewer deaths. Many True Stones have been made throughout history, advancing Alchemy and Science hugely through their use, but it is currently unknown if any such sources of power are available. The last confirmed stone was depleted upon the creation of a mountain just outside the Arcane Branch of the Oculus. It is believed by many that the Arcanist himself could be one, massive Philosopher's Stone and that he uses himself to Transmute other energies in Arcane Magic, which does not occur naturally as the others do.

First Seed (Nature Weapon):

Final Infection (Plague Weapon):


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