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Spirits
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The Dead
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Demons
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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):