Post by Grimone on Jan 30, 2021 3:55:13 GMT
| Psudo Magic | High Magic | Low Magic | Deep Magic |
MAGIC OF MORTALUM
Magicians - Psudo Magic - Mental
Magicians are performers and charlatans of the highest caliber, fooling even the most seasoned sorcerers into believing they perform true magic. In actuality, their powers are far more subtle and mundane but no less clever. Magicians have supreme mastery of sleight of hand, optical illusions and the power to mystify through grandiose speeches and gestures. Only they themselves, and those closest to them, know the true secret of their power. Such psudo magic includes hypnosis, intuition, illusions of varying degrees, even their words are spoken with a silver tongue. Speaking the right words at the right time in the right way with the right tone of voice can turn a magicians enemies into their strongest allies. Beasts will become docile and tame in their presence. To a magician, mastery of psychology is the key to their power over the minds of others. A master magician can calm a raging mob or even turn them to their favor with their subtle manipulations. Even sounds and music can be used to achieve such fast friendship. Done properly, their charms can allow for powerful deceptions and their knowledge of people allow them to discern truth and lie from the tiniest twitch.
Illusion: Through the use of subtle deception, optical mirages, induced hallucinations and slight of hand. Many magicians can create, shape and manipulate illusions. Causing targets to see, hear, touch, smell and taste things which do not actually exist or cause them to perceive things differently from what they truly are. Some magicians can create complex and detailed worlds, others may be able to only alter the way they or the target are perceived. Whether becoming a master of disguise and looking as another, bending light via elaboration mirrors and reflection, or simply slipping their enemy hallucinogenic herbs, their tricks are best kept secret.
Hypnosis: The art of mind control, which focuses on the subtle psychological manipulations. There are many methods a magician can use to hypnotize both friend and foe, causing them to fall into a deep trance. Once an individual is hypnotized, they can command them to do just about anything. However this type of mind control is temporary and will typically only last a few minutes before they come to their senses, skilled hypnotists can make this last for hours or even days. However direct commands regarding self harm will often break the trance, as the survival instinct of mortals is too powerful to overcome.
Intuition: The art of perception with a hint of empathy and mentalism, the ability to read emotions and sense the motivations of others. Although it is never 100% accurate, this ability can sometimes deceive others into believing that sorcerers can read minds. Although not necessarily true, intuition is about as close as you can get to psychically reading minds. A facial twitch, subtle body language, the rolling of an eye, all of these small signs reveal the inner most thoughts of an individual, determining truth from lies and skilled magicians are capable of perceiving it. It is said that no evil intent can stay hidden in the presence of an intuitive magician.
Charming: Through the use of a silver tongue, saying just the right words at the right time in the exact right tone and the right way can cause an enemy to become a friend and turn suspicion into absolute trust. Whether attempting to befriend a beast or animal, make someone trust you, believe your lies, or simply ease the rising tension of a growing argument, Charming is a skill that many magicians have mastered and often use to their advantage. Making terrible enemies into your greatest ally can be useful in a fight. Skilled charmers can even change their voices or mimic animals.
Hypnosis: The art of mind control, which focuses on the subtle psychological manipulations. There are many methods a magician can use to hypnotize both friend and foe, causing them to fall into a deep trance. Once an individual is hypnotized, they can command them to do just about anything. However this type of mind control is temporary and will typically only last a few minutes before they come to their senses, skilled hypnotists can make this last for hours or even days. However direct commands regarding self harm will often break the trance, as the survival instinct of mortals is too powerful to overcome.
Intuition: The art of perception with a hint of empathy and mentalism, the ability to read emotions and sense the motivations of others. Although it is never 100% accurate, this ability can sometimes deceive others into believing that sorcerers can read minds. Although not necessarily true, intuition is about as close as you can get to psychically reading minds. A facial twitch, subtle body language, the rolling of an eye, all of these small signs reveal the inner most thoughts of an individual, determining truth from lies and skilled magicians are capable of perceiving it. It is said that no evil intent can stay hidden in the presence of an intuitive magician.
Charming: Through the use of a silver tongue, saying just the right words at the right time in the exact right tone and the right way can cause an enemy to become a friend and turn suspicion into absolute trust. Whether attempting to befriend a beast or animal, make someone trust you, believe your lies, or simply ease the rising tension of a growing argument, Charming is a skill that many magicians have mastered and often use to their advantage. Making terrible enemies into your greatest ally can be useful in a fight. Skilled charmers can even change their voices or mimic animals.
Sorcerers - High Magic - Spiritual
High Magic is the magic of spirits, channeling and enchanting, many skilled enchanters have learned ways of evoking spirits and binding them to various objects. Depending on the type of spirit, they will grant specific powers & abilities. However some spirits are stronger and more potent then others. The older and more powerful a spirit, the harder it is to bind them and the more likely it is for the enchanter to die trying. Enchanters are known to summon and bind spirits to objects such as blades, armor, shields, jewels, rings, wands, staves, pendants, runes, sigils, scrolls, books, tablets, stones, etc. These items are then possessed by that spirit. The duration of which the spirit remains within the item depends on the strength of the spirit. Thus the vast majority of enchanted items are infused with much younger, weaker spirits that offer limited power, which makes the enchanted item last longer. The more often such an item is successfully used, the quicker the item begins to decay. Some enchanted items with extremely powerful spirits are known to only have a single use before they are destroyed. While its true only a select few enchanters exist, anyone can wield such an enchanted item. However they are typically expensive and if the mental will of the spirit exceeds that of the wielder, it may kill them as they attempt to use its power. Mortals can only harness a spirits power by channeling it through inanimate objects. Those who attempt to bind a spirit to living creatures use these spirit possessed animals as familiars to do their bidding. Meanwhile those binding spirits to corpses of the dead are seen as necromancers, outlawed throughout the kingdom.
Enchanting: The art of both evoking spirits and binding them to inanimate objects. Through which a sorcerer can then wield the arcane powers and abilities of that spirit. However the risks of enchanting are immense. Attempting to bind a spirit to an improper or lesser material or evoke a spirit with a will greater then your own often results in the possession of the enchanter or explosion of the item they seek to enchant. Skilled enchanters are often capable of infusing items with powerful abilities. Such enchanted items are typically sold for extremely high prices.
Divination: The art of evoking spirits in the pursuit of knowledge. Diviners are common throughout the kingdom, often calling upon lesser, more easily bound spirits to learn of events both past and present. Seeking brief flashes and glimpses of the future through spiritual wisdom and guidance. Skilled Diviners are known to ritually thwart illusions and interpret dreams, signs and omens to predict the future. Some even capable of ritually scrying people and places far away through binding an object that originated from that person or location. Thus masters of divination are often sought out by rich merchants and nobles who pay for their insight and wisdom.
Golemancy: A golemancer is a specialized form of enchanting focusing on animating artificial golems through infusing them with a sliver of their own soul. Which they then use to do their bidding. Golems could be of any size and material however they must be hand crafted. The larger they are and the better quality material used, the more soul energy that can be bound to it and thus the more powerful the golem becomes. Binding too much soul energy to an improper or lesser material will often result in the golem exploding.
Diabolism: The inquisitorial art of combating spirits. Via the use of spiritually powered ritual incantations, spoken rites of holy texts, burning of incense and runic sigils, true names of the spirit and other such means to bind and/or exorcise troublesome spirits. Diabolists, also known as inquisitors are fairly rare in mortalum. For while an enchanter may evoke a spirit to bind to an object, Inquisitors focus on the capture and banishment of spirits deemed too violent, or those released into the world through failed enchantments. Their abilities focused primarily on the nullification, reversal and protection from spirits through ritual means, as well as capturing, binding and banishing such spirits.
Shamanism: A sub class of sorcerers, also called beast tamers. Focusing on the binding of spirits to living animals. Who they then contract to assist them in their endeavors. Such possessed familiars are sometimes used in battle or simply for protection. Skilled shamanic sorcerers are capable of spiritually melding their minds with their familiars. Creating a soul bond that allows them to see through their eyes and both control and communicate with their familiars telepathically from great distances. While shamanic sorcerers are certainly capable of melding with multiple familiars at the same time, it often damages the mind, which takes time to heal. Splitting the mind in such a way too many times too quickly can drive a shamanic sorcerer to insanity. Mortal minds are not meant to be multiple places at once for long periods of time.
Hemomancy: Also known as blood magic. While a shaman may bind spirits to animals to establish a soul bond. Hemomancy focuses on binding a spirit to ones own flesh and blood. This requires dominating a spirit weaker then the soul that summons it, forcefully establishing a bloodpact. Allowing them to channel that spirits power directly through their own body. Attempting to bind a spirit stronger then you can handle will often lead to possession and the blood mages transformation into a shade.
Runicai: Also known as martial magic or runic traditions, used by skilled monks who bind spirits to ink which is then marked on their bodies. Allowing them to channel the spirits power through runic tattoos. Over time this enchanted ink will be absorbed into the body allowing them to channel the power of spirit directly without fear of possession. Such runic power is typically directed through specific movements which allow them to cast specific spells.
Vuhdaism: The ability to use ancestral magic without the use of enchanted items or binding of spirits to ones own body. Done by artificially creating a Vuhdai within the Veil. A merging of the ancestral ghosts of ones own family into one unified arcane force. Making a constantly growing pool of spiritual power that is enhanced by every member of that bloodline who dies and merges with it after their death. With only living members of that specific bloodline which created it capable of channeling its power. Granting them access to powerful spells that mirror the psychic abilities of deep magic.
Necromancy: A foul and corrupted form of shamanic sorcery. Necromancers bind lesser spirits to corpses of the dead, reanimating them to do their bidding. The type of undead purely depending on the type and strength of spirit bound to it. Skilled necromancers will bind either their own soul, or the souls of others to their own body. A cursed practice which guarantees the soul will never enter the afterlife, but instead rise again as an undead lich. Undead of any kind are only permanently destroyed by burning with fire which then releases either their possessing spirit. Scattering the bones will delay their rise temporarily, but an undead will always regenerate if not burned.
Divination: The art of evoking spirits in the pursuit of knowledge. Diviners are common throughout the kingdom, often calling upon lesser, more easily bound spirits to learn of events both past and present. Seeking brief flashes and glimpses of the future through spiritual wisdom and guidance. Skilled Diviners are known to ritually thwart illusions and interpret dreams, signs and omens to predict the future. Some even capable of ritually scrying people and places far away through binding an object that originated from that person or location. Thus masters of divination are often sought out by rich merchants and nobles who pay for their insight and wisdom.
Golemancy: A golemancer is a specialized form of enchanting focusing on animating artificial golems through infusing them with a sliver of their own soul. Which they then use to do their bidding. Golems could be of any size and material however they must be hand crafted. The larger they are and the better quality material used, the more soul energy that can be bound to it and thus the more powerful the golem becomes. Binding too much soul energy to an improper or lesser material will often result in the golem exploding.
Diabolism: The inquisitorial art of combating spirits. Via the use of spiritually powered ritual incantations, spoken rites of holy texts, burning of incense and runic sigils, true names of the spirit and other such means to bind and/or exorcise troublesome spirits. Diabolists, also known as inquisitors are fairly rare in mortalum. For while an enchanter may evoke a spirit to bind to an object, Inquisitors focus on the capture and banishment of spirits deemed too violent, or those released into the world through failed enchantments. Their abilities focused primarily on the nullification, reversal and protection from spirits through ritual means, as well as capturing, binding and banishing such spirits.
Shamanism: A sub class of sorcerers, also called beast tamers. Focusing on the binding of spirits to living animals. Who they then contract to assist them in their endeavors. Such possessed familiars are sometimes used in battle or simply for protection. Skilled shamanic sorcerers are capable of spiritually melding their minds with their familiars. Creating a soul bond that allows them to see through their eyes and both control and communicate with their familiars telepathically from great distances. While shamanic sorcerers are certainly capable of melding with multiple familiars at the same time, it often damages the mind, which takes time to heal. Splitting the mind in such a way too many times too quickly can drive a shamanic sorcerer to insanity. Mortal minds are not meant to be multiple places at once for long periods of time.
Hemomancy: Also known as blood magic. While a shaman may bind spirits to animals to establish a soul bond. Hemomancy focuses on binding a spirit to ones own flesh and blood. This requires dominating a spirit weaker then the soul that summons it, forcefully establishing a bloodpact. Allowing them to channel that spirits power directly through their own body. Attempting to bind a spirit stronger then you can handle will often lead to possession and the blood mages transformation into a shade.
Runicai: Also known as martial magic or runic traditions, used by skilled monks who bind spirits to ink which is then marked on their bodies. Allowing them to channel the spirits power through runic tattoos. Over time this enchanted ink will be absorbed into the body allowing them to channel the power of spirit directly without fear of possession. Such runic power is typically directed through specific movements which allow them to cast specific spells.
Vuhdaism: The ability to use ancestral magic without the use of enchanted items or binding of spirits to ones own body. Done by artificially creating a Vuhdai within the Veil. A merging of the ancestral ghosts of ones own family into one unified arcane force. Making a constantly growing pool of spiritual power that is enhanced by every member of that bloodline who dies and merges with it after their death. With only living members of that specific bloodline which created it capable of channeling its power. Granting them access to powerful spells that mirror the psychic abilities of deep magic.
Necromancy: A foul and corrupted form of shamanic sorcery. Necromancers bind lesser spirits to corpses of the dead, reanimating them to do their bidding. The type of undead purely depending on the type and strength of spirit bound to it. Skilled necromancers will bind either their own soul, or the souls of others to their own body. A cursed practice which guarantees the soul will never enter the afterlife, but instead rise again as an undead lich. Undead of any kind are only permanently destroyed by burning with fire which then releases either their possessing spirit. Scattering the bones will delay their rise temporarily, but an undead will always regenerate if not burned.
Alchemists - Low Magic - Natural
The commoners magic, by far the most popular form of magic throughout the kingdom. Alchemists use magic by mixing rare and magical components. They make potions, oils, powders, explosives, poisons and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems with their creations. Often infusing their potions with powers and abilities found in nature. Alchemists arise in practically any town that commonly produces its own goods, and even a few that don't. Such potion crafters are known to combine both science and magic. However due to the dangers of alchemy they are treated with a mix of suspicion and respect. Alchemists are known to always be on the hunt for rare and mystical ingredients for their new creations.
Manamancy: A relatively unknown school of Alchemy focusing on the manipulation of mana crystals. Found within the darkest depths of the Felands. Grinding these crystals into powdered, edible form for consumption. Consuming different colors of mana powder granting their own unique physical mutations for a short period of time. Skilled Manamancers capable of merging different mana types together to grant temporary hybrid mutations that last longer.
Herbalism: The art of medicinal healing and herbal expertise. A more mundane practice focused on the crafting and usage of herbs, oils, salves, powders and even various poisons to use against their enemies. Herbalists are highly sought after throughout the kingdom as skilled healers are in short supply.
Potioncraft: The art of mixing and infusing the essence of rare and mystical ingredients to create drinkable potions and splash potions. Granting all manner of temporary buffs and debuffs to allies and opponents. Skilled potion crafters capable of creating longer lasting effects so long as they possess the proper materials.
Herbalism: The art of medicinal healing and herbal expertise. A more mundane practice focused on the crafting and usage of herbs, oils, salves, powders and even various poisons to use against their enemies. Herbalists are highly sought after throughout the kingdom as skilled healers are in short supply.
Potioncraft: The art of mixing and infusing the essence of rare and mystical ingredients to create drinkable potions and splash potions. Granting all manner of temporary buffs and debuffs to allies and opponents. Skilled potion crafters capable of creating longer lasting effects so long as they possess the proper materials.
Mystics - Deep Magic - Internal
Psionics is the purest form of soul magic, the manipulation and purification of your own inner light. While most mortals require a spirit to achieve arcane power, mystics choose a harder path. Forsaking sorcery and spellcasting for a more internal and intimate power. Through many decades of training and meditation a mortal can purify their soul to achieve psychic abilities. Those few mystics who have achieved purity of the soul eventually unlock their own innate psychic power. Granting them powerful abilities psionic abilities. However not all souls are equal, and no soul is ever truly pure. There is no mystic alive capable of achieving more then a select few of these abilities in one lifetime. Those who are purified via intense daily meditation are known to slowly improve their abilities over long periods of time. However without such regular training and meditation the soul will become darkened. Thus it is always a daily struggle for mystics to meditate and purify their inner light, allowing them to retain their psionic abilities. A truly pure soul is one that is focused, disciplined, confident and free of all anxiety. To a mystic, focus is the key to unlocking their potential. Fear darkens the soul opening them to doubt which clouds their judgement. To purify the soul, is to cast out fear, to be confident in the face of suffering.
Telekinesis: The power to psychically move and manipulate the environment from a distance. Young mystic early in their practice who unlock this ability find telekinetic power is quite limited in its use, typically only able to move inanimate objects they are physically capable of moving. Skilled mystics can enhance this ability through strengthening their will through regular meditation, even allowing them to move living creatures. However manipulating intelligent beings seems nigh impossible as the soul of mortals tend to unconsciously shield them from direct telekinetic manipulation.
Telepathy: The power to psychically communicate with others mentally from a distance. While typically only used as one way communication, a full conversation requires the target to also have access to telepathic power. While novice telepaths may be distance, typically only able to communicate when in visual range. More skilled telepaths can send telepathic messages and even push thoughts over vast distances.
Projection: The power to psychically project the soul out of the body for short periods of time. Allowing them to observe and explore the world around them without physically moving. While in this disembodied form, a mystic is invisible, intangible and incapable of physically interacting with the world. Mastery of this ability will enhance the length of time it can be used and the distance one can explore.
Clairvoyance: The power to psychically extend the mind to receive visions from around the world. Allowing them to connect with a mystical cosmic consciousness of all living creatures to briefly see through their eyes and learn of present events occurring from great distances. Mastery of this power can enhance the clarity of such visions and the length of time which they last. While novice mystics might only receive flashes of sound or emotion.
Aurakinesis: The power to psychically sense and manipulate the emotions of others via aura control. Allowing them to sense truth and lies, motivations and surface level feelings of others. Mastery of this power can allow the manipulation of the aura's of others, subtly controlling whole crowds of people. Turning a peaceful community into a raging mob of hateful rioters, or calming the rage of an opponent.
Prowess: An extremely rare, yet potent psionic power achieved through absolute mastery of a particular mundane craft. The true perfection of a lifetimes worth of study and practice focused into a single artform. Allowing their passion for the craft to make the soul swell outwards and alter reality around them to a limited extend. Such power is done through sheer unending focus, force of will and the pure passion and love they have for their craft. This power can manifest in various professions and artforms. Such as music, swordsmanship, blacksmithing, etc.
Melding: The power to enter into and manipulate the dreams and memories of oneself and others. Allowing them to both communicate with others inside dreams and manipulate their subconscious mind via pushing thoughts while in anothers mindspace. Typically more effective then pushing thoughts telepathically. Mastery of mind melding and dream walking will even allow one to merge the dreams of multiple people and summon aspects of a dream into reality.
Telepathy: The power to psychically communicate with others mentally from a distance. While typically only used as one way communication, a full conversation requires the target to also have access to telepathic power. While novice telepaths may be distance, typically only able to communicate when in visual range. More skilled telepaths can send telepathic messages and even push thoughts over vast distances.
Projection: The power to psychically project the soul out of the body for short periods of time. Allowing them to observe and explore the world around them without physically moving. While in this disembodied form, a mystic is invisible, intangible and incapable of physically interacting with the world. Mastery of this ability will enhance the length of time it can be used and the distance one can explore.
Clairvoyance: The power to psychically extend the mind to receive visions from around the world. Allowing them to connect with a mystical cosmic consciousness of all living creatures to briefly see through their eyes and learn of present events occurring from great distances. Mastery of this power can enhance the clarity of such visions and the length of time which they last. While novice mystics might only receive flashes of sound or emotion.
Aurakinesis: The power to psychically sense and manipulate the emotions of others via aura control. Allowing them to sense truth and lies, motivations and surface level feelings of others. Mastery of this power can allow the manipulation of the aura's of others, subtly controlling whole crowds of people. Turning a peaceful community into a raging mob of hateful rioters, or calming the rage of an opponent.
Prowess: An extremely rare, yet potent psionic power achieved through absolute mastery of a particular mundane craft. The true perfection of a lifetimes worth of study and practice focused into a single artform. Allowing their passion for the craft to make the soul swell outwards and alter reality around them to a limited extend. Such power is done through sheer unending focus, force of will and the pure passion and love they have for their craft. This power can manifest in various professions and artforms. Such as music, swordsmanship, blacksmithing, etc.
Melding: The power to enter into and manipulate the dreams and memories of oneself and others. Allowing them to both communicate with others inside dreams and manipulate their subconscious mind via pushing thoughts while in anothers mindspace. Typically more effective then pushing thoughts telepathically. Mastery of mind melding and dream walking will even allow one to merge the dreams of multiple people and summon aspects of a dream into reality.