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JohnBrod β€” The Arcane Magic System (Old)

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Published: 2020-05-23 22:08:45 +0000 UTC; Views: 2449; Favourites: 57; Downloads: 4
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A BIT OF HISTORY

Unlike celestial magic (also know as the aspect system), arcane magic isn’t inherited, or given by some higher entity, is obtained by your own learning and effort. Every moment that the archons, the creator gods, spent in Teluria, each mountain they raised, each sea they maked, each living been they gived life made free in the world echoes of their divine energy, energy that gradually began to flow and gather and blend in new and unpredictable ways beyond the archons control. Over centuries this process form the Empyrean, a kind of membrane made of pure magical energy that surround the world.

It didn’t take longe for human sages to realize the existence of such force and to try channel it. However, unlike elves who are not only born from magic but have it carefully divided in aspects to which each soul is made for, the magic present in the Empyrean was a amalgamated more akin to a storm than a rainbow with clear divisions. To circumvent this, humans created their own divisions, fields of magic, and for each they wrote spells, formulas composed of gestural element (that allows the user to grasp the raw energy) and verbal element (that allows the user to shape this workable piece of energy into the type needed).


THE SEVEN SCHOOLS OF MAGIC

Universalism: the most basic form of magic that deals with the manipulation of raw energy, without verbal refining. Because of this its at the same time the weakest school that includes the most basic spells, no more than mere stage tricks and the strongest, containing some of the most powerful spells to the select group capable of becoming masters of the Empyrean.

Conjurarion: one of the two schools that deal with matter. Its adepts can create things out of nothing, turning the Empyrean energy into any time of matter. The more complex the thing you want to create the more advanced is the magic.

Transmutation: one of the two schools that deal with matter. Its adepts can shape and change the existing matter as they wish. The more distant the transformation from the original state is the more complex is the magic.

Shamanism: it is the school of magic that deals with nature and living beings. Its adepts can bound and speak the language of animals and plants, can track any trail and even influence the weather and turn into beasts.

Witchcraft: an umbrella term for any mafic used with evil, cruel and vile intentions. In this school are placed every spells that are considered excessively destructive, purposely sadistic or subversive and with harmful effects on a large scale.

Evocation: one of the two schools that deal with energy. Its adepts refine Empyrean energy to be used in an offensive manner, being able to use attack spells in the form of orbs, arrows, bursts, etc.

Abjuration: one of the two schools that deal with energy. Its adepts refine Empyrean energy to be used in an defensive manner,being able to erect barriers and protective shield, defining lines that cannot be crossed, removing corrupted energy from people and objects.


THE COMMANDMENTS OF MAGIC

1 - Magic is part of the world and anyone can learn it.

2 - There is no morality in magic. It is an instrument and what will make it be considered good or evil is how it can be applied and affect other people.

3 - Magic is a science. To execute it, it is necessary to understand its formulas and calculations, called spells and rituals by us.

4 - Each spell has a specific effect linked to it and never changes. No matter who casts the spell, it will always have exactly the same effect if cast correctly.

5 - Although a science, magic is always changing and expanding. All possible spells have not yet been created, not all parts of magic are understood and ancient spells may no longer work because of changes in the Empyrean.

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ehlookitsyou [2021-12-07 22:53:16 +0000 UTC]

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