Magical Systems and Traditions

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(Work in Progress, 16/2 -Way)
A list of Magical Systems and Traditions known in the Northern Continent

If you would like to add to this list, feel free to do so.

For a more generic analysis of the basic concepts behind spellcasting, please see Magic.

Semantics

"Words hold power- one well placed will cut deeper than the sharpest swords, heal the most gnarly scars and decide many intertwined fates. Treasure them, for such power, is too easily misplaced." -A word on Words, 1:2

Linguistics is known to be a mean for men to transmit concepts to each other- but for men of power they take it a step further and convey the very power behind those concepts with their will to mold their spells into being, whether through speech or writing.

Often magisters can use different systems of languages for their means. While it does help to increase focus and safety as the magister will not jumble up their intention to cast magic with that of mere thought, they are not inherently magical and only made so by the deeply intertwined magical systems crafted around them, the magister's own intent, and the weak connection to worldly concepts through the meaning of the words, paired with the prowess to realise it.

However, some magisters know Mystical Codes which is a metaphysical shard of a great understanding of the world that is usually impossible to be conveyed in terms of mere thought for all but Masters and any other means, instead manifesting indirectly as a concept, a 'word' that is spoken and written but cannot be really understood through mortal senses, although powerful enough magical beings might have the means to comprehend some of the true power that lies behind that word.

Chanting

The spoken systems that fall under the magic systems of Lingua.

Truespeech

Truespeech is a category of Chanting Systems that originate from alterations of the commonly spoken languages by magi that sought the power of the word, which have grown to become fundamentally different magical languages and systems over time alongside their written counterpart, Truerunes in a parallel manner, usually each individual system having an runic system in congregation with the spoken system.

spoken by a Spellspeak practitioner, helps them convey what magisters call a 'foundational power' not present in the normal language, for it channels not merely sound, but directly transmits one’s intent to the world and alter it by their intention.

While it is well known for their immense potency as a catalyst, for a few words spoken can easily conjure power, it is also well known for being notoriously difficult to master- a single misspoken word or a single misinterpretation can easily result in many unexpected and mostly undesirable consequences- in imitation how the words of men are powerful yet can too easily be used, in a way.

However, these factors mainly depend on the magical language itself- the underlying foundation on which it was built and the entire language structure plays a big part in molding the workings of the entire system in question.

Wildspeak

Wildspeak is a category of Chanting Systems that encompasses that of the music in the natural world- from the rustling leaves to the roars of Dragons, which over time have been refined into their own systems by dedicated druids.

A spellcaster using Wildpseak channels their power through these natural concepts to organically commune with the world, and gain the desired results.

While not as potent as a catalyst as Mageword Traditions, there is less danger of risk through Wildspeak- at the most one may embarrass themselves. However, that’s not to say that with the right intonations and passion, it is any inferior to that of the Magespeak Traditions in terms of power.

Runes

The writing systems that fall under the magical system of Lingua.

Truerunes

Truerunes is a category of Runic Systems that originate from alterations of the common written languages by magi that sought the power of the word, which have grown to become fundamentally different magical languages and systems over time alongside their spoken counterpart, Truespeech in a parallel manner, usually each having an chanting system in congregation with the runic system.

Truerunes are alterations of the written language that is bolder in stroke and acts as an extension of the magister's power to invoke their magic.

While it has such a potent use, these runes are often times less intuitive, relying on highly clear chains of runes to perfectly transmute their intent into power without any unexpected results.

However, these factors mainly depend on the magical language itself- the underlying foundation on which it was built and the entire language structure plays a big part in molding the workings of the entire system in question.

Wildrunes

Wildrunes are a category of Runic Systems that resonate closer to natural concepts- usually assigning simplistic runes to the call open the nature powers that permeate the world. A primitive looking runic system in comparison to the Truerune traditions, Wildrunes are generally only wielded by primitive and backwards-looking civilisations as well- although, in truth, a well-developed system of Wildrunes is no different from the Truerune systems, although perhaps a bit more nature aligned than that of the workings of men.

Imagery

"Everything in the world has a meaning, from the glorious amulets and rings of the nobles to the primitive effigies and bones of the chieftains. From this, magi can seek power." -The Unbroken Nature, 2:1

An alternate means to symbolic magic, while Lingua focuses on the words between men, Imagery instead focuses on the visual interpretation of concepts.

Something fundamental for one to know is that while words are a concept mostly exclusive to men and granted meaning by them, Imagery stems from the more primal feelings and interpretations of the natural powers- and thus while their control at the hands of man is weakened, for they have to pay a greater price to invoke something more connected with the natural powers, in exchange, when using such a method, the magic involved can stand to possesses true fragments of the natural powers themselves- something that mundane words cannot begin to compare to.

While potentially less unified and than language-based magics, imagery-based magics have their own systems which further amplify their effectiveness.

Corona

Coronas are a category of Imagery systems that incorporate the usage of magical circles- one of the most common and convenient magic symbols in the Modern Era. Invented by the mythical figure, Archmage Giai, who had an exceeding strong belief in the symbolism of circles in magic.

magical circles are some of the most stable structures for spells to possess, making them perfect for formations small to large, and can also be generated quickly in combat due to how the nature of its shape allows it to manifest quickly from a single point (Monad), making Corona-based magical systems some of the most popular in the Northern Continent.

Material

"Sometimes, the power of symbols don't draw enough power to do the job. There is where you bring out your materials..."

While the symbolistic systems developed over the years can bring forth enough metaphysical power to formulate spells, physical foci and catalysts tend to beat out them in terms of effectiveness a great deal.

Many items have influence over the magical powers, and it should be no surprise that most spellcasters always keep at least one catalyst, with the most well prepared of them all possessing many materials for use in their magecraft.

Staves

The most common tool of the mage, staves have an uncountable number of uses, although the most basic and simple of them is to act as a decent focus, allowing a mage to construct their spell using the stave as the focal point- it also tends to help reduce the chance of accidents resulting from hiccups as the stave can absorb some of the fallout, putting less strain on the magister's body.

Gemcraft

A system of Imagery favoured by Alchemists, Gems have long been a source of magical debate, regarding their uses. What a number of them agree on is that gems can great magical potential, especially when properly prepared. The only issue here is the expensive cost of tinkering with gems, which would hinder all but the magi of less petty nobility or of other influential backgrounds, making such a study a relatively unorthodox one.

Somatics

One form which magic can be manipulated is through the gestures of the mage.

The reason for such can differ- some might simply use them as a focus to manipulate and manifest their spells, and amplifying their willpower's effect in molding their spell, while for higher ranking mage it they might have mystical power for the mage, as a means of invoking their unconscious and purely metaphysical part of their magical understanding, which they still cannot consciously manifest.

Handsigns

"The fingers are the most delicate digits of all beings, easily marred- yet these hands are also gifted by the gods, allowing us to too, carve out our own destinies by focusing our will into action, manipulating the world through these bare hands." -Humble Art, 4:1

The hands are a very powerful medium in which magi can cast their art- even the crudest hands have a multitude of potential forms to express not seen anywhere else on the being.

Spellweaving

A gestural system that incorporates smooth, silky hand seals that imitate the motions of that of weaving something, it is a means for one to focus their efforts and literally weave the surrounding energies into their spells and control those spells.

Runeseals

A gestural system of an entire series of interlocking hand seals that resulted from the Runemasters of old using their own hands as makeshift' runes' when the situation called for it, imitating the runic languages to form chains of seals to mold their mana into spells directly.

Development Systems

"A mage that does not dare venture forth for the sake of progress is no true arcanist!" -Argumentum ad profectum, 2:3

While most other magic systems are skills to learn, development systems directly focus on the development of the personal and direct magic abilities of oneself.

Mindmaking

Mindmaking is the molding of one's mindscape, in order to improve one's mental and spiritual prowess in magic. The school of Roke strongly believed that magical power started and ended solely with their mind, and thus focused their effects on improving it. Soon, they discovered, that they could mold their mindscape- where their internal thoughts and knowledge rested- making improvements to it in a metaphysical sense.

Some learned to create compartments and systems within their mindscape that sorted out their knowledge and thoughts in more efficient manners, while more expert magi quickly built immense mental 'palaces' and 'monuments'- not only refining their knowledge and beliefs into the quintessential of their work within their mind, greatly improving their clarity and prowess with what concepts they crystallized into a clearer and robust form unmuddled by other thoughts within their own head, but also create a stronghold against mental invasion.

Mageveins

Mageveins are magical channels created within the body to improve one's magical ability throughout their body.

First conceived on when human magi, envious of some of the natural spellcasting abilities of other species, they found a way to improve their own natural spellcasting abilities.

Today, there are multiple processes that allow one to form different variations of Mageveins- magically altered parts of their being, in a physical and also metaphysical manner, granting a magister several different natural magical abilities to employ.

Some of the most common uses would be to increase the magical conductivity along these channels, greatly increasing manipulation speed, and the amplification along with the alternation of magical prowess along these channels, increasing the potential power fielded by a magister.

Although the above are the most common examples, by no means are they limited to that, and many have found different uses for these channels.

For example, Duke Alabastar of the Wave managed to gain the natural ability to breathe in additional mana directly from the air into this bloodstream through a series of Mageveins configured in his respiratory system in a way that allowed such a feat, allowing him to display his body enhancement magic with much more ferocity.

Infusions

A method of magical improvement that consists of tattooing alchemically prepared pigments unto one's skin, into images and runes, acting as a nigh permanent spell on one's body, granting one a wide range of abilities, such as magical recovery, magical storage, spell amplification, to less mage-focused Infusions meant for non-mages, such as body strengthening, prepared spells, mental shielding and such.

However, this also alters the natural flow of energies in the body to grant these abilities- especially if they already have internal systems in place. In a way, while these spells can greatly help a mage, it may or may not have any side effects on their casting. Ki Users are loath to use these Infusions, for their control is even more greatly diminished with such infusions in place.

Thus, Infusions are a power possessed mainly by otherwise mundane warriors, and magisters least affected by the alterations of the Infusions- in fact, mages can use this as a substitute to other bodily-focused personal systems such as Mageveins and such.

Magelore

"The tower of distinction rests in foundations just as tall." -Traité de tradition, 0:1

The very fundamentals on how a mage understands magical processes and thus shaping the very foundation they construct their spells on- although the world is unchanging, the takes on them can differ greatly.

Ars Elementum

Undoubtedly the one most prevalent magelore of all scholar magi- this giant tree of magelore compasses all the elemental magelores on understanding the basest physical manifestations and metaphysical fundamentals of the Elements.

Although working from the ground up can be taxing more mentally and financially, this is the most 'complete' path a scholar magi- can possibly take- even understanding part of all the many magelores that encompasses the Ars Elementum can elevate one's base manipulation of the elements to a high level.

Ars Fabula

A strange umbrella of magelore- the basis of such magic is not rooted in any worldly radical- but the possibilities that sprung out of them- the legendary feats of the beings of the land.

By researching into such feats, magi can gain an understanding of what drove the feat into being- whether in terms of motivation or in terms of the principles, even if they may not know all the details, the pieces that constructed such a feat, they can form a picture of how to imitate the feat by filling in the blanks with interpretation- and thus, replicate some of the power of the feat.

It is said that truly, the only way to completely replicate the power behind a feat is to completely understand all of the factors- something inherently impossible for all but the gods,

Still, despite all the drawbacks, magic resulting from this magelore is one favoured by many groups of people like librarians, bards, historians, archaeologists... etc etc.

Ars Anima

This magelore works mainly on understanding the minute properties of all the worldly energies- ranging from all empowering Mana and Life to queer subtypes of Elemental Energies.

From that magisters know how to invoke and amplify these subtle properties in the energies, and thus weave their mainly Energy based magic.

Ars Gaia

This magelore does not focus on manipulating the elements themselves, but rather on the many methods to contract of the earth beneath their feet to their cooperation, or if needed to- binding them to their will, using various other means of contracts, and also regarding the understanding how to invoke the earthly powers thusly bond to them to aid them.

While such magic resulting is frighteningly powerful in a favourable environment, in a more hostile environment without any time for a magister to bind the earth, such magic is also considerably diminished.

Ars Planum

A magelore that focuses on the study of the realms of the World, their interactions and how to utilise these interactions for various means- from establishing contracts with elementals to borrowing power directly from the elemental realms and even inter-realmic phasing.

Compounds

Compounds are specialised systems of properties and concepts derived through the study of the common systems, the Elements- namely their properties, concepts and interactions.

Similar to the main elements, but lesser in boundary and more specialised in property, these are formulated by magisters studying the deeper complexities of the properties given by the elements.

As with the elements, compounds can too be used for magecraft, without much distinction from the elements aside from some potentially different interactions due to the different natures.

Compounds are much harder to study directly than the elements due to their narrower and deeper scope, so they tend to be learnt as part of a specialised course or studied as part of the path a mage takes, branching into a focus he has interested in.

Of course, even among compounds there are differences in what is used to make up their base forms- some compounds might be derived from a certain concept of an element, a composition of elements, or it could be something that exists only in the mind of mortals, brought to life through a complex understanding of the properties the mage desires.

Gravity

Said to be the fundamental force of all with mass, Gravity is a compound usually derived from the study of Weight-related concepts, especially that of the Earth.

Gravity mages tend to have powerful directional control over forces- launching attacks propelled by immense repulsion, deflecting attacks with a web of gravitation forces, and also changing the gravitational forces acting on an entity.