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General - Iiosia - Magic
General - Iiosia - Magic
General - Iiosia - Magic
What is magic?
Magic flows throughout Iiosia and has been the single most important factor in shaping it
as a world. Despite it been being utilised by many of the races, the origins and nature of
magic are still largely a mystery. Magic has been categorised into four types, or arcs.
These are the arcs of Nature, Mind, Light, and Black magic. Wizards often choose to
focus on one or two of these to study. With much practice, they are able manifest them
into spells or enchantments.
Magic is not really something that can be defined. It cannot be seen or smelt, and yet its
presence is always present. The power of magical energies varies throughout the world.
In some areas they are very strong, and in others they are relatively weak. Mages can
generally summon enough of the energies present to form spells wherever they are in
the world, though there are some rare places where magic works hardly at all – such as
the Dwarf Kingdom.
Even the oldest dwarven and atian records offer no definitive explanation to what magic
actually is, or how it came to be, because the fact is that no one really knows. What can
be said is that Mind, Light, and Nature magic are all native to the world of Iiosia, and the
powers of the Black arc flow from another plane entirely - the realm of Inferis. Because
of this, Black arc magic interferes with the energies of Iiosia and warps them in
supernatural ways, which has led to the formations of bizarre plants, animals and people
not seen before it's introduction.
The greatest concentrations of the Black magic are found in the land of Ghrea, where
The Rift was opened to Inferis at the time of the Sundering, which ended the Great War
and started the age of Iiosia. There are also large concentrations in the areas far north,
beyond the outlands. Why this is, is unknown, but it is clear that an abundance of Black
magic can distort and disrupt the natural balance of things. In Cha'karthamoré, magical
energies always flow strong, and so the land is a turbulent and troubled one. In the
Outlands, Black magic has warped those who live there into strange beast-like
creatures.
The use of magic differs massively among individuals, races, and places alike,
depending on their affinity with it, and what kind of magic they're trying to use. But all
magic, even the Light Arc, holds potential threat, and those utilising it must take care to
respect it, lest it overwhelm them and they face dire consequences. Mages can further
enhance their spell casting abilities with the use of entities known as conduits.
The Arcs
There are several different kinds of magic within Iiosia, which are know as the Arcs.
o The Black Arc
Of the four of the Arcs, it is the Black Arc which is the most powerful, and the most
dangerous. The Black Arc has a corruptive influence on the creatures and objects it
comes into contact with, altering them in vile, twisted ways. The Black Arc is what makes
the dead walk in Orondor, and the demons dwell in Chkarthamoré. It was the weapon
used by the atia to curse the tar'tchii at the end of the Great War. It was the influx of
Black Arc magic that washed over the world thereafter and caused many natural
disasters, and came to form demi-human races like the gilth and the outlanders.
Black Arc magic focuses on the more malevolent areas of magic, such as bringing harm
to others and raising the dead. It is the least socially acceptable arc; one that demons,
undead, and evil races use almost exclusively. Practitioners of the Black Arc are more
often than not driven off at the very least, if not hunted down and killed. As it is the most
powerful of the arcs, learning it can bring great power as well as terrible risks.
o The Nature Arc
The Nature Arc focuses on manipulating the elements as well as plant and animal life. It
is the arc with the most varied types of magic within it, from the destructive fire element
to the more placid water element. It is often used by people who spend long amounts of
time away from civilized areas.
o The Light Arc
The Light Arc is the polar opposite of the Black Arc, and is perhaps magic at its purest.
Casters of Light magic can heal the wounded, cure disease, and provide antitoxins for
poison. Without the presence of the Light Arc, the Black Arc would likely have
overwhelmed the entire world by now.
o The Mind Arc
Mind Arc magic channels the mind of the caster or others around him to alter their
thoughts or their perception of the world around them. One of the riskiest arcs to use,
Mind mages are capable of mind control over people, as well as to manipulate objects
around them through telekinesis, and even speak with spirits and see around corners.
Mind magic does have a tendency to drive its users slowly insane with the constant
strains on the mind it makes.
Aspects
These Arcs are further subdivided into Aspects, and it is these that provide the primary
areas of study for mages.
Dark Arc Aspects
o Necromancy Aspect
Necromancy is the study of death, and with what lies beyond death. It is unsurprisingly
the most shunned magic type of them all, bringing with it the most stigma and hatred.
Necromancers are often found living alone, conducting experiments on dead bodies.
The more powerful necromancers command groups and even armies of undead
servants, bound to their will by magic.
o Demonics Aspect
Mages who specialise in Demonics specialise more often than not in opening routes
through the planes to Inferis – the source of Dark Magic itself and home of the demons.
With their power, Demonigists can speak with and even summon demons forth – this is
often very risky, as demons are known to turn on mages who disturb them without
warning or offering.
o Witchcraft Aspect
Witchcraft is primarily concerned with inflicting curses and hexes upon people rather
than harming them directly. Of all the Dark Arcs, it is the most accepted – a
witch/warlock can make a living on selling curses to people who want to take them away
and “gift” them to others, though they must keep a very low profile when doing so.
Conduits
A magical conduit is something which enables a mage to enhance their abilities to shape
and direct the powers of magic. Often, certain devices have affinities with one or more
specific aspects, although this is not always the case and certain rare and highly
treasured conduits can channel any magical aspect the mage attempts to cast.
They are very rare and valuable things; not more than a few hundred of such items may
exist at any one time in the world. This is due to them being extremely hard to create –
most attempts to imbue items with magical powers result in explosive failures at the best
of times – and only a handful of mages will have the skill to even attempt creating a
conduit. It is also a very time consuming and dangerous affair, with the processes
involved taking weeks, if not months, of meditation and continual drain on a mage’s
energies.
Nevertheless, where there is demand, there will be supply. Conduits are extremely
valuable commodities and, while some are commissioned and sold legitimately, there’s
often a great degree of secrecy about such things as thefts, kidnappings, and
assassinations over their procurement are not uncommon.
Conduits generally come in the form of wands, which can be anything up to a foot in
length, to full lengths staves. It has been found that the long, slim shape of such
artefacts is the most efficient in shaping magic in the way the user wishes. Wands and
staves are made of various materials, each varies in its ability to direct magic. Listed
from least to most effective, materials include: wood, stone, metal (iron, bronze, steel,
silver, gold) and bone (bones from more magically attuned creatures make better wands
than those made from other, more primitive species). Wands and staves, however, are
easily recognised by persons who know what they are looking for. While to the untrained
eye a stave may well look like a walking stick , quarter staff or ornamental rod, they are a
magnet for thieves and rival mages to target.
For this reason, conduits that come in the form of amulets, rings, and other small items
are sometimes favoured over larger conduits for their ability to be concealed and the
more subtle nature of their use. Wands must be held within the hand of the caster to
take effect whereas jewellery will affect spell casting simply by being warn. However, the
potency of such items are dwarfed by that of wands.
This is due to the physical size of the device also impacting on the power of the conduit
device. This is another reason why wands and staves are more common than amulets
and the like; they tend to be more powerful.
Conduits also come in the form of living things. Invariably, they consist of the creatures
of the fae, who, while not strong casters themselves, have a firm affinity with magic and
many believe are actually sustained by it.
Fae conduits are the most potent of all conduits, as they are able to channel all aspects
of magic the mage would wish for. However, the fae are notoriously shy and elusive
creatures, living within the deep forested wildernesses that are scattered across Iiosia,
and so are the rarest of conduit to be used. This is not due only through their obscurity,
but because it is practically unheard of that any fae would become a willing conduit
servant to a mage.
Because of this, it’s been known that unlucky fae have been sought out, captured, and
forced into servitude serving wicked mages as conduits. The black market on fae
acquisition is very lucrative for anyone heartless enough to engage themselves in it –
mages are willing to spend vast amounts of coin on them. Such practices are widely
reviled by civilised cultures, and so it is only brave, secretive, or isolated mages that
engage in their use, much akin to the use of husks.
With use, conduits can eventually begin to lose their powers, especially when over
exerted and given constant use. Eventually, conduits will expire and lose their magical
effects, effectively turning them into regular, mundane objects. In the case of living
conduits, however, this tragically results in death.