Post by Vyncent Schwarz on Jun 3, 2012 15:43:48 GMT -5
Syrunn is a diverse world, and we have tried to be as non-restrictive as possible concerning the definitions of its magic. There are many forms, styles and sources of magic, and any and every type is acceptable here – you are free to make it up as you wish. However, for people who would like a little extra information, or who’d prefer some kind of structure to follow, this thread has been made to help you out. The information here is loosely based on the magic used in D&D, and so this thread may be of some use if you’d like to look at it in more detail. (:
But without further ado, here are the basics!
Within Syrunn, it can be said that there are three major branches of magic:
Arcane Magic
Divine Magic
Technological Magic
Arcane Magic is powered by elemental forces. It focuses primarily on purely damaging spells, transformation, and summoning spells. Arcane Magic is the most commonly known magic type known on Syrunn, and is practiced by Wizards, Sorcerers, Warlocks, and the like. A dark form of Arcane Magic is known as Shadow Magic, and is feared by many cultures.
Divine Magic is comprised of Darkness, Light, and all types of Scrying. This type of magic is fueled by dieties or, in some cases, nature itself. The specific type of magic a Divine caster uses is based on their ethic alignment axis. (Good and Evil). Good Divine casters are excellent healers and undead slayers, while Evil Divine casters damage with pure negative energy, and control the necromantic fiends. Neutral casters can choose either path, though they are always less pronounced.
Technological Magic is by far the most obscure of the three. It is practiced by Technomancers, who number nearly one in a million, and Engineers, who are far more common, but much less skilled in the art. The focus of Technological Magic is based on the order alignment axis. (Law and Chaos). Lawful techies enjoy working with metal, and are often blacksmiths, while chaotic ones control the power of electricity, and tend to be marksmen and scouts, who live much more in tune with nature.
Furthermore, magic is broken down into several schools:
Abjuration: Protective spells that create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject to another plane of existence.
Conjuration: Each Conjuration spell belongs to one of five sub-schools:
Summoning – Conjurations bring manifestations of objects, creatures, or some form of energy to you.
Calling – Conjurations actually transport creatures from another plane of existence to your plane.
Healing – This is pretty self-explanatory; they heal.
Teleportation – The transportation of creatures or objects over great distances.
Creation: The creation objects or effects on the spot.
Divination: Divination spells enable the user to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Divination has one sub-school; Scrying. A Scrying spell creates an invisible magical sensor that sends you information.
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behaviour. The two sub-schools of Enchantment are Charm (these spells change how the subject views you, normally in a positive way) and Compulsion (these spells force the subject to act in some manner, or change the way their mind words).
Evocation: Evocation spells manipulate energy or tap into an unseen source of power to produce a desired end. In effect, they create something out of nothing. (Someone alert the scientists!) Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. It has four sub-schools:
Figment – The creation of a false sensation, but figments cannot make something seem to be something else.
Glamer – The alteration of a subject’s sensory qualities. Unlike figments, these spells can make something look, feel, taste, smell or sound like something else, or even seem to ‘disappear’.
(These two sub-schools cannot create damaging spells, but are useful for confounding or delaying foes).
Phantasm – The creation of a mental image that only the caster and the subject(s) can see.
Shadow – The creation of something that is partially real from extradimensional energy. These illusions can have real effects, and thus can cause damage.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. Most necromantic spells tend to be evil in nature.
Transmutation: Transmutation spells change the properties of some creature, thing, or condition.
Magic Users:
In Syrunn, magic users are split into two general categories: Wizards and Sorcerers. Although not everything in the links provided will apply to Syrunn, they might serve to give a better idea of the distinction between them.
In general terms, wizards are usually the scholarly type, approaching magic like a sort of science, researching and studying it closely. Any graduate from one of Syrunn’s Four Great Schools would probably fall under this category. The Four Great Schools are as follows:
A.R.U.M.S (Avalan Royal University of Magic and Swordsmanship), located in the Human Kingdom of Avalas, in Demia.
The Collège de Sorbonne, located in the Human Kingdom of Écritêtre, in Demia.
The Nanjing University & Nanjing University Library, located in the Human Kingdom of Ri Yan, in Boukoku.
The Occasus Academy, located in the Elven Kingdom Eria, in Aeroh.
Within these universities, no school of magic is banned, per say, but Necromancy would be heavily restricted. Students would probably only learn how to recognise and defend against it, rather than practice it, due to its less than moral nature. (Think Defence Against the Dark Arts, from HP, as a sort of comparison).
Sorcerers, on the other hand, benefit little from formal study, as their magic develops spontaneously outside of any school.
Of course, there is admittedly a lot of middle ground here – characters may learn magic from a teacher without that teacher being in one of the Four Great Schools. As said before, this is just a loose guide, so feel free to use it as much or as little as you need to. If anyone has any other questions or problems, please bring it up in the Support Board and we’ll do our best to help.
Thanks!
But without further ado, here are the basics!
Within Syrunn, it can be said that there are three major branches of magic:
Arcane Magic
Divine Magic
Technological Magic
Arcane Magic is powered by elemental forces. It focuses primarily on purely damaging spells, transformation, and summoning spells. Arcane Magic is the most commonly known magic type known on Syrunn, and is practiced by Wizards, Sorcerers, Warlocks, and the like. A dark form of Arcane Magic is known as Shadow Magic, and is feared by many cultures.
Divine Magic is comprised of Darkness, Light, and all types of Scrying. This type of magic is fueled by dieties or, in some cases, nature itself. The specific type of magic a Divine caster uses is based on their ethic alignment axis. (Good and Evil). Good Divine casters are excellent healers and undead slayers, while Evil Divine casters damage with pure negative energy, and control the necromantic fiends. Neutral casters can choose either path, though they are always less pronounced.
Technological Magic is by far the most obscure of the three. It is practiced by Technomancers, who number nearly one in a million, and Engineers, who are far more common, but much less skilled in the art. The focus of Technological Magic is based on the order alignment axis. (Law and Chaos). Lawful techies enjoy working with metal, and are often blacksmiths, while chaotic ones control the power of electricity, and tend to be marksmen and scouts, who live much more in tune with nature.
Furthermore, magic is broken down into several schools:
Abjuration: Protective spells that create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject to another plane of existence.
Conjuration: Each Conjuration spell belongs to one of five sub-schools:
Summoning – Conjurations bring manifestations of objects, creatures, or some form of energy to you.
Calling – Conjurations actually transport creatures from another plane of existence to your plane.
Healing – This is pretty self-explanatory; they heal.
Teleportation – The transportation of creatures or objects over great distances.
Creation: The creation objects or effects on the spot.
Divination: Divination spells enable the user to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Divination has one sub-school; Scrying. A Scrying spell creates an invisible magical sensor that sends you information.
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behaviour. The two sub-schools of Enchantment are Charm (these spells change how the subject views you, normally in a positive way) and Compulsion (these spells force the subject to act in some manner, or change the way their mind words).
Evocation: Evocation spells manipulate energy or tap into an unseen source of power to produce a desired end. In effect, they create something out of nothing. (Someone alert the scientists!) Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. It has four sub-schools:
Figment – The creation of a false sensation, but figments cannot make something seem to be something else.
Glamer – The alteration of a subject’s sensory qualities. Unlike figments, these spells can make something look, feel, taste, smell or sound like something else, or even seem to ‘disappear’.
(These two sub-schools cannot create damaging spells, but are useful for confounding or delaying foes).
Phantasm – The creation of a mental image that only the caster and the subject(s) can see.
Shadow – The creation of something that is partially real from extradimensional energy. These illusions can have real effects, and thus can cause damage.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. Most necromantic spells tend to be evil in nature.
Transmutation: Transmutation spells change the properties of some creature, thing, or condition.
Magic Users:
In Syrunn, magic users are split into two general categories: Wizards and Sorcerers. Although not everything in the links provided will apply to Syrunn, they might serve to give a better idea of the distinction between them.
In general terms, wizards are usually the scholarly type, approaching magic like a sort of science, researching and studying it closely. Any graduate from one of Syrunn’s Four Great Schools would probably fall under this category. The Four Great Schools are as follows:
A.R.U.M.S (Avalan Royal University of Magic and Swordsmanship), located in the Human Kingdom of Avalas, in Demia.
The Collège de Sorbonne, located in the Human Kingdom of Écritêtre, in Demia.
The Nanjing University & Nanjing University Library, located in the Human Kingdom of Ri Yan, in Boukoku.
The Occasus Academy, located in the Elven Kingdom Eria, in Aeroh.
Within these universities, no school of magic is banned, per say, but Necromancy would be heavily restricted. Students would probably only learn how to recognise and defend against it, rather than practice it, due to its less than moral nature. (Think Defence Against the Dark Arts, from HP, as a sort of comparison).
Sorcerers, on the other hand, benefit little from formal study, as their magic develops spontaneously outside of any school.
Of course, there is admittedly a lot of middle ground here – characters may learn magic from a teacher without that teacher being in one of the Four Great Schools. As said before, this is just a loose guide, so feel free to use it as much or as little as you need to. If anyone has any other questions or problems, please bring it up in the Support Board and we’ll do our best to help.
Thanks!