The Arcane

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The Arcane, otherwise known colloquially as magic, is a range of supernatural abilities that exists throughout the world. Magic can be harnessed by individuals, contained within enchanted objects, or present throughout a localized area in an ambient sense. Magic is strong in some regions of Ganoltir, and weaker in others — though these arcane fields shift naturally over time.

The Physical Presence of Magic

Ambient Flow

Precious Stones

Magic can become physically imbued into precious stones deep within the earth, such as rubies or emeralds. Such stones contain magical energy and can be mined, but without the proper technology or prowess, they are useless outside of simply being a gem. Those trained in the arts of manipulating these precious stones will be able to not only identify the presence of magical energy, but draw it out and harness it for other uses such as creating Dwarven Golems or enchanting a weapon or an item. Different families of gems do different things when utilized in this method.

Enchanted Objects

Sources of Magic

There are only two main sources of magic, either stemming directly from ambient flow and an understanding of how to draw from this, or simply as a connection to the gods. The way in which people are able to achieve their magical powers from these sources is more diverse, however:

  • Learning to manipulate magical energy from rigorous study, such as arcane education, ancient tomes or writings, or wisdom of elders.
  • Being a Champion of the gods, granting an innate ability to control particular things, based on the goal of the god. These people will likely not be conscious of this.
  • Living in a natural pocket of strong ambient flow, and having an intuitive or latent ability to tap into this ever-present magic due to being surrounded by it for an extensive period of time.
  • Directly from the gods, with the ability to make a magical item, person, Champion, artifact, or tether into the world.

Regardless of the source of magic, people can wield it in similar ways.

Magic as Understood by Different Cultures

Every different religion and culture would likely hold differing beliefs about where magic comes from. For example, Imardanian navymen often view their magical prowess as gifts from the Goddess Elys. Ghian emperors who can wield magic view such phenomenon as boons of the dragons. The Kurnish view magic as an innate power that only the righteous deserve, granted by the Old Orc or the spirits of the land. Those of the Dwarven Kingdoms typically have a limited understanding of the ambient flow surrounding imbued magic, and as such, are divided on the concept entirely.

Centers of Magical Energy

The Known Schools of Magic

Despite the differences in understanding sources of magic between cultures, scholars and students from all over the world generally agree on a standardized means in which it is categorized. This is known as the Body-Soul System, and was initially codified by the Tenants of the Great Library.

Body Magic

A group of visceral, direct magical powers, Body Magic stems from one's body, allowing them to manipulate the chemical or biological makeup of the world around them.

Elemental

Elemental magic grants the user increasing control over the natural, non-living elements of the world.

  • Weather (Wind, Rain, Lightning)
  • Fire
  • Ice
  • Water
  • Ground & Rock
  • Acid

Life

Life magic grants the user the power to alter and control living bodies, both plant and animal.

  • Shapeshifting
  • Healing
  • Disease & Decay
  • Blood Ritualism
  • Genesis & Propagation
  • Undeath

Soul Magic

A group of uncanny, indirect powers, Soul Magic stems from the soul and the mind to manipulate the world around oneself by means of optics, understanding, or serendipity.

Mental

Mental magic affects the minds or sentience of creatures, manipulating how they react and interact with their surroundings.

  • Illusion
  • Psionics
  • Telekinesis
  • Mind Control
  • Undead Embodiment

Cosmic

Cosmic magic allows users to draw energy from extra-terrestrial bodies in order to encounter impossible knowledge, alter events, or reconceptualize reality.

  • Clairvoyance
  • Fortune-telling
  • Solar & Lunar Rituals
  • Orienting
  • Luck
  • Blinkstep & Teleportation

A Note on Norendezzar

As the only mortal to enter the Realm of the Gods, Norendezzar stole the Eye of the Death God during the Age of Myth, granting him powers over death. Those who practice necromancy do so by way of Norendezzar's powers, whether they know it or not. An affront to the God of Death, necromancy powers are a strange combination of both holy and unholy magic.