Post by Ravager Zero on Nov 9, 2014 16:38:57 GMT 12
Magick
Magick draws from Essence, a 'wind' of magic that exists in another plane, forms Skeins, can be drawn from and/or manipulated in its raw form. Can be Enmeshed into real materials, altering their properties. Essence can be depleted, rendering magick useless for a time within that area. Within the world of Firma there are nine schools of magick, each with two canticles. These nine schools all serve a combination of different gods and goddesses. Each god or goddess also has an Avatar, a physical embodiment of their power while walking the lands of Firma itself.
Kyron - East & West [Avatar of Destruction]
Chaosigan: Destructive magicks. Not considered an element as such, destruction is considered a negative force of nature. The greatest Chaosigans are able to unmake nearly anything with their power. Some of these powerful mages have even been said to Blink across the field of battle, flanking their opponents from unforseen directions.
Seer: Precognition, Negative 'status' magicks. Seers have a strong sense of intuition, and often see things an instant before they happen. In meditative states they are able to scry the unseeable threads of the future. In some cases they may even find paths that do not yet exist, doors through the Invisible Places of the world.
Skol - North [Avatar of Savage Cold] Replaces Kyron
Cryomancer: Ice magick. All elements of cold are at their behest, willing to destroy any that stand in their path. Ice, sleet, snow, all bends to their will. The strongest of them all can shroud an entire city in storm—or become One with the Storm.
Wilder: Transformation into arcane or mundane beasts. A unique kind of Northern shaman, who does not control beasts but becomes them. The greatest of the Wilders are said to possess the powers of the beast, but retain their will and intellect, able to commune with all like beasts.
Deaze - West [Avatar of Firma]
Shaman: Like the Northern Wilder, the Western Shaman can control beasts and nature. Instead of becoming the beast, a Shaman gives all nature around him new purpose, from strangling vines to raging beasts and flowing water, all nature belongs to the Shaman—and they to it. The most powerful Shamans are said to be able to Charm nature itself with but a single word.
Mystic: The study of raw magick itself. While uncommon, Mystics are incredibly powerful and adaptable. Most have dabbled in many other forms of magick—some far enough to become Naturomancers. All Mystics have the skill to reverse the effects of other magick nearby. The strongest Mystics can cloak an area in mystic Silence, rendering mages powerless.
Jin - East [Avatar of Unbridled Magick] Replaces Deaze
Moonsinger: Capable of healing others through the power of their voice, or charming strange beasts with a gentle touch. When the moons shine bright enough, a Moonsinger loses corporeal form and becomes a Shadow Dancer, able to slip in and out of reality, weaving their powers into a great web.
Terramancer: In the East, where magick is less common, finding skeins and what drives them is vital. Terramancers can find and harvest the richest of skeins even in a silenced land. When exhausted, Terramancers can draw sustenance directly from the skeins, when near death, they can cloak themselves in Essence, Warding off the touch of Morrde. And in a land devoid of any magick at all, a Terramancer can become the Fountain; a source for all to draw power from.
Nyrvan - North [Avatar of Created Things] Replaces Deaze
Technomancer: A strange combination of engineer and magician, Technomancers can make work almost any device, and have an innate skill when attempting to repair damaged items. The most skillful Technomancers are able to Enmesh not just materials, but systems, mechanics, and effects.
Artificer: Born to be creators, Artificers can bring machines to life in the most literal sense. Golems, constructs, and the like are their domain. The most powerful Artificers can Link with their creations, seeing the world through their eyes, directing them with their own will.
Rai-Tane - East, West, & North [Avatar of the Volcano]
Pyromancer: Fiery, hot-headed, and powerful. Pyromancers control the element of fire as if it were an extension of their own body. The greatest of all pyromancers are said not only to act like fire, but to become it, Elementals.
Geomancer: Solid and dependable, Geomancers manipulate earth and stone, able to create shelter, walls, or trenches, and much more besides. The toughest of all Geomancers are those who have Skin of Stone, which some say is a curse for the sheer utility of their power.
Shaya - West & North [Avatar of Ancient Mystery]
Illusionist: Normally shy and aloof, Illusionists are able to veil the minds of others. Not always considered trustworthy, they are masters of deception, able to fool the most humble of creatures to the greatest of kings. The most skillful of all Illusionists are able to see with Clarity through any lie or illusion presented to them.
Healer: Drawing on the oldest teachings of the goddess, Healers are able to salve any hurt, restore nearly any injury. Their powers are not limitless, but they are practically indispensable. Some walk the path of warrior as well as Healer, and in combat may see the world slowed as they Rush to save the injured. Others walk a different path, and like Eastern Moonsingers, may instead create Wards to protect their allies.
Eryje - East [Avatar of Tempestuous Fury] Replaces Shaya
Fulgromancer: Masters of the storm, and often unpredictable or unstable, Fulgromancers have at their command the element of lightning, and the power of the storm. The most powerful Fulgromancers have developed the ability to Teleport, as a bolt of lightning, from one point to another, leaving crackling portals in their wake.
Wardancer: Though not a mage in the traditional sense, the Wardancer instinctively pulls Essence through his body, enhancing his physical prowess during moments of intense emotion or stress. When in combat, a Wardancer is always at risk of losing to the pure warrior spirit within himself, becoming for a while a Berserker, a juggernaut of death that cannot be stopped until its rage is spent and the battle over.
Morrde - East, West, & North [Avatar of the Beyond]
Necromancer: The darkest of all magicks, and the least understood. The raising of the dead and the control of that which should not exist. Spells cast showers of blood or spears of bone, gifts from the dark god Morrde. Those favoured by Morrde become Marked, unable to die, slowly losing their souls to the underworld.
Summoner: Master of the realms of magick, a Summoner can call forth most any beast she can imagine—not only things that are, but things that were, will be, or even those that should never be known. Walking a fine line, some Summoners are able to call forth heavenly beings, creatures of light instead of darkness. The greatest Summoners can ignore all this, able to Walk Beyond, and see into the mortal world, the realm of shadows, and the ethereal plane, interacting with any world they wish to touch.
Choosing a School
Any mage or magess may choose to dedicate themselves to a single canticle, or they may choose up two canticles from adjacent schools, as shown in the following chart
Western Mages: Kyron<—>Deaze<—>Rai-Tane<—>Shaya<—>Morrde<—>Kyron
Eastern Mages: Kyron<—>Jin<—>Rai-Tane<—>Eryje<—>Morrde<—>Kyron
Northern Mages: Skol<—>Nyrvan<—>Rai-Tane<—>Shaya<—>Morrde<—>Skol
Colours of Magick
All mages are defined as belonging to a certain colour of magick, a particular way of casting spells. Each has advantages and disadvantages.
Grey mages are those who have not taken a colour. They cast spells normally, but have no great strength. The power of their magick is based on the strength of their convictions.
White mages draw their power from life. They require life of some kind to be around them in order to cast. The power of their magick is based on the vitality of the life around them, and how widely they have sown the seeds of their own life. White mages make especially powerful Bound spells.
Black mages draw their power from death, staining the world and their souls. They require a recent death to empower their magick. The more powerful and potentate the creature they killed, the more powerful their spell. Wild magick cast by Black mages is especially powerful.
Red mages draw their power from blood. An offering of blood must be made for them to cast any spells. The fresher the blood, the more powerful the magick. Red mages are especially potent if forced to use Sacrificial magick.
Blue mages draw their power from those around them. Emotion drives blue magick, thus in calm settings blue mages cannot perform any magick at all. Blue mages are incredibly powerful when casting magicks to aid others.
Magick draws from Essence, a 'wind' of magic that exists in another plane, forms Skeins, can be drawn from and/or manipulated in its raw form. Can be Enmeshed into real materials, altering their properties. Essence can be depleted, rendering magick useless for a time within that area. Within the world of Firma there are nine schools of magick, each with two canticles. These nine schools all serve a combination of different gods and goddesses. Each god or goddess also has an Avatar, a physical embodiment of their power while walking the lands of Firma itself.
Kyron - East & West [Avatar of Destruction]
Chaosigan: Destructive magicks. Not considered an element as such, destruction is considered a negative force of nature. The greatest Chaosigans are able to unmake nearly anything with their power. Some of these powerful mages have even been said to Blink across the field of battle, flanking their opponents from unforseen directions.
Seer: Precognition, Negative 'status' magicks. Seers have a strong sense of intuition, and often see things an instant before they happen. In meditative states they are able to scry the unseeable threads of the future. In some cases they may even find paths that do not yet exist, doors through the Invisible Places of the world.
Skol - North [Avatar of Savage Cold] Replaces Kyron
Cryomancer: Ice magick. All elements of cold are at their behest, willing to destroy any that stand in their path. Ice, sleet, snow, all bends to their will. The strongest of them all can shroud an entire city in storm—or become One with the Storm.
Wilder: Transformation into arcane or mundane beasts. A unique kind of Northern shaman, who does not control beasts but becomes them. The greatest of the Wilders are said to possess the powers of the beast, but retain their will and intellect, able to commune with all like beasts.
Deaze - West [Avatar of Firma]
Shaman: Like the Northern Wilder, the Western Shaman can control beasts and nature. Instead of becoming the beast, a Shaman gives all nature around him new purpose, from strangling vines to raging beasts and flowing water, all nature belongs to the Shaman—and they to it. The most powerful Shamans are said to be able to Charm nature itself with but a single word.
Mystic: The study of raw magick itself. While uncommon, Mystics are incredibly powerful and adaptable. Most have dabbled in many other forms of magick—some far enough to become Naturomancers. All Mystics have the skill to reverse the effects of other magick nearby. The strongest Mystics can cloak an area in mystic Silence, rendering mages powerless.
Jin - East [Avatar of Unbridled Magick] Replaces Deaze
Moonsinger: Capable of healing others through the power of their voice, or charming strange beasts with a gentle touch. When the moons shine bright enough, a Moonsinger loses corporeal form and becomes a Shadow Dancer, able to slip in and out of reality, weaving their powers into a great web.
Terramancer: In the East, where magick is less common, finding skeins and what drives them is vital. Terramancers can find and harvest the richest of skeins even in a silenced land. When exhausted, Terramancers can draw sustenance directly from the skeins, when near death, they can cloak themselves in Essence, Warding off the touch of Morrde. And in a land devoid of any magick at all, a Terramancer can become the Fountain; a source for all to draw power from.
Nyrvan - North [Avatar of Created Things] Replaces Deaze
Technomancer: A strange combination of engineer and magician, Technomancers can make work almost any device, and have an innate skill when attempting to repair damaged items. The most skillful Technomancers are able to Enmesh not just materials, but systems, mechanics, and effects.
Artificer: Born to be creators, Artificers can bring machines to life in the most literal sense. Golems, constructs, and the like are their domain. The most powerful Artificers can Link with their creations, seeing the world through their eyes, directing them with their own will.
Rai-Tane - East, West, & North [Avatar of the Volcano]
Pyromancer: Fiery, hot-headed, and powerful. Pyromancers control the element of fire as if it were an extension of their own body. The greatest of all pyromancers are said not only to act like fire, but to become it, Elementals.
Geomancer: Solid and dependable, Geomancers manipulate earth and stone, able to create shelter, walls, or trenches, and much more besides. The toughest of all Geomancers are those who have Skin of Stone, which some say is a curse for the sheer utility of their power.
Shaya - West & North [Avatar of Ancient Mystery]
Illusionist: Normally shy and aloof, Illusionists are able to veil the minds of others. Not always considered trustworthy, they are masters of deception, able to fool the most humble of creatures to the greatest of kings. The most skillful of all Illusionists are able to see with Clarity through any lie or illusion presented to them.
Healer: Drawing on the oldest teachings of the goddess, Healers are able to salve any hurt, restore nearly any injury. Their powers are not limitless, but they are practically indispensable. Some walk the path of warrior as well as Healer, and in combat may see the world slowed as they Rush to save the injured. Others walk a different path, and like Eastern Moonsingers, may instead create Wards to protect their allies.
Eryje - East [Avatar of Tempestuous Fury] Replaces Shaya
Fulgromancer: Masters of the storm, and often unpredictable or unstable, Fulgromancers have at their command the element of lightning, and the power of the storm. The most powerful Fulgromancers have developed the ability to Teleport, as a bolt of lightning, from one point to another, leaving crackling portals in their wake.
Wardancer: Though not a mage in the traditional sense, the Wardancer instinctively pulls Essence through his body, enhancing his physical prowess during moments of intense emotion or stress. When in combat, a Wardancer is always at risk of losing to the pure warrior spirit within himself, becoming for a while a Berserker, a juggernaut of death that cannot be stopped until its rage is spent and the battle over.
Morrde - East, West, & North [Avatar of the Beyond]
Necromancer: The darkest of all magicks, and the least understood. The raising of the dead and the control of that which should not exist. Spells cast showers of blood or spears of bone, gifts from the dark god Morrde. Those favoured by Morrde become Marked, unable to die, slowly losing their souls to the underworld.
Summoner: Master of the realms of magick, a Summoner can call forth most any beast she can imagine—not only things that are, but things that were, will be, or even those that should never be known. Walking a fine line, some Summoners are able to call forth heavenly beings, creatures of light instead of darkness. The greatest Summoners can ignore all this, able to Walk Beyond, and see into the mortal world, the realm of shadows, and the ethereal plane, interacting with any world they wish to touch.
Choosing a School
Any mage or magess may choose to dedicate themselves to a single canticle, or they may choose up two canticles from adjacent schools, as shown in the following chart
Western Mages: Kyron<—>Deaze<—>Rai-Tane<—>Shaya<—>Morrde<—>Kyron
Eastern Mages: Kyron<—>Jin<—>Rai-Tane<—>Eryje<—>Morrde<—>Kyron
Northern Mages: Skol<—>Nyrvan<—>Rai-Tane<—>Shaya<—>Morrde<—>Skol
Colours of Magick
All mages are defined as belonging to a certain colour of magick, a particular way of casting spells. Each has advantages and disadvantages.
Grey mages are those who have not taken a colour. They cast spells normally, but have no great strength. The power of their magick is based on the strength of their convictions.
White mages draw their power from life. They require life of some kind to be around them in order to cast. The power of their magick is based on the vitality of the life around them, and how widely they have sown the seeds of their own life. White mages make especially powerful Bound spells.
Black mages draw their power from death, staining the world and their souls. They require a recent death to empower their magick. The more powerful and potentate the creature they killed, the more powerful their spell. Wild magick cast by Black mages is especially powerful.
Red mages draw their power from blood. An offering of blood must be made for them to cast any spells. The fresher the blood, the more powerful the magick. Red mages are especially potent if forced to use Sacrificial magick.
Blue mages draw their power from those around them. Emotion drives blue magick, thus in calm settings blue mages cannot perform any magick at all. Blue mages are incredibly powerful when casting magicks to aid others.