Magic

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Introduction

While magic is common in Kahara and, barring specific conditions, everyone has the ability to cast it to some degree; this does not mean all cultures within Kahara share the same relationship with it, and beliefs regarding it. For many, magic is a daily part of life - a common boon that makes life that bit easier, and allows innovation to flourish; however, for some magic can be seen as more akin to a curse. Most commonly this is directed more specifically at Divination magic - a rarer, less understood talent that one must be born with and cannot simply be trained into, as with other forms of magic.

Magic is widely believed to come from two sources: The Gods, and Nature. While some theologians argue they are one and the same, that theory is highly debated both on the part of the Druids and others of that nature, as well as the various religions, who both maintain them to be separate sources with Nature having been imbued in its creation, as were all things. It is a rare, ancient treaty of agreement largely forgotten by the commoners, and left to the scholars and leaders. For most they will either consider one or the other their primary source to draw upon and act accordingly.

Casting Methodology

Through intent, certain actions and words, and the skill to draw upon a source and put it into focus, people all throughout Kahara cast a variety of magics that range from simple cantrips, to great spells that require a multitude of casters pooling their talents to achieve greater feats.

Typically speaking, most magic in the current era can be cast with a few words, a practiced focus and a gesture if needed, these methods condensed down from a longer series of gestures and speech that were the original methods of casting these spells. Naturally the nature of words and gestures depend on the regions from which the caster originates, even if they may be casting a similar or nearly identical spell; For example, someone from Moriquende would typically be reciting a specific prayer directed towards Aquilae, the prayer depending on what manner of spell they were intending to cast. Nowadays it would be condensed to nothing but a few pious words and perhaps a holy gesture. In contrast, a Druid of the people of Pravelka, a region well known for its reverence of nature and the Syatzver, would focus her will upon the earth, plants, trees and animals around them, invoking the deific Syatzver to aid them.

While this is the most typical way someone may be taught to cast, there remain other methods which may be employed, though they are either reserved for certain professions such as an artificer, used for specific yearly rituals, larger spells, or largely lost to time. What is known of any ancient magic is applied exactly as understood, for fear of grave consequences if variations occur. This has had the unfortunate side effect of stalling further study of ancient magics, however the early consequences of discovery and application without comprehension has instilled a heavy sense that ancient magic lacks the safety measures that magic in the current era has. A current era spell will simply fail and nothing will happen, however, failing with one’s dabbling in older magics always seems to come with consequences ranging as small as a mild curse to as large as the Brighton Tragedy, with the potential to be even more disastrous still.

Engravings

Used to help an artificer infuse a cantrip or enchantment into an object, these small symbols often represent a single word or a small phrase that has to do with the power being infused into the object in question. These infusions can serve a variety of functions from adding an elemental aspect or other attribute to an object to enhance it or its user, or to aid in the accomplishment of other magical feats. If those symbols are destroyed, the enchantment will be released from the object, rendering it inert and unable to contain the power needed for activation.

Potion Brewing

While not all brews are magical in nature, and may simply be a herbal tincture, many types of enchanted potions exist as well. Sometimes these are for a specific purpose such as temporarily granting spirit sight or the ability to breathe under water for a period of time, at other times the magic imbued is for the purpose of enhancing the natural effects of the ingredients that have been used within it, largely for the purpose of medicinal brews. While some brewers opt to use equipment that has been enchanted to aid the process, it is entirely possible to do so without such equipment should the brewer not be able to afford the enchantment fees, or simply sees no reason to do so. Much like the casting of a spell, magic may be infused into a brew by directing focus into it alongside an appropriate vocal component.

Ritualistic Magic

Ritualistic magic is rarely done by an individual any longer, though in more remote areas of Kahara where the Fae are found, and in certain regions of Valland, the practice may yet exist. For the most part, ritualistic magic is handled by the state and/or religious leaders, and carried out through yearly festivals which may coincide with certain things such as harvest festivals, spring and autumn equinox, or local beliefs surrounding the needs of their Gods. Often these rituals have similar components including animal sacrifice, specific symbolic offerings, religious observance and traditional dances, which are often integrated with feasting, grand markets, parades with various sundries and entertainments. Regardless of the joviality attached to such things, it’s common knowledge that to fail to observe such rituals is a very dangerous risk that can lead to disastrous consequences for the people and the world around them. Ritualistic magic is thought to be the oldest form of magic known in Kahara.

Seals

While the engravings commonly used today were derived originally from poorly understood, small, weak seals, the two magics share little commonality outside of that. Much like magic circles, seals are an ancient art that people today struggle to fully understand. While a certain number of seals have been deciphered well enough to be put to use, there are countless other examples of objects where the function and meaning of the seal cannot be understood, and cannot thus be intentionally activated. Objects large and small have been discovered, with some exceedingly complex examples of automatons sporting a myriad of seals seeming to be intended to function in tandem.

Unlike engravings, Seals serve another function besides breathing magic into objects to give them a secondary function; to seal. Some texts mention great gateways and doorways rendered impassable by massive, complex seals carved into the doors and gateways themselves, as well as smaller ones carved into chests, boxes, and even tombs to keep something contained within.

Magic Circles

The complete history and use of magic circles is not wholly known by scholars of the present era, who only have scattered knowledge of the ancient art found on scraps of parchment, the few preserved books scattered throughout the land, and ruins. One major source of study are the teleportation circles scattered throughout Kahara in various states of decay, with most in poor enough repair as to be currently rendered useless. There are, however, a few which have been brought to a good enough state to be usable, though it’s well known that these repairs are inefficient compared to the original configurations of the circles which fuel their use, at the very least leaving the cost of use greater than it would have been in the past.

Magic circles have been observed in a myriad of different configurations, from simplistic enough to be put to use with a minimal knowledge, to exceedingly complex ones on an immense scale, littered with symbols unknown and unfamiliar for which their use is currently unfathomable.

Academies and Traditions

Throughout Kahara are various established academies and regional traditions, and those that come from them can be recognized by anyone with sufficient knowledge of the craft, some more easily than others. These academies and traditions have established styles, and favour towards specific types of spells, often having a core set that people who are from these academies or traditions all learn, in addition to any others that suit their specific interests or intended career. This does not mean that one needs to come from these traditions to learn magic, and many local and obscure teachers may be lingering all around.

Aurestralian War Tradition

Aurestalia is a region which is regularly in a state of civil armed conflict. This has led to magic in the region being primarily oriented towards war, combat, and a limited amount of healing as most other forms of magic are not seen as essential.

Brighton

Brighton Academy was once lauded as one of the foremost academies for research and development, coveted far and wide for its vast library of rare, ancient tomes. Known for its multidisciplinary style, Brighton was an academy that specialized in the research and the inspiration of ancient magics to develop newer styles and spells, giving it an appeal to those with an inquisitorial mind for the mysteries of magic, rather than those who studied to be more actionable magicians. This isn’t to say the students of Brighton couldn’t apply their knowledge, but rather that they preferred to put their knowledge towards the advancement of modern magic through the study of old. Though the truth of what occurred during the Brighton Tragedy is unclear, all indications lead to the conclusion that ancient magics used without proper knowledge or application are responsible for the state of Brighton today.

Fae Tradition

Fae magics can often resemble Druidic magic, however each branch of Fae has certain tendencies unique to them.

Bäni

Fjǫrlag

Ghealan

Ghiri

The Diviners of Opheros

Mask Tradition

With shared traits that allow others of sufficient knowledge to readily identify any of the major traditions scattered around the continent, Mask Tradition instead allows a user to have developed the skill to artfully appear as if the spells they cast were taught by an Academy they did not attend, or are inherent to a region they are not from.


Moriquendan Priests and Dragoons

Pravelkan Druidic Tradition

Selesymemarian Wind Tradition

Selesymemarian magic has a heavy emphasis on the wind, which is influenced by their cultural understanding of magic as well as an acknowledgment of the trade winds which have made Selesymemar quite prosperous. Spells generally appear as though they are enacted through the air; for example, combat spells may look like small-scale cyclones and teleportation spells appear to be gusts of wind.

Old Vallandan Tradition

While once the old ways of Valland were a symbol of power, the magic of the old Kingdom has over the years become an increasingly uncomfortable thing to outsiders for its close resemblance to ancient ritualistic magic. Vallandan sorcerers still prefer the use of blood in their magic, be it via direct sacrifice, or used as an inking agent or reagent in casting, and continue to incorporate ancient runic symbols into their spells.

Classifications

Classifications are the loose groupings that are used in the system on the game, that gathers different traits that represent spells that share certain qualities. For example a fire based spell and an ice based spell would both be grouped under the ‘’Elemental’’ classification. Many of these classifications share different spell traits with one another.

Alteration Magic

Spells under this classification of magic typically allow the user to alter something about an object or the world around them in order to grant it utility that would otherwise not be present.

Divination Magic

People born with the ability to use divination magic have an inherent connection to the world of spirits and the dead, and so spells under this classification typically have something to do with sensing or interacting with the unseen spirits that linger outside of Belphegor’s embrace.

Druidic Magic

Spells classified as Druidic Magic are typified by a connection to nature and being able to guide or manipulate it in some way.

Elemental Magic

Spells classified under Elemental Magic are connected to the four elements of nature: fire, water, wind, and earth.

Elven Magic

Spells classified under Elven Magic are spells which are commonly used by the Elven people of Moriquende, and in a few cases have originated from the Elves as a means of aiding in the hunting of Dragons.

Enchanting Magic

Spells under the Enchanting classification typically allow a user to imbue other objects with magic to produce specific effects.

Fae Magic

Spells classified as Fae Magic are those which are commonly used by the Fae people scattered around the continent.

Illusion Magic

Illusion Magic typifies spells that, when cast, produce some sort of illusory effect, inducing others to believe that they are seeing something which does not exist, or to allow someone to pass by with features which are not actually their own.

Melee Arcanist Magic

Melee Arcanist Spells are those which favour close combat tactics rather than range.

Protection Magic

Protection magic is typified by spells intended to proactively prevent the user or others of the user’s choosing from harm. They can range from personal, single person spells, to those intended to protect a large area and anyone within it.

Restoration Magic

Restoration Magic encompasses spells intended to heal injuries, including quick combat heals and those with more intentional focus, as well as purification spells meant to combat the unnatural corruption that is known to come from the mortally wounded, but unkillable Syatzver.

Ubiquitous Magic

Ubiquitous Magic is magic that has no decent classification, and thus forms a loose group with no particularly similar traits.

War Magic

Spells classified under War Magic are those which, great and small, are useful on the battlefield.