Ordained Magic
The idea of Ordained Magic, is a set of rules and actions that constrain magic within very specific parameters to prevent the dangerous power from getting out of control.
While more limited and restrictive than Wild Magic, Ordained Magic is much safer for the spell caster (though still capable of being dangerous if wielded without proper respect). Ordained Magic was founded by Adrehel in concert with his fellow Magi to make magic 'safer'.
In Fremilan, Ordained Magic is divided between four Schools; Incantation, Enchantment, Magic Circles/Wards and Alchemy
Incantations: Involves binding magical energies into instant results, through a combination of mental formula, magic words and often hand gestures. There are various uses from Combat Spells, Sensory magic, Utility Spells and Magic Constructs,
Enchantment: Involves preparation of materials and magical energies to bind effects into items. The Pop Rock is a common example, a small smooth stone imbued with fire magic that explodes when thrown. Enchantment can also imbue long last or in some cases permanent effects into tools, weapons and armours, though such work requires significant effort and resources.
Magic Circles and Wards: This school focuses magic into symbols or circles. Most spells are focused on static protection or binding, but can have other effects like making subjects blend in with the environment or strengthening someone within the circle. It is also a popular school for setting up alarms and protective measures.
Alchemy: Involves extracting magical essence and effects from plants, minerals and creature parts. While seemingly similar to herbalism, it requires careful study of innate magical properties and using the correct methods to extract magical effects to be put into potions, salves, elixirs or alchemical bombs. This school also provides the valuable role of extracting Anima from plants and minerals for later use by other spell casters.
In Fremilan, Ordained Magic is divided between four Schools; Incantation, Enchantment, Magic Circles/Wards and Alchemy
Incantations: Involves binding magical energies into instant results, through a combination of mental formula, magic words and often hand gestures. There are various uses from Combat Spells, Sensory magic, Utility Spells and Magic Constructs,
Enchantment: Involves preparation of materials and magical energies to bind effects into items. The Pop Rock is a common example, a small smooth stone imbued with fire magic that explodes when thrown. Enchantment can also imbue long last or in some cases permanent effects into tools, weapons and armours, though such work requires significant effort and resources.
Magic Circles and Wards: This school focuses magic into symbols or circles. Most spells are focused on static protection or binding, but can have other effects like making subjects blend in with the environment or strengthening someone within the circle. It is also a popular school for setting up alarms and protective measures.
Alchemy: Involves extracting magical essence and effects from plants, minerals and creature parts. While seemingly similar to herbalism, it requires careful study of innate magical properties and using the correct methods to extract magical effects to be put into potions, salves, elixirs or alchemical bombs. This school also provides the valuable role of extracting Anima from plants and minerals for later use by other spell casters.
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