Magic of Fearann Ùr
Known to the natives as Magicae. Fearann Ùr is rife with Magic and can be used by the majority of people across the continent. For most, as long as you were born with a Titan's Influence, you are able to harness the power of the Deus Crystals and cast spells. Magicae is studied by scholars to produce more and better spells frequently. There are nine schools of Magicae across the continent, and rather than being a specific ruleset for each -- they are merely a suggestion on how to weave the Magicae to the caster's desires. Most scholars spend their entire life dedicated to one school of Magicae, more adept casters can interweave spells from two. It's even rumoured that there are some especially potent casters that can use three schools of Magicae at once.
Deus Crystals
Earning the moniker due to the common theory that Magicae was a gift from the Titans, Deus Crystals work as a conduit to cast spells. Every time a user casts a spell, it absorbs part of their lifeforce. Small spells can cause faster aging or minor illnesses and ailments, where as larger spells can cause the user to die. Deus Crystals allow the user to channel the spell through the Crystal and not deplete their own life in its wake. Deus Crystals come in a variety of colours, most suggest that each colour represents the Titan that the Crystal comes from. Unbeknownst to those on the Continent, Deus Crystals contain the souls of the dead and it is infact their lifeforce being depleted when spells are cast. Deus Crystals can deplete completely, becoming darkened and grey, though they can regenerate their lifeforce if not expending large amounts of energy. Huge spells can deplete a crystal completely, or require multiple.Cascade Crystals
A slight nuance and mutation of the Deus Crystals are those created by the Athame Titan, Sapientiavectem. Cascade Crystals do not denote only one colour, and instead shine a rainbow of colours as your eyes run over them. The Crystals themselves are also stronger than normal Deus Crystals when in the hands of those that can effectively wield them. Cascade crystals naturally empower spells, making the Magicae cast by them stronger. They are also more durable and regenerate quicker.Runic Script
Created by the Dwarves using a language allegedly created by the Titan's themselves, Runic Script makes up the ineptitude Dwarves, and those who cannot harness Magicae, have towards the Deus Crystals. Runic Script essentially boils down to writing instructions to cast a spell. Whether it be etched into a weapon and work as a form of enchantment, or scribbled on a piece of paper and act as a scroll, Runic Script can be understood and harnessed by Deus Crystals. In turn, the Dwarves created large structure, automatons and even weapons that use the energy of the crystals and wield them — all without the user needing the ability to spellcast. Runic Script has been taught to a variety of regions and races, but the study takes a long while to learn and adapt. As people find more creative and inventive uses for the script, more exciting magical capabilities have been discovered. It's said that Nuria, now the Scorched Lands, were extremely far developed with Runic Script, though all knowledge has been lost since then.Doring'Bos Fever
Discovered by Byskat Doring'Bos. Doring'Bos Fever is the study of how consumption of the Deus Crystals can effect varying Fauna. Most prevalent in the Athame region, creatures that consume a large amount of Deus Crystals will often become enraged and act dissimilar to their natural instincts.
Doring'Bos Fever is one of the primary reasons the Draco Venatores must exist within Athame, as dragons that succumb to the fever often become enraged and aggressive towards the Athame natives.
The fever can also effect the sentient races of the continent, though is only often seen when a caster casters an extremely large amount of spells in a short time, or perform the casting of a spell that would absorb many crystals at once. It's rare, but there have been times in recorded history of people succumbing to it.
School of Fire / Creation
Fire Magicae not only allows the user to create a hot blaze, but can allow more adept users to quite literally alter the "fire in your heart."
Though a lesser used form of magic due to the aptitude required to wield it effectively, Fire Magicae was the chosen of the Titan Gobhachreag and the long-lost Nurian Kingdom. It was said that their studies in both the School of Fire and Runic Script had allowed them to create machines of war that acted almost independently from a user. Some whispers even suggested that they were close to finding true immortality through the use of Magicae.
Though all that history is now long gone, the Dwarves of the Underways still often use the Creation quirks of the School of Fire to create their own automatons and other living magical contraptions.
Most mages, however, who tend to follow the School of Fire, simply do it for the enjoyment of flinging fireballs from their hands. Most have yet to unlock the true potential that the school offers.
School of Earth / Resilience
Favoured by the Titan Terrelionne, the School of Earth is one of the most versatile forms of magic — further exemplified by the somewhat recent discovery of Earthen Healing Magic.
The School of Earth offers both exceptional offensive spells whilst offering the user the ability to form a defensive stance too. Most casters often use the School to form large boulders to fling at their opponents, whilst also defending themselves with large walls of stone. With a large enough supply of Deus Crystals, it's even been theorised that the School can alter the landscape.
With the recent discovery of Earthen Healing by Eline Terreheart, it has unlocked a whole new potential for the School of Earth. Earthen Healing allows the magic to be focused into minor healing capabilities. Though the magic itself won't bring back someone from the dead, it may stabilise someone long enough for them to receive help, or heal minor wounds in the heat of battle.
School of Storm / Control
Storm Magic is the chosen of Sapientiavectem, and due to the Titan's intricate knowledge of Magic has allowed the School to almost act as two Schools: Wind and Lightning. Fortunately for those who study the School of Storm, it is not more difficult than other schools.
Storm Magic allows the user to control the climate, whipping up large winds that can tear through their enemies, or bring down huge bolts of lightning to strike their foes. Some advanced level users can potentially even draw the wind out their opponents, whether that's to make them tired of completely stop them from breathing for a short while.
The School of Storm can also be used to control the battlefield. Spells can be altered to do less harm but control large crowds, or barriers of wind can be created to halt projectiles and even stop armies. Some more adept uses of the School have even been able to achieve flight, hovering above the battlefield as they fling spells below them.
School of Water / Body
The School of Water long existed only in theory, as there is no discovered Titan that favours the magic. It is most often used in an auxiliary fashion, though some casters have found offensive and defensive capabilities for the School.
In its earliest applications the School of Water was used to summon rains upon farmer's crops and help provide a stable ecosystem in places like Oltistan. This proved to be inefficient in the long run and often the School is left to the wayside. In other applications it can be used to help enhance someone's flow or fluidity. Some warriors often opt to learn some minor spells in the School to assist with them in combat, giving them short bursts of dexterity or even adding increased strength to their strikes for a short amount of time.
Across the water in Snorjoro, they have found more aggressive applications for the School. Due to the colder climate, they have created an offshoot known as Ice Magic. Large, frozen icicles can be flung at enemies, and they have even found that lowering the body temperature of their own soldiers can incite some form of Berserker Rage that allows them to fight quicker, stronger and faster for a short while, though can cause harmful effects if used incorrectly.
School of Shadow / Illusion
The School of Shadow was initially conceptualised through the corruption of Felophidian. The Titan created the School to trick both its enemies and its followers to submit and do its bidding. The School does have some minor offensive capabilities though the majority of its casting is used to confuse and alter the opponent's mindset.
Often the most useful application of the School is with its interactions with other people's minds. An invisibility spell may not make you completely disappear, but to others they will be completely unaware of your presence. Some more adept uses can even travel short distances immediately with the use of the School.
Some offensive applications include directly attacking the mind of your opponent, sometimes sending them into a state of delirium or madness, though this part of the School is often illegal throughout most of the regions. Some more tangible offensive applications include balls of shadows that explode on impact and tendrils that can restrain a foe.
School of Light / Fortitude
Light Magic was theorised and created in a direct response to the emergence of the School of Shadow. Though it does not align itself with a Titan directly, Light Magic wielders can apply offensive spells whilst also bolstering their only mental fortitude to limit the ability of Shadow Magic used against them.
Light's major auxiliary capabilities include the more mundane applications, such as producing a light in a dark area, to completely locking away a casters mind from Shadow users. This means that those focusing and channelling their Light Magic can see through specific illusions place by the School of Shadow. Some even theorise that a strong field of Light Magic can completely hinder the usage of Shadow Magic completely, though the same can be done in reverse.
Light Magic can also be altered to be offensive. Beams of Light can be channelled to damage or even maim enemies, and strong enough waves of light can even cut through flesh.
School of Life / Health
The School of Life is applied as the major form of healing throughout the continent. Although it cannot be used to harm living mortals, it directly opposes the School of Death, and can harm the necromantic creatures created by those that follow the Magic.
The most frequent application of the magic is healing wounds after a battle. As the most common and often learned spells do not fully heal wounds immediately, it's often not suggested that healing magic be used during the battle and is often saved until the end. Of course, due to this, it still does not limit the causalities of war and many regions study the School frequently in an attempt to create stronger healing magic.
There is a theory that suggests that Life magic can be used to restore life to a being, like that of the School of Death, though also restoring the mental state that comes with it. However, the theory suggests such an intricate understanding of the School and such a large amount of Deus Crystals that it has yet to be attempted.
School of Death / Decay
Directly opposing the Life School of Magic, the School of Death is most often used to inflict Death on their foes. Or in some cases, Undeath. Completely outlawed in most regions (save some parts of Snorjoro), the School of Death is seldom seen, but causes mass hysteria when the idea of a strong Death Spellcaster is theorised.
The main application comes in form of curses and spells that afflict foes with minor illness all the way up to immediate death. Some uses of the School have included infecting entire cities with plague during a siege, or more intricate uses have included cursing people to become undead. Rumours suggest that a Vertistian Lord has been afflicted by the School and a curse placed upon him has applied a rudimentary form of Vampirism.
Another form the School takes is that known as Undeath, or Necromancy. Those brought back to life with the School often do not retain their sanity or mental state that they had whilst alive, and live only to serve the caster that summoned them. If given the chance for freewill, they often become enraged and delirious, attacking anything and all in sight.
School of Spirit / Mind
Created by the Reizi Plains Titan, Nvdatlanuwa, with the unique quirk of being unable to be channelled through Deus Crystals, Spirit Magic is one of the most difficult Schools to study. Often left to the Shamans of the Plains, Spirit Magic requires hours of preparation and meditation before performing a spell, or the casting itself could kill you — or age you ridiculously quickly.
Spirit Magic often gives its casters a second sight. They can communicate with others over far distances, or even witness the events of an area. They can peer into the past and the minds of other people to unlock secrets that have been long forgotten. They can even create spiritual apparitions that fight for them, as a more offensive adaptation of the School.
Some theories suggest that with an intricate enough preparation, Spirit Magic may even be able to peer into the future, though those who have tried have met a swift demise. Other theories suggest that Spirit Magic travels directly through Nvdatlanuwa's dream plane — as the sleeping Titan is said to have one foot in one world, and one in another. Some suggest that with a strong enough psyche, you may even be able to traverse this world and speak directly to Nvdatlanuwa.
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