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Magic in Gaion

History

The Primal Era

When Gaion was first formed by the Elder Convergence (collision of the four particles that became the Elder Gods), it was riddled with primordial magic to match the vicious nature of the chaotic elemental world. Back then, the Elder Gods had not developed sentience & life had not yet formed, so only the primal magic of Light, Darkness, Time, Fire, Water, Earth & Air (elemental magic). The first elementals were forged from this magic essence, which strengthened Aurovi & Gaion as they were birthed and Denothis/T'Nar as they were destroyed. When the Elder Gods developed sentience, they began a cycle of creation & destruction, with Aurovi creating new forms of life to walk prehistoric Gaion, Gaios commanding the world's forces in their wake, T'Nar pushing the time along its way, and Denothis destroying life at the end or when he desires. These took place as extraordinary blooms & catastrophic distasters, constant when in conflict. The Elder Gods eventually conceived the Titan Gods with Gaios, each of which governed an element of Gaion and gave them some influence over the power he wielded. However, with the ongoing prehistoric cycle, Gaios grew powerful with his dominion over the elementals & the Titan Gods. During these times, dragons began adapting evolutionarily & magically to the harsh world, becoming
Before the next catastrophic distaster, Aurovi, Denothis & T'Nar temporarily aligned to engage Gaios; the planet-based battle terraformed the world into its current configuration. It also spread the primal versions of biomancy, necromancy & the Gaioforce across the world. The Elder Gods pulled Gaios from the planet and took the batte to space, which spread their essence through the solar system. Eventually, T'Nar overpowered Gaios with his Time Stop and restrained Gaios long enough for Aurovi & Denothis to pulsate him with their power and tear him into five pieces: Energy, Matter, Dark Energy, Dark Matter, & Antimatter. The remaining Elder Gods used their combined magic to forge these cosmic components into the Goultani, Garonis, Daidrin, Blauri & Rouzhai Gaiostones; the explosion denoated to the other planets in the solar system and obliterated them, irradiating their remains with their respective Gaioforce aura. Condenses into the size of large meteors, the Elder Gods threw the Gaiostones to Gaion's surface, triggering the last cataclysmic event of the era: the Gaioforce Extinction. The Goultani, Garonis, Daidrin, Blauri & Rouzhai Gaiostones crashed into ancient Dalterra, the South Pole (will become Esgaron), the North Pole (will become Cyregnor), the ocean & ancient Thagoria, respectively. These spread the next form of magic to the world; their respective auras of the Gaioforce.  

Magic Types

  • Biomancy (magic of life)
  • Essence of Light (primordial magic, precursor to radiant, fire, life & lightning)
  • Necromancy (magic of death)
  • Essence of Darkness (primordial magic, precursor to cold, death, thunder)
  • Chronomancy (primordial magic of time, inaccessible to others outside T'Nar & his trusted). Traces of it exist in the mortal realm by the end of the era, allowing rare divination wizards & mystics to tap in.
  • Primal Gaioforce (primordial magic of the elements. Draconic magic is drawn from this source)
  • Rouzhai Gaioforce (magic of antimatter)
  • Garonis Gaioforce (magic of matter)
  • Goultani Gaioforce (magic of energy)
  • Blauri Gaioforce (magic of dark matter)
  • Daidrin Gaioforce (magic of energy)

The Draconic Era

During and after the Gaioforce Extinction, the Gaioforce irradiated the continents & oceans they landed in, connecting withe flora & fauna. The world was richest in the Gaioforce as it ever had been in history; as such, the creatures that wielded it were immensely powerful once they understood their power. As the dragons continued their dominance over the mortal realm, the backing of the Gaioforce on Dalterra, Thagoria & Cyregnor kept small pockets of Elves & Orcs alive to adapt. Giants evolved first and battled the dragons for dominance, led by Gar'gomaut and his connection to the Garonis Gaiostone. Humans developed much more slowly, and in the latter half began to develop or learn how to harness the world's magical energy as spellcasters, though primitive and mainly in mimicry of the Gaioforce-using Elves & Orcs. Eventually, as gods began ascending using the Gaiostones & their divine heritage, new forms of magic that governed their dominion was drawn to them, becoming a future source of their magic.  

Magic Types

  • Biomancy (magic of life)
  • Necromancy (magic of death)
  • Draconic magic (magic of fire, lightning, thunder, radiance, cold, acid, poison, and general elemental control)
  • Geomancy (magic of earth/land)
  • Pyromancy (magic of fire & radiance)
  • Electromancy (magic of lightning)
  • Aeromancy (magic of air & gas)
  • Hydromancy (magic of water & liquid)
  • Rouzhai Gaioforce (magic of antimatter)
  • Garonis Gaioforce (magic of matter)
  • Goultani Gaioforce (magic of energy)
  • Blauri Gaioforce (magic of dark matter)
  • Daidrin Gaioforce (magic of energy)

Magic Scripts/Languages

  • Hytherian magic (divine or arcane): Celestial
  • Ominoid magic (divine or arcane): Aquan, Deep Speech
  • Thugoran magic (divine or arcane): Abyssal
  • Darthalheim magic (divine or arcane): •Infernal
  • Aurovian magic (divine or arcane): Sylan
  • Biomancy: Sylvan, Druidic, Celestial, Draconic (Forest Dragons)
  • Necromancy - Infernal, Draconic (Reaper Dragons)
  • Chronomancy - Deep Speech
  • Nature-based magic: Druidic, Sylvan, Draconic (Forest Dragons)
  • Elemental magic: Ignan (fire), Aquan (water), •Terran (earth), Auran (air)
  • Other arcane magic: Draconic
  • Gaioforce & Elder magic: Primordial

The Discovery Era

Once humanoid races were freed from draconic & giant oppression, they began to flourish in exploration of their magical world. While some were given divine magic with the holy guidance of their gods, many mortal mages discovered how to harness the various forms of magic via the arcane. Divine magic can utilize a pathway to a divine source by their god to channel holy magic through materials, somatic motions, & words spoken in the deities' native tongue. Arcane magic, however, utilizes a strong intellectual understand of past mages work/spells, or or an innate connection to a magic source, such as a Draconic Bloodline sorcerer or a Gaioforce-user. When casting through arcane means, a caster speaks any verbal components in the ancient arcane (draconic for some spells) tongue, performs any somatic motions, and provides any material components necessary. Gaioforce casters do not speak any language for their spells, but use the Primordial script when writing them. They make somatic motions to direct their power, and usually require the elements & forces around them as material components.

Arcane Schools of Magic

Mages accessing magic through the arcane means have categorized it into several schools:
  • Conjuration: Arcane school governing the summoning & creation of objects & creatures out of thin air. Conjuration also governs the arcane understading of teleportation magic.
  • Necromancy: Arcane school governing death & unlife, as well as manipulations to life. Resurrection spells, like Revivify, Raise Dead, Resurrection & True Resurrection, are only accessbile through divine means.
  • Evocation: Arcane school of the elemental forces, such as fire, lightning, radiance, cold, acid, poison, etc. This arcane school was developed through extensive study of Draconic & Gaioforce magic. Due to their inherent connection, some arcane language for these spells are written in the Primordial or Draconic script.
  • Divination: Arcane school of temporal understanding (past, present & future), seeing through lies & illusions, reading the thoughts & feelings of others, viewing or communicating with others from afar, etc. Elements of chronomancy (T'Nar's magic) are the basis of this study, as mages grasp at the few traces of temporal magic within Gaion to view temporal possibilities.
  • Abjuration: Arcane school of defensive wards, protection & banishing magic.
  • Transmutation: Arcane school governing the modification of matter and energy. This arcane school was developed through extensive study of the Gaioforce, specifically the Garonis & Blauri auras. Terrestrial arcanists based their understanding off of Garonis magic, while aquatic arcanists based theirs off of Blauri magic.
  • Illusion: Arcane school of creating images, sensations, & even physical illusions for the world to see and interact with.
  • Enchantment: Arcane school of manipulating the minds of others.

Divine Branches of Magic

Clerics, paladins, druids & rangers channel their magic through devotion to the gods or the divinity of nature. Their magic can be understood in the following branches:
  • Biomancy (Primordial tongue): Divine magic governing life & positive energy. Aurovi, Dahli & her pantheon hold dominion over this magic. Druids & rangers can draw on this magic through divine devotion to nature, usually to control organic matter or to heal others.
  • Necromancy (Primordial & Infernal tongue): Divine magic governing death & negative energy. Denothis, Cyr & her pantheon hold dominion over this magic. Divine casters of necromancy have access to resurrection spells like Revivify, Raise Dead, Resurrection & True Resurrection. Druids & rangers can draw on this magic through divine devotion to nature, usually to draw life from organic matter or to revive others.
  • Solamancy (Primordial & Celestial tongue): Divine magic governing the sun, light & radiance (solar fire). Dahli & her pantheon hold dominion over this magic. Druids & rangers can draw on this magic through divine devotion to nature.
  • Infernomancy (Primordial, Ignan, Abyssal & Infernal tongue): Divine magic governing infernal fire & geothermal energy. Thatos & his pantheon hold dominion over this magic, and it is a shared source of power for demons & devils. Gar'gomaut once held dominion over the geothermal aspects of this power. Druids & rangers can draw on this magic through divine devotion to nature.
  • Thugoramancy (Abyssal tongue): Divine magic governing chaos, war, violence, & negative emotions. Thatos & his pantheon hold dominion over this magic, and it is the main source of power for demons. Druids & rangers can draw on this magic through divine devotion to nature.
  • Aeromancy (Primordial, Auran & Celestial tongue): Divine magic governing the sky, winds, storms, lightning & the atmosphere. Hytheron & his pantheon hold dominion over this magic. Druids & rangers can draw on this magic through divine devotion to nature.
  • Hydromancy (Primordial & Aquan tongue): Divine magic governing the sea, water & liquids. Akana & her pantheon hold dominion over this magic. Druids & rangers can draw on this magic through divine devotion to nature.
  • Frigumancy (Primordial & Infernal tongue): Divine magic governing the dark energy force of cold & winter. Cyr & her pantheon hold dominion over this magic.
  • Chronomancy (Primordial tongue): Divine magic governing the flow of time. T'Nar and his pantheon hold dominion over this magic and guard it's capabilities closely.

Gaioforce Branches of Magic

As discussed in greater depth within " Origin of the Gaioforce ", mortal & immortal creatures touched/irradiated by the Gaioforce (the primordial magic source of Gaios) in a prolongued way (such as through the land & sea they live on) often gain a magical connection to it. This connection allows them to manipulate one of the Gaioforce auras, whichever one has found them (no creature since Gaios has been known to connect with more than one aura at a time).
  • Goultani Aura : Governs the cosmic component of Energy. Practiced primarily by Dahli's pantheon, Hytheron's pantheon, celestials, fey, Sun Elves, Wood Elves, Bog Elves, Loxodons, Lionin, Tabaxi, gnomes, humans, dwarves & halflings.
  • Garonis Aura : Governs the cosmic component of Matter. Practiced primarily by Gar'gomaut's pantheon, fey, giants & Seregans.
  • Blauri Aura : Governs the cosmic component of Dark Matter. Practiced primarily by Akana's pantheon, aqui, seafolk & (rarely) Seregans.
  • Daidrin Aura : Governs the cosmic component of Dark Energy. Practiced primarily by Cyr's pantheon, devils, undead, Moon Elves & Frost Elves. Some Frost Giants, Frost Gnomes (new species after the Divine Wars, volunteer migrants inspired by the first Wizard Santa) & Mammodon mystics have gained access to this magic upon their time within Cyregnor.
  • Rouzhai Aura : Governs the cosmic component of Antimatter. Practiced primarily by Thatos' pantheon, demons, Orcs & goblinoids. Some Fire Giants have gained access to this magic upon their time within Thagoria, and the Banatarian Sun Elves gained access after Thatos' Greataxe (name TBD) crashed in the Sanhi Desert.

The Post-Divine Era (Modern Day)

When the gods left the mortal realm and signed the Divine Accords at the end of the Divine Wars, mortals began practicing magic without divine limitations, following on the surviving research & advancements of the magical arms races waged between the old divine empires. While the above branches of magic still existed, there were some new advancements that led to new branches of arcane discovery & magitech.
  • Warian Aura : Governs life & the psionic experience. This pseudo aura of the Gaioforce was created when a "good" cult of Wood & Bog Elves sacrificed captured Sun Elf war prisoners/genocide victims to various nexus temples across Dalterra. The Goultani Gaioforce spirit & complexity of consciousnesses captured during the Solternian Genocide (waged the century after the Divine Wars, see Solternian Empire for details) created a unique source of magic tied to Biomancy through the devotion to nature & the psionic connection to the Ethereal Plane, the realm between the living & dead. Once the magic source was established, the Elves formed the Warian Collective and locked off the secrets of how they got their power. Their first act of "benevolence" was to end the Solternian Genocide and hide their role in it by killing or wiping the memories of all who remembered. They then acted as a Dalterran peace keeping force, stopping wars & mass violence events across the continent. While some show positive reverance towards the Collective, many question their legitimacy as a police force and further question how they came to be.
  • Hemomancy : An arcane attempt to access biomancy, necromancy & elemental magic through the lifeforce present in blood.

Special lines of work based on magic

  • Magitech engineers
  • Magic item/structure consultants
  • Enchanters
  • Spellcasting services
  • Mystic Investigators
  • Demonologists

Dnd Mechanics

  From a DnD mechanical perspective, Magic is practiced through the lens of the caster’s class. For the Gaioforce, all of a caster’s spells are focused through the caster’s aura. Those which are made through the Gaioforce itself gain an extra boost to their damage (spellcasting ability mod). Spells requiring Somatic components are spoken in the prime language if the magic source Divination - the magic powering these spells falls under the domain of T’Nar’s Pantheon. Only clerics, paladins & warlocks serving these deities have unfiltered control of this magic. Wizards may be able to harness it, but it is often unpredictable in their hands and is more effective with stronger wizards.   Curses - RAW, these can only be permanently removed from a person via Remove Curse or Greater Restoration. A cursed object cannot be de-cursed, but it’s connection to a cursed individual can be broken if Remove Curse is used on it. The curse can only be permanently removed from the object through the following methods (not included in RAW):   1. Divine intervention - a deity (from Pagan to Elder Gods) can permanently remove a curse from an object without destroying it 2. The original curser - if the entity originally responsible for the curse is alive and can bleed, a ritual must be performed with their blood as a sacrifice. If the individual is willing, they must recite the curse’s incantation backwards or perform the ritual in reverse. If the individual is not willing, the benefactors of the proposed curse removal can kill them, spill the rest of their blood into the ritual, then recite the curse’s incantation backwards or perform the ritual in reverse.  

Random Spells/Spellwork to Complete

  1. Write cantrips for each aura; one damage cantrip for each Gaioforce Damage Type covered
  2. Add 5e spells to appropriate Gaioforce spell lists (ex. Add earth, water & air spells to Garonis, fire & radiant spells to Goultani & Rouzhai, thunder & air spells to Goultani, water to Blauri, & cold, necrotic & space/non-organic teleportation to Daidrin)
Bard spells
  1. Hall of Horrors (bard or Warian spell)
  2. Demoralizing Song (bard spell)
  3. Walkout Song (bard spell)
  4. Final Act (9th level bard spell)

Forbidden Spells

10th/11th level spells 1. Create spell articles for each one and reference them to their respective Gaioforce aura under Navigation. 2. Disenchantment, Aftergate, Astral Banishment are examples. 3. Address whether Undead Rites (Create Greater Undead) should remain as a 9th level or be moved to 10th. If moved to 10th, create a spell article for it. 4. Delete any spell statblocks that you have for these, transferring their info into the article

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Articles under Magic in Gaion


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