Arcane Magic
"...Think of it like a painting. You mix colors to form something new, and use different brushes and strokes and techniques. Some are born with a gift and can visualize something and then make it happen, while others require much more time and focus to truly create something masterful. We are among the latter group, but this does not make our craft any less spectacular. As you study under my direction, you will open your mind to the fabrics of reality and harness a piece of world-altering power. As you grow and learn, you will discover what happens when you mix paints and try different brush strokes. Together, we will uncover the mysteries of Arcana." - Grand Instructor Ardrenya Ceramire to incoming students at the Arcane Assembly, 8th of Anthis, 1022 ACMagic is described to be Arcane when it involves manipulating aspects of reality to create an effect. These aspects are called Schools, and the effects are called Spells. Casting Arcane magic is often described as weaving the different schools into one final product.
An Incredible Discovery
In the early years of Mytkora, not long after the creation of mortals, a curious and playful goddess called Makeiro grew bored of her limited domain. Her free spirit longed for a new adventure that carried her across the continents of the world. During her travels, she became attuned to the fabric of reality; she observed and felt the intricate patterns of creation in the world around her. As this affinity grew, so did her capabilities. She learned how to shift more than just the flowing waters of her rivers. After some years of experimentation, she began to master the sensory effects that later mages would call Illusion. As time passed, Makeiro discovered eight different sources of creation, which she called Schools. This terminology would later spread to all specialties of casters.The Schools of Magic
As scholars and mages learned more from Makeiro, they began to clearly define the eight Schools of magic. These definitions are listed below:Abjuration - Drawing on the strength of the earth to defend against hostile attacks, as well as interrupting or dispelling active magical effects and threats. These spells usually require sturdy material components and quick somatic and verbal contributions.
Conjuration - Manipulating the energy of the Prime Material to summon objects, magical effects, or creatures, as well as making them vanish when finished. This School often involves a great deal of concentration to hold that energy in place, or what some would describe as "tying off" the weave to create a semi-permanent effect or summons.
Divination - Using the strength of one's mind and will to delve into objects, other minds, or distant locations for information, in addition to witnessing the threads of fate that will unravel in the near future. Among the most complex of the Schools, Divination requires tremendous patience and focus and is the easiest to fail at.
Enchantment - Employing the raw power of emotion and charm to alter a creature's mental state and manipulate its moods, memories, or physical body. This School requires some natural charisma in order to properly make use of its power, and is widely regarded as the most heinous of magics to use on another.
Evocation - Manifesting pure weaves of magic from the threads of creation to produce elemental or otherwise physical effects. Used most often for offense-minded spells, Evocation is often the most physically tiring School to use while also the most thrilling and adrenaline-inducing.
Illusion - Bending light and modifying sound waves to deceive others' senses. Illusion is considered to be the easiest School to channel, and is the most widespread among newer casters.
Necromancy - Controlling the energy of life and hijacking the power of one's soul to create devastating and incredible effects. Necromancy most often involves restoring or taking life and is by far the most challenging School to master. Users of this power must be careful of when they use it, as the results and consequences are often severe.
Transmutation - Changing the physical makeup of a creature or object in order to grant it new abilities or hamper its existing ones. Transmutation has lead to many discoveries, such as item enchantment and alchemy.
The First Spellcasters
After centuries of isolation, Makeiro returned to the living world to find dozens of mortal races inhabiting it. She was curious about these new creatures, and after being turned away by the rest of the Eleven, Makeiro went to those with whom she had the most interest. The High Elves were first, and they were amazed by her many talents. She shared with them the secrets of weaving the Schools, and mortals casted spells for the first time. Makeiro later shared these gifts with Quickwit Halflings and some Humans. Those lucky enough to receive her gifts organized and called themselves Weavers, and their gift they called Magic. Over time, the Weavers became more secretive, eventually only passing down their superior knowledge to those they deemed most worthy. As spellcasting spread throughout Mytkora and the Divine and Primal sources of magic were introduced, the Weavers slowly and quietly stepped back into the shadows. Today, no one is sure whether there are any Weavers left, although some towns have legends and folk tales that insist upon their existence.The Arcane Assembly
After centuries of Magic spreading slowly across Mytkora, a group of the most powerful, reputable Arcane casters banded together to form the Arcane Assembly. Its purpose was to teach new spellcasters so that they may better use their gifts for the benefit of society. An academy was established in the Athelesian city of Kaphos, where it steadily grew. The Assembly's leader, a High Elf named Dessen Troum, served faithfully as the Headmaster of this academy for over four hundred years before his passing in 1131 AC. After his death, the Grand Instructor Ardrenya Ceramire, also a High Elf, took the reins and has led the Arcane Assembly ever since. She is known for her research into the ways mortals channel magic, and is responsible for naming the primary categories of Arcane casters which are further detailed later in this article. She established two new academies in Ettra, Tekoril and Elen Tirion, Isatis, but they would not last long. Unfortunately, in 1342 AC, the greatest tragedy Mytkora has ever faced transpired as the Silence began. Almost every caster in the world lost most, if not all, of their casting abilities. This sent the world into a panic, and the Arcane Assembly temporarily dissolved. After nearly a year, some of these powers began to come back, although the Arcane Assembly would never again reach the heights of decades past. Now, almost 90 years later, Headmaster Ceramire has stepped down and has not yet been replaced. The future of the Arcane Assembly is uncertain, although the effects of its teachings on the world are long-lasting and will be felt for centuries to come.Types of Arcane Casters
Ardrenya Ceramire, Second Headmaster of the Arcane Assembly and former Grand Instructor, spent decades researching the ways that magic is channeled through Arcane casters and summarized these categories in her world-famous book Encyclopedia Arcanum. The following descriptions use excerpts from this tome.Wizards - Wizards, otherwise known as Sages or Scribes, can be described as those who learn to channel the weaves of magic in the same way Makeiro did: through study and practice. These are highly intelligent, versatile, and methodical wielders of the Arcane. They are capable of transcribing rituals and instructions on how to cast a specific spell, which has allowed them to collaborate for centuries and learn from their predecessors.
Sorcerers - Through one means or another, Sorcerers are innately gifted with the ability to cast spells. These casters are volatile, unruly, and dangerous if left unchecked. These powerful casters often become stronger as their emotions flare up or they are otherwise agitated. The key to training them is by helping them channel these emotions into focus and determination, which allows them greater control over their powers.
Warlocks - Warlocks are not born with abilities and they are unable or unwilling to dedicate the time to learning. These individuals gained great power by making pacts, or blood deals, with magically gifted patrons. When gifted power, they are also gifted the knowledge of how to use it. Therefore, these casters are oftentimes controlled and focused in their casting. The problems lie more often in their motivations. Rather than education, Warlocks require guidance and patience.
Bards - Perhaps the hardest to understand of the lot, Bards gain their abilities through pure inspiration and creativity. Much like Sorcerers, a Bard's power comes more often at times of great emotion, although this is more often joy or pleasure rather than anger or despair. It is critical for a Bard to find their muse. This inspiration can come from history and lore, battle, deception, music, or many other places. Regardless, training them is simple once this muse is located. Find their specialty and build on it.
Remove these ads. Join the Worldbuilders Guild
Comments