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Four Paths of Magic

The elemental magic of Vestria is divided into four studies or Paths: Ore, River, Sun, and Night.  

The Elements

  Each path is derived from a given element as well as associated with a trait of the caster.   Ore is the magic of stone and metal and is associated with the Will. Ore mages are often seen as strong-willed, stubborn individuals whose resolve is reflected in the strength of their spellwork.   River is the magic of water and ice and is associated with the Blood. River magic is one seemingly reflective of the caster's movements and gestures, requiring mages to be as fluid and flowing as a raging stream or still and steadfast as a glacier.   Sun is the magic of fire and light and is associated with the Heart. Sun mages are moved by their passions, be it the fury of a battle mage conjuring flame on the battlefield or a cleric healing a greivous wound of another.   Night is the magic of illusion and the Mind. A Night mage will tend towards strategic actions, levaraging their enchantments to track and manipulate their targets.  

Uses and Utilities

  Ore magic is often used in the process of crafing items or constructing buildings. A trained Ore mage can manipulate and/or reinforce the structure of a material with a moments touch. Such mages have been called upon to help safeguard fortresses from invading soldiers, build great palaces that would stand the test of time, and craft some of the greatest enchanted tools of note.   River magic allows for the control over water in its various states. A trained River mage can pruify a polluted stream while a group of mages can call down a rainstorm. Some have even claimed to feel the flow of mana itself, allowing them to locate fertile land rich in vitality or detect the signs of recently cast spells.   Sun magic grants one the potential to both harm and heal with fire's light. Some embrace their flame and use it to combat their enemies. Others use their light as a means to serve others, healling the sick and tending to injuries.   Night magic is arguably the most subtle with little in the way of direct combative use. Instead, users leverage scrying to track targets, illusions to mislead themselves, and charms to manipulate others. Well trained mages can use their enchantments to bind creatures and use them as familiars.  

Mages: Nature vs Nurture

  Mages can learn multiple Paths of magic, but how effective they may be at them will often vary. Typically, a mage will show an affinity for one Path early on in life. Perhaps two if they are exceptionally gifted. Said affinity will likely become their main form of magic while studying secondary disciplines are more used to shore up their abilities.   For instance, an Ore mage working as an artificer may study River magic in order to gain a sense for detecting the flow of mana and how the magical energy is conducted by the enchanted tool he's working on.   Similarly, a healer may supplement their Sun magic with that of Night so that they may be better able to treat suffering of the mind as well as the body.   A successful mage will more often than not master a single Path while becoming passable in one or more of the others. Talented individuals, through considerable study, can come to master multiple Paths. Mastery of all four Paths, however, remains a feat reserved for figures of myth and legend.  

Commonly Used Spells

 

Ore

Reinforcement: uses mana to slightly adjust the structure of an item or material in orde to strengthen it. Believed to have been used in ancient times while forging swords and spearheads.   Analysis: the caster uses their mana to examine something's structure and look for signs of defects and the like. The spell has been utilized by some healers to assist with treating broken bones.  

Night

Location: a tracking spell used to find the direction in which a target is.   Charm: a rather controversial Night enchantment, charm allows a degree of influence over the target, putting them at ease and more willing to trust.   False Truth: a useful spell for detecting lies. The spell strengthens the bodily reaction that occurs when someone lies to the point of physical illness with the effect compounding the more lies told.   Binding: a spell used for establishing a connection between the caster and a potential familiar.   Discord: a Night enchantment which causes the target feel a significant sense of unease or dread.   Invisibility: a concealment charm.  

River

Flow: one of the most commonly used River spells. The caster is able to manipulate near by water through hand motions. However, there are limits as to how much a single mage can manipulate on their own.   True Calm: an advance spell used to temporarily stop the flow of mana, dispelling nearby magical effects and prevent the casting of spells.  

Sun

Flame: allows the caster to conjure a flame fueled by their mana.   Heal: uses mana to accelerate the bodies natural healing process. Advanced forms of the spell are used to treat illnesses and combat infections and poisons.  

Societal/Cultural Significance

Magic users are fairly uncommon outside of nobility and high society where it is valued most. Often, a common born mage will share some degree of lineage with a noble house (a father who had been an illegitimate son to an irkswhile Count, the decendent of a distant branch of a family line, etc.). Despite the potnential claim to nobility, family histories are rarely examined beyond immediate parentage. Officially, this is reasoned as even if a commoner born mage did have a noble ancestor, any claim they might have to a house's assets would be tenuous at the very best. Many rumor, though, that investigations are purposefully short to help prevent any scandals involving nobility from coming to light.   That is not to say that mages born completely free of ties to noble bloodlines exist. Though rare, there are numerous documented cases of such anomolous mages being born.   Despite this, mages remain a fairly finite resource. This has lead to multiple governing bodies to enact conscription of common born mages into service to bolster armies while alleviating the demand placed on those of noble birth.   While some treat the chance to join the Magic Corp as a great opportunity, others remain critical with them seeing it as either the nobility drafting mages to serve as their attack dogs or act as canon fodder while their heirs are kept safe from the front lines of combat.   Such notions are not helped by the association many non-magical commoners hold between mages and snobbish nobles.
Type
Metaphysical, Arcane

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Comments

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Jan 10, 2024 17:24 by Ezra Aldrich

This was an interesting read. I enjoyed this take on how magic works in this world. I like the detail of how each type is reflected through the user like the dance-like movements of river casters. The addition of cross study to fine tune one's work was a nice touch.

Sep 11, 2024 12:30

I'm still mulling over how far to take the cross study. I like the idea of mages learning principles of different paths, but I'm not sure about giving them multiple elements to play with.

Sep 11, 2024 07:29

I really liked the bit about conscription of common mages. It makes a lot of sense that nobles would hire them to protect their own heirs from being forced into combat. Cool article :)

Sep 11, 2024 12:28

Thank you!   I like playing with how having magic might be viewed depending on who you talk to in a world. I've played with mages being used primarily for military in my previous series and mulled over potential storylines around what a scarcity of conscript mages could mean.