Schools of Magic - Edit

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Schools of Magic - Edit

Post  Eli on Wed Feb 22, 2012 9:07 pm

Natural Magic – Known colloquially as herbalism, this name does not accurately describe this branch of magic's true potential. Primarily the art of the Druids, nature magic is what created and maintains the city of Miendienl. Originally developed by the elves, proponents of nature magic hold that it is within all living things.

Conjuration – Commonly misunderstood to mean the production of an object from nothing, this is only a part of conjuration. Conjuration is also the art of creating fire, ice, lightning, and other elemental spells. Conjuration is the branch of magic most widely practiced by those interested in dueling or serving in the military.

Restoration – Restoration is the art of Healers and medics. In order to become competent with healing magics, one must have an understanding of how the body works, so as to mend it properly. Because of this understanding healers also have the knowledge to do grievous bodily harm by misapplying healing spells, though they generally take an oath not to abuse their powers in such a way.

Necromancy – Necromancy is actually a blanket term referring to two distinct but still related schools of magic. Most public opinion and disdain for necromancy stems from one of these schools; specifically White Necromancy. Both forms of necromancy are capable of raising the undead.

White Necromancy – White Necromancy is necromancy that uses live sacrifices to fuel its rituals. The pain and life energy of the sacrifice is converted, upon death of the sacrifice, into raw magic, which is can be used for a variety of purposes. This from of necromancy is easier and produces quicker results, leading to the common belief that it is more powerful.

Black Necromancy – Black Necromancy, conversely to White Necromancy, uses the Necromancer's own blood and energy to fuel the ritual. This form of necromancy is slower and more difficult, as the necromancer must be able to work through their own pain, but the results are generally more stable.

Soul Magic – Related to necromancy, Soul Magic is the art of interacting directly with the soul. Those well versed in soul magic are able to traverse the barrier between life and death, and siphon off bits of their soul. Upon death, when their soul passes to the other side, the bit already in the realm of the dead will cross back into the realm of the living, allowing the mage to effectively skirt death. This is the ultimate goal of most necromancers. Additionally, practitioners of soul magic are able to extract the souls of the living, a torturous process, and imbed them within items, giving the items enhanced powers. It is for this reason that soul magic is almost universally banned.

Alchemy – While not exactly a magic, alchemy can be broken down into two varieties: potion brewing, and transmutation.

Brewing – Potion brewing can also be viewed as a form of herbalism. Those practiced in brewing can create potions that regenerate health, allow the drinker to move at an accelerated pace, or even resist the corrosive effects of magma, fire, and acid.

Transmutation – Transmutation is the art of transforming, or transmuting, one object into another. In order to create and object, something of equal value must be sacrificed. Additionally, almost all alchemical equations require a catalyst, the most common being redstone.
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Post  Eli on Thu Feb 23, 2012 6:52 pm

Magic falls under many schools. These are but a few of those included:


Nature Magic
The school of the druids. This magical school teaches the fundamentals of nature, and that all living things are precious. From the simple swine wandering through Miendienl, to the devious slimes covering the Laga Mines. Nature magic was used in the creation of The Grove, and is a necessity in Druidic Practices.


Force Magic
The thing that exists in all living things. Force Magic resides in all living things at one point or another in it's life-span. The spells of vello and urgeo allow the pulling and pushing of objects at a distance.


Restorative Magic
A favorite of Clerics and Healers. Restorative Magics are key to life, they entail spells such as remedium, which allow the caster to mend wounds.


Elemental Magic
The most common, and one of the more dangerous schools of magic. Elemental Mages are very common and possess qualities that far surpass that of the generic Force School. Elemental Mages can call upon the very fabrics of the elements of fire, water, wind, earth, and lightning so that they may utilize there abilities.



Necromantic Magic
The least popular, and for good reason, of all the schools is the Necromantic Magics. They are considered taboo throughout all of Betelgeuse, and are frowned upon in Miendienl. Necromancy entails bringing the dead back to life, and or twisting the fate of dying creatures. Taking life from the living, and transferring it into the world with spells such as langeuo, or summoning an army of the undead, are common practices amongst necromancers.


Alchemy
The most difficult school to master, and the most interesting by far, is that of Alchemy. Alchemy is in essence the equivalent exchanging of materials which allows one to create new substances from matter. One common practice is that of changing rotten old meat, into new fresh produce.


Soulcrafting
This school is banned in all forms throughout Betelgeuse. Any speaking of it can be punishable by execution and or imprisonment. It entails taking the souls of the living and displacing them into items for one's own self gain. An example of this would be stealing a soul and placing it into a weapon to gain greater power for the weilder. This generally comes with a steep price.


NOTE: This section is still very much under construction. I placed it here for reference.
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