Magic

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Magic is part of the world and conclusion of the elements. It’s god-given and natural at same. Whenever powerful artifacts are made, superiorities defeated and impossible things happened, magic was used. There are many sorts of magic and uses, but it’s still no almightiness but bound with high risks. You can’t destroy the rules of physics or nature, because magic is based on them and has its own rules. Whoever tries to abuse it, will be punished by mages of honour or at least the gods.

Contents

Sorts of Magic

In Legonia ther’re two main categories to decide:

hereditary

Hereditary is the fundamental power of magic in only a few races. Best known are Elves, Jinns, some Goblins and also special Undead (e.g. Vladeks, Shazzuru demons). Sorcerors of these races are the best ones because they aren’t addicted to spellmagic or supporting items like wands, even if they would increase the power of magic. Hereditary magic is easy to learn, but trained from masters most powerful. For example the Big River is a conlusion of a powerful elven nature spell, which can’t copied by human mages. Mostly, nature mages also use elemental magic. How good they are, variates much. Forestelvenpriests and goblinwitchers are experts, Shiarasin only have weak skills.

Learnable Learnable are many sorts of magic for every race in general. But the training needs talent, high intelligence, mental strength and patience. Compared to hereditary magic, these people need much more energy (Mana). To become a mage as normal citizen is a long run, hundreds of books and scrolls explaining, and without a master, only genies will have success. Simple categories can be used with wands and scrolls, artifactmagic, curses or evocations need many devices and help. Different groups in Legonia concentrates on different kind of magic. Most famous are the Blue Mages, who came after Merlin and are often advisors of the kings in north Legonia. Most magicans are teached in their expensive academies in Middle Kingdom and only choosen persons. Biggest school is in Azuran. But also unliked witches and witchers learns the art without support and have their own communities. South of Outlaw Hills, a cult of druids experiments with nature spells. Blackmages don’t care on principles or rules. The south of Legonia concentrates on shamanism and exotic uses. The Forgotten Kingdom was destroyed while the Witchwars, so we can’t say any specific about.


Categories

There are different main categories but of course in reality, a mage often combines them in a spell.

Elemental magic

Most power can be found in nature, so real masters of elemental magic could bend laws of physics for short periods just by willpower. In best cases, an elven highpriest could cast storms, call floods or let errupt vulcanos. The Big River is one impressive evidence of that epic power. But mostly, elemental magic is just manipulating plants and environment, controlling animals, teleportation, tranformation etc. . This category is hard to learn so most seen by nature mages like elves. But a few witches and druids celebrated first succes on this area, too.

Spell magic

Most used by legonian mages is the easy spellcast magic, which brings special effects and events by using gestures, words and willpower. The origin of this art isn’t known exactly, but people think, that Merlin invented the spellmagic to gain the nature force (mana) of environment for normal people. Spell books contain instructions for fix defined spells. New spells can only be invented or discovered by real masters with high knowlegde. Every spell must be learned alone and without helping devices like wands or crystals it’s nearly impossible for adepts. From easy heal- and combatspells to mind control, many effects are known. But all together just have short-time effects.

Curses and Artifact enchantment

Witches from Totenfelde and Moorflüt prefer the using of curses. These enchantments are either person, item or location bounded, what’s the same basic magic as artifact creating. A curse itself is somekind of sleeping spell, which shows his effects on a long term after someone touched him. With crystal balls you can curse also people, who aren’t nearly. Breaking a curse is a complex thing. A curse mustn’t be a bad thing basicly, but has often negative effects on the long term. For example, a wrong casted love spell can be horrible if you didn’t set any time period before. The biggest known curse faced the crew of the M.S. Everglory. A demon forces all men to work for him as undead pirates for eternity.

Artifact enchantment fixes magic effects at items permanentely. So, a sword can be blessed as holy weapon in everyone’s hand or brings them a bad curse. Powerful artifacts are made by masters and often in weeks-long ceremonies. Usual artifacts are wands, witches’brooms, invisible cloaks and crystal balls. On first somekind of support spell is working, which stabilizes energy and make spellcasting easier and stronger at same time. “The high manufacturing of artifacts” in Azuran produces many wands and talismans of all sorts for selling. Priests are good in artifact enchantment and curse-breaking.

Shamanism

The shamanes of the Fog Islands and also orcish priests are using this untypical art to gain supernatural events. Immolations and dances beg for support from gods, nature ghosts and other astrally lifeforms. If they hear that call, they may help with magic blessings or otherwise. Shamanism is more begging and religious cult than using own magic.

Evocation magic

Similar to shamanism, but more directly. Especially sorcerors of the Skorpion Emirates try to evocate Jinns or elemental ghosts, bound them and force to serve. Without own magic this isn’t possible but the called creatures are often more powerful. In North-Legonia, evocation magic is used for contact dead souls. Theoretically, allmighty demon gods can be called, but that is very complicate and not intelligent. A giant ceremony was hold at the demon portal in Dragonia vulcania by the dark mage 0 n.C. but was interrupted in last minute, what rescued the world.

Alchemy/potions

Herbs and other ingredients have magic skills, so right mixed potions can have strong effects. Possibilities are countless: healing potions, transformation salves or a powder, which makes everything to gold when touched? Many goblins are selling these expensive aids, most alchemy manufactures you can find in Moorflüt. High knowlegde and magic skills are needed for good alchemy work, but you mustn’t be a ful mage. Alchemy is an official science.

Black magic

Isn’t a real category. The term black magic descripes the respectless experimenting with possibilities, to betray the laws of nature and physics. Black mages use their skills egoistic and against every principles, so they sin against the gods and life itself. Black magic should only be used if you want to be in cahoots with demon gods. If not, nobody will help you when a god punish you for your falses. To black magic belongs: evocation of undead or demons, reanimation of long-time dead, mutilation of lifeforms or corpses and magic ways of immortality. The biggest and most evil black mage leads the Black Army in Deadwood. Rumors say, that he got killed in the big battle at the demon portal but because his corpse has never found, it’s not proved.

Groups

Different groups have different cultural backgrounds and specialisations. Mostly, their culture is the one of their environment/kingdom but magicans are often popular and hold a high social status. Others like Witches or druids are avoided by the people and create their own social networks. Following a list of typical hints:

Elves/ Goblins/ Jinns/ Nature ghosts:

Elven priests are master of elemental spells, using them only to protect the forests, Goblins good alchemists. Blue mages/ north legonian sorcerors: Alumni of an academy, using spell magic and artifact enchantment, a few alchemy and other categories. Lives after holy codes and are often rich.

Blue mages/ north legonian sorcerors: Alumni of an academy, using spell magic and artifact enchantment, a few alchemy and other categories.

Witches/witchers:

Totenfelde and Moorflüt; many in swamps and forests; free lifestyles; using elemental- curse and spell magic.

Druids:

Outlaw Hills, Hain of Druids and Elven forests; using easy elemental and spell magic; secret communities.

Priests/Highpriests: Churches, temples and abbeys in Middle Kingdom and Skorpion Emirates; master of evocation and artifact magic.

Schamanes:

Schamanism and evocation magic; archaic and dangerous

Demons/Black mages/others: All sorts of magic, but only for own advantage

Magical and holy Places

There are many holy places like temples, churches, the magic market, Hain of druids etc., where you can find magicans often but there's one very special place, only high important sorcerors are able to enter or even know about: The "Forum Magikum", nobody knows exactly what's it and where to enter but it's existing.

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