Magical theory: Difference between revisions

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* [[Bard]]s — Exertion of sound waves and a relationship with the [[Naga]]
* [[Bard]]s — Exertion of sound waves and a relationship with the [[Naga]]
* [[Empath]]s — [[Empathy]] Transference link
* [[Empath]]s — [[Empathy]] Transference link
* [[Necromancer]]s — [[Thanatology skill|Thanatological]] Transference link and attunement to certain [[demon]]s
* [[Necromancer]]s — [[Thanatology skill|Thanatological]] Transference link and (potential) attunement to certain [[demon]]s
* [[Paladin]]s — [[Soul state]]
* [[Paladin]]s — [[Soul state]]
* [[Ranger]]s — [[Ranger Bonus|Attunement]] to the forces of nature
* [[Ranger]]s — [[Ranger Bonus|Attunement]] to the forces of nature

Revision as of 20:32, 18 January 2010

Magical Theory is the in-character lore that governs how magic functions and what it is capable of. Magic on Elanthia is a force that is described in mechanistic, systematic terms; unlike most other settings, magic is a force that is treated like a science, with well-understood laws and guidelines for use.

Mana & Attunement

Mana flows in lines through and around the planet, and is the force that ultimately powers spells; this is done by temporarily manipulating and diverting away from its natural state, producing spell energy. It is an inexhaustible resource that is effectively eternal, as mana cannot be truly created or destroyed, merely altered. It flows at different wavelengths known as frequencies, which are named for their associated applications and the method in which they are produced. From highest to lowest, these are Holy, Life, Elemental, and Lunar, with Divinity and Gravity existing outside of the spectrum that is usable by mortals. Each type of mana has different inherent properties that lend themselves to certain kinds of magic and a tendency to manifest in certain ways.

To use a type of mana, one must actively become attuned to it; people are not born with inherent predispositions to certain kinds of mana, nor is spontaneous mana attunement generally possible, and in normal circumstances it is physically impossible for a caster to be attuned to more than one type of mana (though exceptions exist; see Necromancers). This process usually takes place in modern times under the tutelage of a trained guildleader, and how prehistoric mages went about being attuned to mana is not known. In any case, attunement to a specific type of mana is typically permanent, as the process involves mental exercises that leads to subtle modifications to the senses of the mage that are usually non-reversible. Though mana does not actually have a physical appearance, during the process of attuning a mage to their mana they learn to "see" mana in a particular way by means of a sort of optical illusion, which is influenced by the guild or discipline they are receiving training from.

Necromancers, in contrast, attempt to train themselves and alter their physiology by way of barbaric modifications to their nervous system in order to "see" more than one type of mana at once. This process is imperfect, however; what they end up perceiving is an illusion caused by their brain and nervous system being unable to comprehend "seeing" more than one type of mana at once, resulting in the perception of a hideous amalgamation of the different types that doesn't really exist. This is typically referred to as Arcane mana, though it isn't actually a separate type of mana.

See the main article for more detailed information on mana.

Spell Patterns & Formulas

Casting most spells is a two-part process for the caster. The primary portion of a spell involves the spell pattern, which is a precise configuration of mana lines designed to produce a desired magical effect. What that effect may be will usually change depending on the type of mana being utilized, as different frequencies of mana carry with them different inherent properties and behaviors. Patterns may take two forms, a pattern or a matrix. A pattern is a simple, static spell pattern while a matrix refers to a spell pattern that can change properties based on some arbitrary condition. The energy that is produced when mana is manipulated away from its natural state is referred to as spell energy, and this is what is used to maintain that pattern and produce magical effects. Once a spell is cast, the streams of mana return to normal, leaving behind the spell energy produced by its manipulation. This spell energy remains in the pattern woven for it which will endure so long as the pattern remains coherent.

The secondary portion of the spell is the spell's formula, or the mental processes and calculations involved in directing the spell energy that is produced. It is here that any potential confounds come into play, such as the introduction or intervention of other external forces or energies.

A potential tertiary process comes into play in the case of targeted spells: in that case, the caster may also weave a target matrix around whatever they are attempting to direct their spell at.

Magic Resistance only occurs to the actual manipulation of mana, not spell energy. As such, Magic Resistance may weaken the power of a spell or even stop it from being cast entirely, but once the pattern has been created and cast the spell energy is not affected and cannot be resisted, though it can still be manipulated or dispelled with the proper tools.

Sorcery & Necromancy

Sorceries and necromancies are spell patterns that rely on the laws and inherent metaphysical properties of two different types of mana working in tandem to function. Sorcery is the mixing of any two non-Life types, while Necromancy utilizes Life in the pattern. Natural laws prevent Holy and Life from being mixed together easily, causing violent backlashes when it is attempted. Different sorceries utilize these energies in different ratios to produce their effects, but the majority tend to manifest as blue fire or unnatural purple light.

Sorcerous spell patterns as a result of their composition are inherently unstable and destructive. Using these patterns always possesses an inherent danger; a bit of misplaced energy within a sorcerous spell pattern can easily result in backfires which lead to an incredibly violent backlash of energy. These typically manifest as black and blue flames which destroy the hands and arms or worse. The risk of this happening can go down based on the particular spell as well as what is being mixed, but never fully goes away, even for the most talented magicians. The best possible interactions are the "concrete frequencies," Elemental and Life, that deal with the elements and ecosystems of the planet Elanthia, and the "otherworldly frequencies," Holy & Lunar, that deal with forces from outside Elanthia. The worst interactions are mixing the high frequency streams (Holy with Life and Elemental with Lunar).

Attempting to mix Life and Holy results in a unique effect typically referred to as a necromantic backlash, and can also happen when attempting to use Life mana in a spell pattern meant for Holy mana and vice versa. It results in damage to the body and a magical disease similar to flesh rot manifesting in the user, similar to other necromantically-engineered diseases. The inability to mix Holy and Life has the noticeable side-effect of not allowing a "holy necromancy" to exist, but whether this is due to the Immortals manipulating natural law to make it so, proof that there is such an innate evilness to necromancy that the emanations of the gods repel it, or is simply a convenient coincidence is unknown.

A Necromancer's unique way of attuning to mana grants them the unique ability to effectively manipulate and use those different frequencies of mana in their spellcasting, though your average Necromancer isn't really aware of what is happening.

Currently existing books of "pure" sorcerous and necromantic magic are:

Confounds

A confound is any external force outside of mana that influences the casting of certain spells. In reality, no modern magical discipline relies purely on mana manipulation and spell energy to generate all of their magical effects; the most extraordinary spells, usually the that are considered "signature" abilities for a guild, typically rely on some kind of intervening external force to produce that effect. Without these confounds, those effects would not be possible and magic would be much weaker than it is. Examples of confounds playing a part in magic can be seen in spells like Moongate or Murrula's Flames, as well as countless others. The confounds for each guild are: