Magic Lore

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A short rundown on Practical Magic and the more advanced Branches Of Magic

Practical Magic


 


The very first and foremost thing all mages learn is Practical Magic, basic, low level spells that take very little mana to cast. As the student grows, their aptitude for one Branch of Magic will become clear to them. More advanced spells from the Branches are learned from Tomes alongside instruction from teachers. These lessons are incorporated into their daily lessons. Adults are welcome to come and refresh their knowledge in night classes at any time.


The Abjuration Branch.


    Mend - A basic healing spell, only about as effective as a band-aid at first. 


    Defend - A weak defense buff that only faintly absorbs anything up to the force of a punch. 


    Create - Using magic the caster can create a physical item. At first it’s temporary, lasting only a few minutes. Not the same as Item Transmutation.
    Forcefield - Instead of absorbing a blow, this spell blocks anything up to the force of a punch. 


The Conjuration Branch.    


    Candlelight - A small beacon of light hovers above the casters head, shining no more light than a candle. It lasts for 30 seconds, the duration increasing with level,                                lasting an hour at maximum level. 


    Flame - A small enough flame to light a campfire or candles hovers at the tip of the wand, lasting ten seconds.


    Summon - Summons a weak familiar that has no tangible form at low level, lasts for 45 seconds. 


    Blink - A spell that teleports the caster six feet ahead, can be used while moving. Has a ten second cooldown.


The Divination Branch


    Predict - Has a chance to allow the caster to see a two second image from the future, although the image will never be exact and very open to interpretation. 


    Detect - Searches the area in a six foot radius for any magic, traps included. Not super effective at low level. 
    
The Enchantment Branch


    Manipulate - Never a really strong spell, manipulate allows the caster to help someone change their mind. It cannot be forced.


    Telepathy - Practical telepathy requires skin to skin contact, a hand on an arm generally. Mastery allows for longer distance mind reading, although skin to skin contact                       has to have been made previously.


    Enchant - Allows the caster to imbue an item temporarily, wands are not included. This is not to be confused with Animation as it cannot bring the item ‘to life’. 


The Illusion Branch


    Invisibility - Allows the caster to shimmer into invisibility for ten seconds. Movement may be spotted by the slight shifting of light. Masters can cast it on allies and for                           longer periods.


    Illusion - Casts a copy of the caster that mirrors their actions, it lasts for ten seconds and has a fifteen-minute cooldown. The higher level illusions last longer.


    Glamours - Changes the appearance of the caster. Beginners start with hair and eye colour, masters can chance their entire selves, adding or subtracting height and                          weight.


The Transmutation Branch


    Elemental Transmutation - A hard Branch to even start in, the caster can transmute one element into another. Beginners can only do one small batch a day and                                                       rarely does it remain permanent. 


    Shapeshifting - Not many mages can master shapeshifting, in fact, a lot either fail or get stuck mid-shift. Shifters who are stuck in animal forms lose their humanity in a                              year and often end up out in the wilds, if not dead. It’s a dangerous and exhausting Branch to learn.


    Item Transmutation - Taking physical components that make up the desired item a skilled caster can create the item, or mend one. Making or modifying living                                                    creatures is strictly forbidden.


The Evocation Branch


  Animation - The ability to bring inanimate objects 'to life' for a short time. Beginners can make small, simple items move. The spell only lasts for a few minutes. More                          advanced users can animate larger items for longer times, some Magi use this to help clean their home.


  Elemental Manipulation  - A very hard spell to master, this spell allows one to change the weather. No more rain on your wedding day, as long as you're subtle about it. A beginner can only effect a radius around them of a few feet, generally only the temperature. It saves on heating in the winter.


  Telekinesis - The ability to use ones' power to 'float' an object. Beginner magi start with smaller objects, lighter things like paper and feathers, just until they learn the control needed for larger items, like cars and people. Used subtly, this spell has saved lives under the guise of a group effort or a burst of adreneline from a singular person.


Alchemy


Alongside spell-casting, students are offered alchemy classes. This is a more advanced class and teaches potion making, mana potions are not included as they are extremely well guarded and costly. (See: Liquid Lightning)


Liquid Lightning


Mystery surrounds this metallic purple/silver substance that is created from lightning. The top dome room of the Academy is magically locked with advanced magic and guarded 24/7. Inside the room, suspended from the ceiling by thick iron chains hangs a huge crystal sphere. The sphere itself is roughly ten feet in diameter and has copper coils wrapping around the exterior. There’s a hole at the top where a copper lightning rod extends from just inside the sphere through a hole in the ceiling. 


Lightning that strikes the rod is sent through it and a cloud forms, the same purple/silver tone of the final product. A tap is attached to one side, which when turned on causes the cloud to swirl, liquefy and trickle through a deep purple gem, the Liquid Lightning is drained into small vials and used by mages who can afford it.


Branches Of Magic Quick Reference List


Abjuration: Healing, defense, force-fields.


Conjuration: Creation, summoning, teleportation


Divination: Extrasensory Perception and magic detection


Enchantment: Emotion Manipulation, Telepathy, Enchant Item


Evocation: Animation, Elemental Manipulation, Telekinesis


Illusion: Invisibility, Illusion, Glamours


Transmutation: Elemental Transmutation, Shapeshifting, Item Transmutation
 
 
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