Magic, Sorceries, and Miracles

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StoneWolf18

Within the Depths of a Dream
In our universe, there are three major types of arcane arts. Miracles, Sorceries, and Magic each with their own distinctions.



Miracles
These are often spells cast by priests via praying to the holy gods for their support, wisdom, and strength. They are extremely susceptible to Sorceries and strong against magic. The most common form of miracles are those that for more utility purposes. Such as being able cure the blind, heal the sick, shining a bit of light on an area. The more faithful and in a sense powerful priests can also perform feats of divination but that still does have its limits such as the caster only seeing what the gods what them to see. Along with that, out off the four holy gods priests who devote their attention to one will only be able to use miracles mirroring said god but at a great strength where as someone focusing on all of them can cast everything but much, much weaker. To cast such spells at all, the priests must be in good relation with their chosen god or all of them depending on who they should choose. After this, a holy talisman is to be held while they pray deeply with their whole being, for a shadow of doubt could shatter their connection to the holy plane, and possibly the gods themselves. Depending on what they are asking, should the god/s comply, they soon grant the caster the brief ability to do the act they are trying such as healing a wound.



Sorceries
Those who have bend their backs over ancient tomes and have a relatively high amount of intelligence are able to cast such spells using sheer logic alone. They are weak to magic but strong against Miracles. There are two types that these spells fall under. Mind (affecting one’s mental status such as inducing rage or calming) and body (altering one’s body to suit their needs such as being able to breath underwater or increase their or someone else’s strength.) Mainly focusing upon effecting themselves or others, a sorcerer in a specific type cannot learn spells from another due to the different way they are learned and used making a slight internal conflict between the two groups. But all of them have to do similar things, such as being carefully instructed on channeling one’s energy or the correct complex equation that makes a certain spell work. Next they must channel said energy into something for they lack the ability to do it within themselves. Novices choose a large and sturdy wooden staff because it is not only difficult to overwhelm and shatter, but because it they tire out of energy, it makes a decent thing to lean on. Although some of the more skilled sorcerers choose smaller object such as wands or maybe even a small ring because they are aware how much energy the object can take. Once chosen, runes are they inscribed on its surface that they claim are to assist them with their abilities but in reality are so they don’t forget the most basic formulas. (Most of they are arrogant bastards.) The caste then channels their energy into their object, using it as a conduit to cast the spell.



Magic
Most often referred to as an unholy power, demonic possession, or unearned talent, magic is able to be used by those gifted by a higher being to have the natural ability for it, not requiring to call onto the gods or books for assistance. Aside from this clearly being cheating in a sense, it is seen as impossible from a sorcerer’s perspective and blasphemous and unholy from a priest’s. They are weak to miracles and strong against Sorceries. Another thing that makes magic seem to rival the other two would its versatile nature, the mage being able to focus heavily in one area, and do a number of things with it. They are, weakest (but most adaptable) to strongest (powerful but less adaptability,) elemental, medicinal, illusion, necromorphic, and abysmal. It is impossible for someone to be gifted in more than one area. Also, one doesn’t need to be a Child to be a mage. There are other forms such as demonic possession (highly unstable) and the very rare case of being born with the ability whilst having their soul. 

  • Elemental - By far the weakest out of all the schools but the most useful, a mage is able to harness one element subgroups for offense, defense, or utility from the following. Each are rather common with the latter subtype being slightly rarer than the former.



    Earth - By focusing on earth, the mage is able to morph either rock or plants to their will.
  • Water - This will allow the caster to control either water or ice.
  • Fire - The mage has access to either flames or heat in itself.
  • Air - Can either control air currents or achieve flight, although the latter is much more difficult as most would fashion wings out of deceased birds despite how complicated it is instead of devoting all time and energy to it.
  • Light and Dark aren’t listed because they are impossible. One cannot be holy without a soul, nor channel darkness without having been gifted with abysmal.

[*]Medicinal - This has the potential to be more offensive but it isn’t common as mages with this gifted school tend to more pacifists, not fancying physical combat all that much.


  • Healing - The more basic version of this school, they are able to heal wounds from small cuts to more extreme injuries. How much or severe they can heal depends on a few factors such as their amount of energy and how skilled they are.
  • Transmutation - The act of turning one substance to another, this is a rarer form of magic in the medicinal school. It is most commonly practiced as alchemy, allowing them to purify water or make an elixir to sell for a prophet. Liquids are easier to manipulate than solids, and solids more than gasses. But the substance cannot change forms, meaning one cannot turn water to ice without freezing it, melt iron without extreme heat, so on and so forth. The caster can also only manipulate the substance slowly, the longer it takes depends on how drastic the change and how skilled the mages is along with how much energy they have at the time. Such as it could very well take years to turn iron to gold or water to oil.

[*]Illusion - Reaching the more difficult and rarer schools of magic, illusions comes in two types and is rather taxing to learn but rewarding in the end.


  • Physical Illusion - This is the more common form of the school that allows the user to change the appearance of an object either subtle or dramatically. Such as making an orange appear to be an apple. But there are multiple flaws such as if the victim(s) watched the brief change occur (the object seems to ripple similar to drops of water falling into a pond) or know that something else had been their prior. If the object is damaged in any way, the illusion will break. The object taking the form of something is only visual as well. So if one were to make a stick look like a sword, it would remain as blunt as a stick. Another thing to note is that a mage must have seen the item they would like the other object to look like. If they haven’t, or not in depth, then they would end up warping the mirage of the object clearly indicating what it is that they are doing. (The thing they are trying to make appear must have been seen with their own eyes for full effect. A drawing can suffice, but it will only go so far.)
  • Mental Illusion - The rarer form of the Illusion school, this allows the mage to make the target feel a certain effect, whether they are burning, in pain, depressed, happy, etc. This is however not used for offense all that much for whatever the caster is inflicting onto the target must not only have been felt before, but be felt by the target during casting. This means if the target is feeling an unbearable amount of pain, the mage will as well most likely making it impossible to keep it sustained for more than a second or two at most. This is the only magic that directly affects the caster as well as target.

[*]Necromorphic - As it sounds, this is allowing the mage to deal with the deal.


  • Ghost Whisperer - The caster is able to communicate with the deceased via a ritual involving their soul and corpse. That being said, a corpse must still exist even if it is ash, the mage must be knowledgeable of their burial place, and have a sure connection with the abyss to draw the soul they're looking for out so they can communicate with them. But they are unable to force the soul to talk for they do still have a will of their own.
  • Necromancer - One of the rarest subforms, this allows the caster to raise certain creatures and people from the dead as long as they can sustain the spell. But there are limits such as the corpse being intact enough to allow movement, the creature being much too powerful for the caster to raise (such as a dragon or maybe even a skilled swordsman.) There aren't many necromancers eh are public with their abilities due to how controversial they are, even among the Children. For one’s sacred burial rights are very important to most cultures and the act of using an animal as a tool is frowned upon by a few.

[*]Abysmal  - There is only one type of this school and for a good reason. Only one person is able to use it, Sirris herself. Abysmal is used to describe her godlike powers and how no one, even her own children, would be able to rival her except the holy gods themselves. Anyone claiming to have such a power is usually shunned for blasphemy as the specifics and limits of her power are greatly unknown to the living and undead.





Applies to all three

  • Energy is key to all of them as this is what powers the spell. The lower the energy the longer one has to rest before trying to cast again. Sorcerers and Priests have to be wary of killing themselves by putting their life force into a spell while mages (specifically children) can only fall unconscious for days before waking.

  • All arcane arts work on a scale of one to five, the latter being the strongest with the former being the weakest. They are calculated as follows:



    One - This is a fresh priest, a sorcerer who had just begun studying, or a new mage. They can barely control or know how to use their energy/magic effectively.
  • Two - Studying or having been a Mage for at least fifteen years, they are mediocre at casting, but a priest could only heal a mangled limb with moderate difficulty, Mage could sustain a ball of flame for an hour or two, and sorcerer pacify an enraged wild bear.
  • Three - After studying for thirty years, they are average in the arcane arts. Priests can heal most ailments with some ease, sorcerers warp half their body at a time or begin to use their spells on sapient species, and mages be proficient enough to use their flames effectively in combat.
  • Four - After fifty years, they are at the level of a high priest, master sorcerer, or arch-mage. At this point they are very through with their skill in the arcane arts, it being rather rare to find a mortal being or an undead here without an aged mentor at this level of skill.
  • Five - Almost an unreachable level of skill, this would require eighty+ years of study making the person in question more than exemplary in their chosen field. It's almost impossible to find someone at this level for undead would've most likely been killed before this point and any mortals deceased.
  • Six - At this point, there has been only one person to ever reach such a level, the first Child. They devoted every waking moment of their resurrection to serving Sirris and strengthening their connection with her for over two hundred years and rumor has it they still continue to do so, but of course this is only speculation. 
 
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