Hugh Flynn
Hey you, hope you're happy up there. <3
THE FIVE MAGIC DIVISIONS
Alchemy is the magical discipline concerned with the transmutation and manipulation of matter. It is remembered for its role in Enlightenment-era science, in which it gained a large following of scholars who sought to turn common metals into gold, to convert ordinary materials into gemstones, and to create the Philosopher's Stone.
Uses include:
- Telekinesis
- Self-explanatory. But if you want an explanation, basically an alchemyst can move things with the power of big brain.
- The Philosopher's Stone
- A material of incredible power that can facilitate alchemical practice and temporarily grant immortality. The recipe for the Stone - which can be found on the seventh page of the Codex - changes every month; attempting to use the same recipe twice can have disastrous effects.
- DNA Manipulation
- Alchemists can manipulate or activate sections of DNA; this is exemplified by Nicholas Flamel growing a small forest from a hardwood floor in The Alchemyst.
Sorcery is a common mystical art practiced by many people who study magic. From what is told in the books, it is only limited by your imagination and the strength of your aura. This most likely means that you can do almost anything with sorcery, as long as you can imagine it. Before a sorcerer could do sorcery, they had to visualize it in their mind and have intense concentration.
Uses include:
- Scent Conjuration
- A sorcerer would have to have a strong mental image and memory of the smell to conjure it. Activating your aura while having a distinct scent to conjure in mind will evidently summon that scent at the expense of your auric energy.
- Walk on Water
- This was done by imagining the water condense greatly at one's feet. As long as one kept focusing on that thought, one would be able to walk on water. Of course, once one's thoughts wander somewhere else, the sorcery would collapse.
- Object Conjuration
- Sorcerers are able to produce objects purely from imagination. Any objects summoned are exactly like the real thing, the exception being food. While one can conjure food from nothing, the taste will be severely different. Worst-case scenario, it's inedible. Best-case scenario, it just has a horrible smell.
A Necromancer is a Magician who can use Necromancy, the ability to raise, communicate, and control the dead. They aren't as common as other kinds of magicians because it is considered a very dark area of magic. This also means not much is known about the magic.
Known uses include:
- Summon Dead
- If there are corpses within the vicinity, necromancers are able to call on those corpses to serve under their control. The summoned corpses have the same strength and speed as a normal human, and any information they knew when they were alive is retained. This means resurrecting a swordsman on a battlefield would have that corpse retain its knowledge on sword-wielding. The corpses however are very fragile, usually only one swipe from a weapon or one minor magic spell is enough to kill. Note that this can also summon corpses other than humans.
- Death's Medium
- Necromancers are able to summon the spirit of a deceased person under specific conditions. The necromancer must be at the exact site of the person's death. They must possess one of the six Swords of Power. The spirit will only be summoned when the necromancer sacrifices his own blood. Once all conditions are met, the necromancer has a limited amount of time to talk to the spirit, depending on how much blood was sacrificed. The spirit will always speak with absolute truthfulness.
- The Magic of Fire
- Masters of Fire are capable of creating and manipulating fire and heat using auric energy to devastating effect. In addition to wielding massive destructive power, fire magic can be used to seal wounds and heal injury, or to keep warm in harsh climates. Fire magic is dangerous to the wielder if not controlled properly, easily running out of control and destroying the spellcaster. Some abilities include healing, thermokinesis, pyromancy, and welding.
- The Magic of Water
- Masters of Water can alter the state, shape, pressure, and composition of water in nearly any conceivable way. In addition to wielding overpowering manipulative tactics, water magic can be used to manipulate weather. Water magic is a magic limited to its environment. Much like TLA Waterbenders, Water Magicians tend to carry a canister of water on their person at all times. Powerful Water Magicians don't need to do this though as they can draw water from the air as well as plants around them. In the case of the Mage, he can create water at will. Some abilities include hydromancy, manipulation of bodies of water, thermokinesis, and weather manipulation.
- The Magic of Air
- Masters of Air are capable of creating and manipulating air and winds using auric energy to incredible effect. In addition to wielding massive areal effects, air magic can be used for the power of flight and to control the weather. Air magic can be dangerous to the user since a majority of the powerful spells draw air from the user's lungs, which is hard to do when one is in the middle of a battle. Not only that, misguided air currents can easily sweep the user off balance as well as knock the air out of their lungs. Basically, the larger your lung capacity, the more effective you are as an Air Magician. Some abilities include aeromancy, exnomophis, flight, weather manipulation, thermokinesis, and typhokinesis.
- The Magic of Earth
- Masters of earth magic can alter the state, shape, and composition of the earth in nearly any conceivable way. In addition to being the most physically straining magics for both the user and the attacker, Earth Magicians can control earth-based life such as plants. Even until now, very little is known about the Magic of Earth. Experienced Earth Magicians have described it as the unification between two entities, you and the Earth. This differs from the other magics in the sense that you enforce your will onto the other elements instead of this unification. Abilities include lithomancy, phytokinesis, thermokinesis, and transmutation.
- The Magic of Light
- While Earth, Fire, Water, and Air are the four physical elemental magics, Light and Darkness are the two abstract elemental magics. Masters of Light are not only capable of controlling the physical light, but the divine properties of light as well. Light Magicians can manipulate the brightness, direction, and temperature of a light ray. They are able to transform into state of being in which they are one with their emotions, acquiring a peace of mind, and are able to expel themselves of any dark intentions. In this state they are physically and mentally empowered, capable of moving at high speeds, withstanding more damage, and enhanced strength. Magicians well-versed in the Magic are capable of enhancing the good emotions of a person. Some abilities include Light Form, Light Manipulation, Light Travel, Emotion Manipulation.
- The Magic of Darkness
- While Earth, Fire, Water, and Air are the four physical elemental magics, Light and Darkness are the two abstract elemental magics. Masters of Dark are not only capable of controlling the physical darkness, but the demonic properties of darkness as well. Darkness Magicians can manipulate the intensity, body, and form of shadows to their desire. They are able to transform into state of being in which their emotions are overridden, becoming a ravaging mindless monster that can only be stopped by a Master Elementalist Magician with a Pure Aura. In this state they are even more physically empowered than that of a Light Magician, capable of moving at high speeds, withstanding more damage, and enhanced strength. Magicians well-versed in the Magic are capable of erasing, manipulating and rewriting the bad emotions of their victim. Some abilities include Shadow Form, Darkness Manipulation, Shadow Travel, Emotion Manipulation.
Scrying is the art of seeing things that are happening somewhere else. This is done through the use of a liquid. While pure water usually works best for most magicians, everyone has a specific liquid that they need to use for the best effect. Once you have amassed enough of the liquid to fill a small bowl, picture the person, place, or thing that you'd like to see. Scrying for a vision only works if the object in mind is near the vicinity of liquid. Say you're looking for a person. If this person is held underground in a dry cell with no liquids whatsoever, you will be unable to scry for this vision. But say if there was a lake overhead and the water would be dripping down into the cell, you'd be able to scry for that vision through the perspective of the water droplets. (Through the perspective meaning you will see the room through the vantage point of a water droplet. So if it drops from the ceiling, your vision drops with it.)
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