Adventures of Caelereth

Help Boards => General Questions and Answers => Topic started by: Mina on July 23, 2007, 01:23:23 AM



Title: Magic Guide
Post by: Mina on July 23, 2007, 01:23:23 AM
INTRODUCTION

The way magic works in Caelereth is rather different from what one might expect from a fantasy world.  Thus, players often find magic here to be quite confusing.  The aim of this guide is to provide the average player with sufficient information to properly create and play a mage in the RPG.  

The term "magic system" as used here refers to a set of ideas or beliefs about how magic works.  There are many magic systems in the world of Caelereth, but to keep things simple, only one system will be covered in this guide: Ximaxian Magic.  This is because Ximaxian Magic is the dominant magic system in the Kingdom of Santharia (aside from clerical magic, which is not usually regarded as magic by Santharians), which is where most roleplaying takes place.  

Ximaxian Magic is the magic system practiced by the magi of the Academy of Magic in the Santharian city of Ximax.  As mentioned above, it is the dominant magic system in the kingdom, practiced by most of the kingdom's magi (who are themselves usually trained by the Academy).  Notable exceptions are the Elves and Brownies, who have their own magic systems.  However, the Elven system is closely related to the Ximaxan system, and the two are similar.  Due to this, they are temporarily being treated in the RPG as being identical until the Elven system is properly fleshed out.  

LEARNING MAGIC

The ability to perform magic is not an inherited trait.  Instead, it is a skill that almost everyone can learn.  This also means that, except for a rare exception that will be addressed later, it is not possible to perform any magic without first having been trained.  

The minimum age required for training in magic is 12 for humans, and the closest equivilent age for other races.  The minimum amount of time needed for a human to progress from one level to the next is shown in the table below:

Level Minimum
Training Time
Minimum Age
12 years14
23 years17
34 years21
44 years25
55 years30
66 years36

For characters of other races, these figures should be converted to the nearest equivilent for that race.  Also, note that levels 4 and above are currently restricted.  

There are several ways to obtain training in magic:

The Academy of Magic: Located in the center of the city of Ximax, the Academy of Magic is the best place in the kingdom to receive training in Ximaxian Magic.  It has considerable educational resources, and is also where most of the best and most knowledgable magi are located.  Many of the kingdom's magi are trained here.  

Other Magic Schools: Most Elven tribes can be assumed to have their own magic school, and Elven characters have the option of being trained in their tribe's school instead of the Academy of Magic.  The usual restrictions still apply, however.  

Private Tutors: It is also possible to be privately trained by a mage.  However, as a private tutor would not have the same resources a school has, and often not as good as a teacher from an actual school, the training is likely to be less effective, and progress will be slower.  

BASIC CONCEPTS

The Elements

According to Elven and Ximaxian philosophy, all things are made up of some combination of four basic Elements: Earth, Fire, Water, and Wind.  An Element can be thought of as a collection of certain properties.  In general, the more influence an element has on an object, the more it displays that Element's properties.  

In the Ximaxian Academy, each student attends one, and only one, of its four "Elemental Schools", each of which teaches the manipulation of one of the Elements.  This includes not only how to handle the physical form of an Element, but also its various properties.  

Properties may be grouped into two categories, physical and spiritual.  Physical properties are self-explanatory; they are the properties that are displayed physically.  Spiritual properties are displayed only in animate living beings.  They have nothing to do with the physical form, and are instead associated with the mind, will, and feelings of the being, influencing how it acts.  

The following are some of the more prominent properties each Element:

Earth
Physical: hardness, stillness
Spiritual: obstinacy

Fire
Physical: heat, light
Spiritual: passion

Water
Physical: coldness, fluidity
Spiritual: unpredictability

Wind
Physical: movement, intangibility
Spiritual: calmness

Car'áll and Ouniá

Car'áll (plural car'alliá) and ouniá are important concepts in Ximaxian Magic.  "Car'áll" is an Elven word that is often translated as "aura", though this is not very accurate.  A car'áll is a non-physical aspect of an object, which can be thought of as an "astral body" of sorts.  All things have a car'áll, and changes to the car'áll is reflected in the physical form, and vice versa.  

"Ouniá" is also an Elven word, and translates as "portions".  A oun (singular form of ouniá) is the smallest unit of a car'áll; it cannot be divided.  There are four types of ouniá, one for each of the Elements.  An oun of each Element expresses some of the properties associated with that element.  The amount of influence an Element has over the car'áll depends on the relative amount of that Element's ouniá present, as well as how strongly the ouniá are expressing that Element's properties.  

Ouniá are connected to each other by what are known as "xeuá links".  A car'áll is essentially made up of ouniá and xeuá links.  Xeuá links vary in strength, and this determines how strongly ouniá expresses their Element's properties.  The stronger a xeuá link is, the more strongly the ouniá it connects will express their properties.  

Xeuá and Ecuá

In addition to the Elemental Schools, the Ximaxian Academy also has two advanced schools, commonly called the "Archschools", which teach the manipulation of xeuá links.  Entry is open only to advanced magi of the Elemental Schools.  

As mentioned, the Archschools teach the manipulation of xeuá links.  Xeuá focuses on strengthening the links, while Ecuá focuses on weakening them.  These are the most advanced and powerful forms of magic in the Ximaxian system, and magi of these schools are no longer limited to affecting only one Element.  

Due to their power, as well as the fact that good knowledge of Ximaxian Magic is needed to play one properly, Xeuá and Ecuá magi can only be played by those who know the magic system well.  

Spellcasting

Spellcasting refers to the act of creating magical effects.  It is basically the imposition of the mage's will on the target, and does not involve any special magical energies.  Note that "magical effects" are only called so because they are produced using magic.  Otherwise, there is nothing magical about them.  A magically-created gust of wind is no different from a natural gust of wind, for example.  

Spellcasting can be made easier with the aid of spell reagents and formulae.  However, all that is needed for spellcasting is will.  Reagents and formulae do not actually have any magical properties, and used alone, will not result in anything special happening.  They merely make it easier for a mage to cast a spell, and are, in theory, never actually needed.  In practice however, a mage attempting to cast an unfamiliar spell (eg. when they are first learning it) might find it extremely difficult or even impossible without using its reagents and/or formula.  

The Spheres of Magic

A mage causes magical effects by willing changes to happen to a target's car'áll.  There are many possible changes, but all are variants of three basic techniques, called the Spheres.  Each Elemental School has their own name for the Spheres, but otherwise they are the same for all four Elements.  

Sphere One:
Sphere One is the simplest of the Spheres, and is usually taught from levels 1 to 3.  It alters how strongly the properties of an Element is expressed in a car'áll.  This can be done with all properties, or with skill, only some, or even just one property.  As the influece of an Element is affected by how strongly its properties are being expressed in the car'áll, this can increase or decrease the overall influence of an Element in a target car'áll.  The main disadvantage of Sphere One is that its effects are temporary, ending once the caster stops focusing on them.  The other Spheres can create more persistent effects.  

Sphere Two:
Sphere Two is mainly taught from levels 4 to 6.  It involves the movement of ouniá from one location to another.  This allows the influence of an Element at a point or a small area be altered.  For example, if a mage gathers a lot of Fire ouniá at a single point, it will cause the influence of Fire there to increase greatly, producing a small ball of flame.  Sphere Two effects are not always very stable, however.  Should the mage in the example stop focusing, the ball of flame would either explode, or if the mage is skillful enough, shoot off in a certain direction.  

Sphere Three:
Sphere Three is the most powerful of the Spheres, and is taught from level 7 onwards.  It involves the addition and removal of ouniá from a target car'áll.  This includes removing ouniá from a car'áll and adding it back in a different configuration.  These enable Sphere Three to not only alter the influence of an Element by changing the quantity of its ouniá present, but also to mimic Sphere One and Sphere Two effects.  A good knowledge of how the other two Spheres work is needed to use Sphere Three effectively, which is why is taught after them.  

The Gifted

A very small number of people are the exception to the rule that one cannot perform magic without first being trained to do so.  Magi usually call such people the Gifted.  Although these people can create magical effects without training, this happens only under extremely great stress.  Even worse, this is not a conscious act, and the caster is probably unaware that they are the ones causing the effects.  These of course mean that the effects are uncontrolled, and thus can be quite dangerous both to the caster and those around him.  

The good thing is that given proper training and motivation, a Gifted person often turns out to be quite a talented mage.  They are thus highly sought after by the Academy.  Some however, go unnoticed by the Academy.  If they are lucky enough to have experienced the unconscious creation of magical effects and survived, they might eventually figure out that they were the ones who did it, and maybe learn to reproduce those effects consciously.  Those who manage to do this are often termed Gifted Macanti (though most dislike being called macanti).  Unlike a properly trained mage though, they are usually limited to only a few effects, normally rather minor ones.  

Enchanted Items

Enchanted items are objects that have been given unusual properties through magic, or in other words, enchanted.  Strictly speaking, the term only applies to those with permanent or long-lasting enchantments; Sphere One can be used to imbue an object with certain properties for a short time, but such an object is not usually considered enchanted.  

Enchanted items are very rare, as they are difficult to create, and not many magi are powerful enough to create them.  The simplest are Elemental enchantments, created using Sphere Three.  Enchantments of this nature affect the enchanted object only; one may not enchant an object to cause an effect on something else, such as a person wielding it.  More complicated and powerful enchantments can also be created using Xeuá and (less commonly) Ecuá magic.  Such items are extremely rare, and very seldom seen.


Title: Re: Magic Guide
Post by: Solaron Luanris on August 20, 2008, 02:04:58 PM
How does one know what level they are in magic if the are another race?? I can't seem to figure it out.


Title: Re: Magic Guide
Post by: Mina on August 20, 2008, 04:39:54 PM
If your character is an elf, use the elven aging calculator to determine what their equivilent human age is.  Then, just refer to the table above.  For other races, you might have to ask around to find out how to calculate their equivilent human age. 


Title: Re: Magic Guide
Post by: Capher on February 28, 2009, 01:44:50 AM
Draconian Magic is one of those that should be included in the special ones such as Elven and Brownies. Draconian Magic or (thought magic) is only used by the Adamant Dragons, which are dead and the Shapeshifting Dragons...The more disciplined the mind of the Dragon the more powerful he/she is.

Since I know that Dragons are not allowed as RPG players, this only applies to Capher, who was grandfathered in.

If there are any questions or debates on this issue I would gladly do so, including if need be, that Capher must lose his magical abilites.


Title: Re: Magic Guide
Post by: Azhira Styralias on February 28, 2009, 02:21:06 AM
Draconian magic is probably some thing that could use further developing. I was unaware that dragons used magic at all and that intrigues me. Perhaps something I could develop at a later date.

Capher, your character is recognized as very unique and alot of your history and abilities are accepted only because your character is old and has been played since before the current rules. I think I speak for everyone when I say that you do not have to conform to the current rules, unless you really want to. The uniqueness of Capher would be gone if you took away your draconian heritage and abilities.

I prefer to keep Capher as he always was and make no huge changes to him. I would welcome a revision to your CD perhaps to conform to the current guidelines, such as a history and magic abilities, etc. But, that is not required at all.


Title: Re: Magic Guide
Post by: Kalína Dalá'isyrás on February 28, 2009, 02:53:03 AM
I agree with Azhira. Make no large changes to the character himself, but feel free to elaborate on the delivery of his description


Title: Re: Magic Guide
Post by: Capher on March 01, 2009, 03:15:02 AM
Ok, and thanks.


Title: Re: Magic Guide
Post by: Kevlamin Serpenthelm on May 09, 2009, 04:17:42 PM
I have been studdying in the magic system for a while as to completly understand it. How would i prove my knowledge of the system to be able to play Xeuá or Ecuá magi ?


Title: Re: Magic Guide
Post by: Roosje Greenfields on May 09, 2009, 09:13:06 PM
My suggestion would be to create a 'normal' character first so that you show us that you understand how to balance a character, as this will be quite the hardest part if you want to ever play a Xeua/Ecua mage. Other than that, in any mage character the magic section will have to show your depth of knowledge, and since you need an admin approval for such a character you could write down your magic section and pm it to an admin to see if they're happy with it.


Title: Re: Magic Guide
Post by: Kalína Dalá'isyrás on May 10, 2009, 01:36:54 AM
Xeua/Ecua are restricted from play. They are not allowed


Title: Re: Magic Guide
Post by: Kevlamin Serpenthelm on May 10, 2009, 02:42:05 AM
O, sorry. I saw in the restrictions section that it would require demonstration of ones knowledge of the magic system, I didn't know they were restricted.


Title: Re: Magic Guide
Post by: Kalína Dalá'isyrás on May 10, 2009, 02:45:24 AM
Those levels, yes. Especially since the difficulty and power of them is so great.

No Ecua or Xeua mages exist on the board at this time.


Title: Re: Magic Guide
Post by: Kevlamin Serpenthelm on May 10, 2009, 04:42:41 AM
OK, thank you for notifying me. Just for clarification so I don't do this again can you tell me the levels that are available, I probably will go with a low level such as 3 or 4 just to prove to you guys and myself that i know my stuff


Title: Re: Magic Guide
Post by: Kalína Dalá'isyrás on May 10, 2009, 04:48:23 AM
Level 3 is the highest you can go without Administrative approval and it is highly recommended for a first character.


Title: Re: Magic Guide
Post by: Kevlamin Serpenthelm on May 10, 2009, 01:07:35 PM
ok thank you
then thats what i'll do, level 3


Title: Re: Magic Guide
Post by: theolas on May 19, 2009, 01:27:31 AM
hi i just made a female half-elf and my age put me higher that the spell i can handle is it alright if i am at a lower level for my age pluse my to has a pychal hady cape does this chang anything


Title: Re: Magic Guide
Post by: Mina on May 19, 2009, 03:35:08 PM
Yes, you can be a lower level than is allowed for your age.  I'm afraid I don't understand your other question.


Title: Re: Magic Guide
Post by: peaseful_reji on June 06, 2009, 07:31:09 AM
um...i just got here...

(edited by Kalina for the slower internets)


Title: Re: Magic Guide
Post by: Kalína Dalá'isyrás on June 06, 2009, 07:42:15 AM
Welcome, then Pease. Please be considerate of people's bandwidth.


Title: Re: Magic Guide
Post by: Phlegah Sphirn on June 11, 2009, 05:28:47 AM
Do the Volkek-Oshra have to be fire mages? Or can they be of any of those four schools?

Thank you for your advice,

Phlegah


Title: Re: Magic Guide
Post by: Fu Luft on June 11, 2009, 06:35:42 AM
Hi Phlegah,

An interesting question, I've been wondering about this myself. There is much in the Volkek-Oshra entry to suggest that Fire Magic is their strongest tradition, but I've found nothing that definitely rules out the possibility of a Volkek Oshra choosing a different element. So if you want to be a Volkek Oshra wind, water or earth mage, I'd say go ahead! (But I'm not a CD moderator, of course - and I can't guarantee the moderators will agree with me.) Maybe explain in your CD history how your character came to make her unusual choice of element?

Good luck with the character creation,

Fu


Title: Re: Magic Guide
Post by: Phlegah Sphirn on June 11, 2009, 04:58:33 PM
Hi Fu,

Thank you very much for your thoughts and advice. They are greatly appreciated. The main reason why I'm interested in one of the other schools is that the title Phlegah is hopefully going to get is 'Incompetent Mageling', and I figured that a school other than Fire might be worthwhile as a result. I initially decided on Incompetent Spellfizzler, but then I saw that Spellfizzler is a 'technical' term regarding magic in Caelereth and didn't want to do anything like that.

I might just go with the Fire School and play it safe.

Kindest regards,

Phlegah


Title: Re: Magic Guide
Post by: Irid alMenie on June 11, 2009, 05:13:49 PM
Just as a  note, we generally allow a lot of things, provided they are explained properly. So if you have a good reason why your character would pick an element other than fire (like, embedded within his history and stuff, nothing out of the blue) chances are high we'll allow it, notwithstanding a margin of error ;)


Title: Re: Magic Guide
Post by: Mina on June 15, 2009, 10:38:52 PM
Sorry for the late reply, but Irid and Fu are pretty much right.  As far as I know, there is no restriction to Volkek-oshra learning elements other than Fire except cultural ones, which can be explained away. 

I don't remember very clearly, but I think it was once mentioned on the dev board that once in a while a Volkek-oshra would pick Earth instead of Fire (well, they are on pretty good terms with the Zirghurim Dwarves), but it's much rarer to see them pick Water or Wind. 


Title: Re: Magic Guide
Post by: Phlegah Sphirn on June 15, 2009, 10:52:26 PM
Hi Irid and Mina,

Thank you both for your explanations regarding the choices of elemental magic schools for the Volkek-oshra. I am slowly working through the CD for this orcish 'lady' and have inserted little things into her appearance, personality etc that suggest that she's going to be a Fire Mage.

Hopefully Phlegah will be ready for review soon, so my understanding of the magic system here can be improved as well.

Kindest regards,

Phlegah


Title: Re: Magic Guide
Post by: Wren Traydor on November 02, 2009, 06:04:32 AM
one question vanish is listed as a first level spell in the wind spell list but I'm told it's a high level spell which do I believe?


Title: Re: Magic Guide
Post by: Valan Nonesuch on November 02, 2009, 06:15:58 AM
It depends on who told you. If it was Josephine, it is probably right. Some of the spells on the main site are old and at least slightly out of date with the system, so you can't always trust them.


Title: Re: Magic Guide
Post by: Fox on November 02, 2009, 07:24:52 AM
I am not sure who told you that Vanish is a high level spell. It isn't. It is up to date and is appropriate at level 1.


However, Valan is right in that many spells on the site are old and out of date. Vanish is not one of these though.

There is a fairly complete list of which spells are and are not out of date on the dev board. You can read it here (http://www.santharia.com/dev/index.php/topic,11272.msg131064.html#msg131064).


Title: Re: Magic Guide
Post by: Deklitch Hardin on November 02, 2009, 08:07:12 AM
I am not sure who told you that Vanish is a high level spell. It isn't. It is up to date and is appropriate at level 1.

Looking at the commentary on the CD, it would appear that it was Alexandre who suggested it was a high level spell.

In my review of the CD, I purposefully didn't comment on the magic section of it, as I don't know enough about how magic works in Santharia.


Title: Re: Magic Guide
Post by: Kalína Dalá'isyrás on November 02, 2009, 08:14:42 AM
Perhaps send Azhira a message and request her eyes on it?


Title: Re: Magic Guide
Post by: Wren Traydor on November 02, 2009, 09:04:14 AM
thanks for the help


Title: Re: Magic Guide
Post by: Azhira Styralias on November 02, 2009, 11:29:14 AM
Perhaps send Azhira a message and request her eyes on it?

Got it. I'll add some comments on the magic as soon as I can.  :pet:


Title: Re: Magic Guide
Post by: Shatí Úp on February 07, 2010, 03:15:28 PM
I was wondering,I was considering playing a White Druid.  I don't think there are any restrictions against Druidic Magic except for Black Druids. I just wanted to be sure though. :huh:


Title: Re: Magic Guide
Post by: Deklitch Hardin on February 07, 2010, 04:50:48 PM
Hi Rorrick and welcome to Santharia,

I just asked Kali (one of the Administrators), she said it is best to ask for permission to play a white druid before you get too far advanced with it. At the moment, I am uncertain as to whether the magic for white druids is completed, so that would be another point against playing such a character.

It is perhaps easier in the long run to create a different type of character in the first place, and show us what you can do with that character, and then create a druid/other kind of magic character down the line.

Dek


Title: Re: Magic Guide
Post by: Azhira Styralias on February 07, 2010, 11:51:41 PM
The last time I had a conversation with the druid creator (Pikel Thunderstone) was awhile ago, but he was firm in his belief that potential druid players first have Admin approval. Second, when Pikel was active, the player also needed his approval as well. Druid magic is finished and playable, but only for those who have a good understanding of the world of Caelereth.

I would agree that druids are not a good first time character. They have alot of nuances and specifics that a player has to be aware of. I don't think Pikel ever made any rules on the site how to play one, but I remember well his "test" he gave me when I considered a druid CD.  :P


Title: Re: Magic Guide
Post by: Shatí Úp on February 08, 2010, 03:48:44 AM
Thank You! :)


Title: Re: Magic Guide
Post by: Ridgen Sú'ufanán on August 19, 2010, 06:10:38 PM
I have a small question - how is the water spell "Skin of Painlessness" done? It's effects have almost nothing to do with the spiritual property of water (chaos)


Title: Re: Magic Guide
Post by: Ílarolén'yliás (Drustai) on August 19, 2010, 06:42:40 PM
That entry is a bit out of date (I'd know, since I wrote it :P), and needs to be updated.

The spell would work, though... due to being just an example it doesn't have anything actually written on it. A hypothesis for how it could work would be by increasing the spiritual properties of Water, you would create more of a sense of calmness and relaxation in the individual... this would cause pain to feel diluted, distant, and at advanced levels, even non-existent. Distracting the focus of the mind makes the pain less prominent--the nervous system is flaring, but the mind is just ignoring it because it's at a state where it simply does not care.



Title: Re: Magic Guide
Post by: Ridgen Sú'ufanán on August 19, 2010, 06:46:58 PM
I don't really get it, because uhm... the only listed spiritual property of water on the first page was unpredictability, right? I'm just a bit confused.


Title: Re: Magic Guide
Post by: Ílarolén'yliás (Drustai) on August 20, 2010, 06:06:08 AM
Quote
The following are some of the more prominent properties each Element:

Key word.

Just because it's the only one listed does not mean that it's the only one there is. Generally, properties can be made up on the spot (just like individual spells) as long as they make sense for the element. Just because there's only one listed as an example doesn't mean it's the only one that there is (just like there's more spells than the small amount that's on the site).



Title: Re: Magic Guide
Post by: Ridgen Sú'ufanán on August 20, 2010, 02:49:13 PM
Ok, thanks.


Title: Re: Magic Guide
Post by: Ridgen Sú'ufanán on October 04, 2010, 05:50:48 PM
I'm just wondering whether the property used in skin of painlessness can be used to inflict lethargy or carelessness within a target?

I mean, if the property is used and targeted at some aspects of the body, is it possible to create a similar effect to skin of painlessness, except this time, co'ordination is 'diluted' instead of pain?


Title: Re: Magic Guide
Post by: Ílarolén'yliás (Drustai) on October 04, 2010, 05:57:17 PM
Yes, it should be possible to do so.


Title: Re: Magic Guide
Post by: Ridgen Sú'ufanán on October 04, 2010, 06:21:33 PM
thank you :)


Title: Re: Magic Guide
Post by: Darién on December 17, 2014, 04:13:09 AM
http://www.santharia.com/library_old/tales/dreadlords.htm (http://www.santharia.com/library_old/tales/dreadlords.htm)
Dreadlord tomes :evil: