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THE
XIMAXIAN
SCHOOL
OF EARTH
MAGIC |
The School
of Earth Magic (along with the Fire,
Water and Wind Schools)
represents one of the four Elemental Schools of Magic taught in the
Magical Academy if
Ximax in western
Santharia. It should be noted that, like
the other Schools of Magic, the Spheres and
Spell Classes associated with the element of
Earth, are not definite, but rather accepted
Ximaxian categorizations.
In its most basic form, Earth Magic is associated with stability in people and
things, heightening or lessening a desire for change.
Earth is noted to be unique in its symbiosis
between life, for which it provides a stable base, and death, that which ends
all motion in a creature. It should, however, be noted that Earth Magic, like
the other three schools, can only cause death indirectly because “true” death is
the result of the severing of the Xeuá in the cár’áll
that supports life.
Description.
Stone, soil, metal, bone and gems are the primary physical embodiments of
Earth, though the
element is also often wrongly thought to be associated with the life produced
from the soil, namely plants. These things, however, while enriched by “Mother
Earth”, fall under the
domain of the other elements; their movement, wind,
growth, water; and life,
fire. Alternatively,
Earth’s dominion extends over properties
associated with its physical manifestations such as, but not limited to;
solidity, permanence, rigidity, as well as those that are considered spiritual;
numbness, obstinacy, stability, strength, consistency, all of which are
submissive to its direct influence. On an abstract level, the School’s bounds
seem limitless, forestalling even death.
An adage taught to all novices commencing their studies, “Earth
changes for no one,” embodies the spirit of the element.
Earth is noted for its intense desire for
permanence, or wanting to keep physical things as they are, unmoved or changed
by the passage of time or the disturbances of things. As a result, most spells
done by Earth mages receive a “glaze of
permanence,” even when Sphere I used. Once the element is in place, it will
attempt to remain there, resisting reversion or further change. This necessary
patience and willpower cause the element of Earth
to deem one of the most difficult Schools taught at the
Academy of Ximax.
Perhaps the greatest misconception linked with
Earth is its association with
death. Earth’s permanence, to an untrained
mind, is considered to be causing death, the permanent end to life, but, like
other elements, any influence is indirect. By
Ximaxian definition, death is the permanent severing or altering of the
certain configuration of links within the cár’áll that
provide life. Therefore, it is correct to assume that death by
earth is permanent, but no more so than
through the use of other Ximaxian Schools; by
causing the cár’áll to naturally fall apart by
altering the links. For example, an Earth
mage could cause such sickness in a person that they neither eat nor drink and
thus wither to death. The spell accomplishes its goal not by a permanent break
of the Xeuá, but by overcoming the will of another so that they themselves end
up causing their own demise.
Because Earth mages are thought to wield magnificent power, they have often been
and commonly were feared. It was thought, up until the late 700’s, that Earth
mages could converse with spirits or make the dead rise again, both of which
fall under the dominion of other elements (wind and
fire respectively). An Earth mage can only take
away the motion of something, not give it unmonitored life or activity.
Recent experimentation, though formally discouraged by the Archmagi, has proven
some Earthen influence in arts considered to
be necromantic, in particular skeletons. As bone, which provides the stable
support on which the human body is
constructed, is made predominantly of Earth
ounía, its manipulation falls within the dominion of Earth School. While unable
to provide the animation attainable through the use of
Fire, through careful micromanagement, a
talented Earthen Necromancer has the ability to move a single skeleton in a
manner similar to the physical manipulation of stone or metal.
As mentioned previously, Earth magic is an extraordinarily difficult field to
study, leaving large uncertainties in its theory, and as such, is considered to
be the rarest of the four Schools of Elemental
Magic. Earth mages were initially and still are predominantly
dwarves, who thus are few. However,
dwarves have and probably always will be the
best Earth mages, noted for their innate skill with shaping metal, a feat
considered dreadfully difficult by other races. The knowledge they have released
to the general populace of Ximax is noted for
its high value and makes up for most public texts on the element; however, it is
suspected that the most precious and powerful knowledge still lies hidden within
the minds of the great dwarven magi.
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Spheres of Earth Magic.
Like at all other Elemental Schools, there exist three Spheres in
order to categorize the School of Earth Magic:
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I.
The Sphere of Solidity |
Spell
Classification. Every Sphere within
a School of Magic is subdivided into two
Spell Classes, the first embodying the physical aspects of the element and the
later the spiritual.
The Spell Classes of the Earth Magic School can be summarized as follows (a few
example spells and a summary are provided at each Class):
I.
THE SPHERE OF SOLIDITY
Spell Class 1: Rigidity (Physical Representation of
Solidity)
The most basic of all
Earthen Spells, the Spell Class of Rigidity
encompasses all spells that strengthen or weaken the presence of one or more of
the basic properties of Earth; solidity,
permanence and rigidity. It should be noted that spells of this class do not
completely assert or remove the presence of Earth,
but merely make it more or less prominent.
RIGIDITY
CLASS, SPELL EXAMPLES
a) Sanguinary Block (Lv.1)
-
Increases the solidity of the blood in a targeted area.
b) Colossal Weight (Lv.3) -
Increases the weight of the target’s body, causing effects such as slowed
movement.
c) Slow
(Lv.1) - Increases
an object’s desire for permanence, resulting in dulled motion.
d) Congeal
(Lv.2)
-
Halts the motion of an object.
e) Reinforce (Lv.1) -
Provides the target with temporarily increase of strength.
Spell Class 2: Obstinancy, Earth Enchantment (Spiritual Representation of
Solidity)
Generally mastered at
level two, the enchantments contained within the Spell Class of Obstinacy result
from the strengthening or weakening of the influence of
Earth to control one of the element’s
“spiritual” attributes; numbness, obstinacy, permanence, stability, strength,
consistency, and are generally manifested as a change in demeanor. Such spells
can be applied to all parts of the spirit, including love and ideas.
EARTH
ENCHANTMENT, SPELL EXAMPLES
a)
Iron Will (Lv.2) - Increases the
stubbornness of the target.
b)
Weaken Resolve (Lv.2) - Decreases the
target’s obstinacy.
c)
Agitated Dead (Lv.4) - Increases the
target's permanence, constitution and resilience, enabling them to temporarily
survive wounds otherwise fatal. It should be noted that the target must
initially be living and will, in most circumstances, die once casting is
completed.
II. THE SPHERE OF INERTIA
Spell Class 3: Motionlessness (Physical Representation of Inertia)
Spells of this class work directly with the
target's ounía, providing or halting motion or the collection of ounia around a
specific point to increase the influence of Earth,
and commonly consist with the manipulation of physical
Earth or the halt of motion to an object. As
seen in the Sphere of Solidity, as the mage’s competence with the Class rises,
the concentrations of Earth required lessen.
Though similar in outcome, differences between Spell Classes 1 and 3 can be
found in their method of execution. Spells of this class tend to be difficult to
hold for long periods of time, but revert slowly due to the “glaze”.
MOTIONLESSNESS, SPELL EXAMPLES
a)
Sculpt Earth (Lv.4) -
Shapes the physical earth surrounding the caster.
b)
Impale (Lv.3) -
Draws stone from the depths of the earth to attack the mage’s foe.
c)
Guise of Bones (Lv.6) -
Manipulates the physical form of a bone.
d)
Animate Dead (Lv.5) - Through the micromanagement of the
Earth ounia within a skeleton, the mage is
able to provide controlled motion.
Spell Class 4: Languor (Spiritual Representation of Inertia)
Those who are under a
spell of this class may feel weighed down, as though each thought was difficult
process. Sometimes deep sleep may be initiated through this spell class, as well
as general tiredness.
LANGUOR,
SPELL EXAMPLES
a) Stupefy
(Lv.4) -
Slows the mental processing of target
b) Dawdle (Lv.6)
-
Adjust mental functions, such as emotion, to a mellower state, reducing
impulses for urgency and energy.
III.
THE SPHERE OF PERMANENCE
Spell Class 5: Finalization (Physical Representation of
Permanence)
Often considered the
most dangerous of the Earthen Spell classes,
Finalization causes certain spells or certain statuses to become permanent.
Sometimes this means locking up the cár’áll, those
such spells are not well-known, kept secret to all but the most prominent of the
dwarven magi.
FINALIZATION
CLASS, SPELL EXAMPLES
a)
Mend Earth (Lv.7) -
Fuses the car’allía of predominantly
earthen objects, joining them into a new
form.
b) Petrify (Lv.8)
-
Adjusts the earth ounia of the target so that
its car’áll matches that of a rock, resulting a
lifeless, earthen version of the original
target.
Spell Class 6: Destablization (Spiritual Representation of
Permanence)
As the name suggests, spells of destabilization are most prominently known for
their permanent altering of the spiritual properties of an object by either
adding or removing properties of Earth or
asserting the permanence of an object in its environment.
CHAOTIC IMBUEMENT, SPELL EXAMPLES
a)
Waning (Lv.8) - Discharges the
Earth ounia of a target into the environment.
b) Stablize (Lv.8)
- Derived from the belief that Earth
provides the stability, from which higher functions emerge, this spell realigns
the target’s Earth ounia in an attempt to
rectify mental failures.
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Reagents.
A short list of possibilities includes the following: Bone, stones, rock, clay,
diamond and other precious stones, ash, water, metal, quartz, figurines,
silkstone.
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