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Baekoth: Heretics

Heretics || Magical Directory

a part of “Baekoth: Heretics”, a fictional universe by >Marionette<.

A literate high fantasy epic set in the originally created continent of Baekoth.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Baekoth: Heretics”.
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Heretics || Magical Directory

Tips: 0.00 INK Postby >Marionette< on Tue Oct 20, 2015 7:23 pm

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Last edited by >Marionette< on Tue Oct 20, 2015 7:41 pm, edited 1 time in total.
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Re: Heretics || Magical Directory

Tips: 0.00 INK Postby >Marionette< on Tue Oct 20, 2015 7:25 pm

Magic
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Magic is a vital part of the world of Baekoth, leaking in from those realms beyond. It flows through each and everything, from the humblest of pebbles to the mightiest of dragons. In some it skims through lightly, a whisper so faint that none may hear it. But in others it settles, and pools deep within. Should the pools grow deep enough, those with the sentience to guide it may pour it forth, and use it to shape the world around them. This is the power of Magic; to shape, create, and destroy with ones will. It is important to realise, however, that magic is a force of realms beyond man. Those with too much often seem alien, almost indifferent to lesser mortals. Magic brings change, and none can wield or develop their own power without it changing them in some way.


Magic Users


In terms of power, there are four main types of magic users born.

Noram, the Mundane: Firstly, and most commonly, are those born without enough magic to manifest into anything. They will largely go through life having nothing to do with magic. The Mundane make up around 60% of people.

Kell, the Seeing: Next are the average magic users. They are born with a certain pool of magic within them. This will determine their power, their ability to command other sources of magic, and their potential to develop their power and grow in strength. Though some may use magic borne purely of will, most have to use other methods to amplify their talents. The Seeing comprise roughly 30% of people, but many are not aware of it.

Dur’hest, the Zealous:Thirdly are those whose magic is open to growth. With hardwork and dedication they can expand their magic, growing to fearsome power. Many spend entire lifetimes working at it. However, the desire for power often leads them down dark, dangerous paths, and they may become consumed by their zeal. The Zealous are nearly 10% of people, and most rise to positions of power or authority, so long as their work does not consume them.

Azanthiel, the Gifted: Lastly, and rarest, are those born with terrifying power deep within them. Whether due to their lineage, or purely by chance, these beings are born with more power than many could hope to ever achieve. How, when, and how much of it they discover varies, but it should be used with caution. Indulgence in this power quickly changes its bearer, turning them into something fey and foreign. Though their mind is still their own, their heart turns to greater purposes, often indifferent to the suffering of those they do not personally care for. The Gifted are few and far between. Though, there have been points in time where several of them appear together…

Sources of power:
Magic may spring up in certain places or people seemingly randomly, or it may be brought about by certain actions. It may also run in blood lines, particularly families with some trace of supernatural heritage.

For simple spells, or for those with exceptional power, sheer will is enough to rouse their magic and enact change. However, there are ways to amplify ones power, for more complex tasks. Most common is through the incantation of spells, in ancient, arcane languages of power. Runes work similarly for those with the education to read and write, and may be prepared ahead of time. Such words of power focus and collect magical energy, and their effectiveness depends on the source fueling them.

For those who find their power insufficient, there are ways to control greater magics.

  • Cooperation is a common method, as in mage guilds or witch covens.
  • Certain rare, ancient artifacts can bestow great powers on their wielders, or may be used as catalysts.
  • Places, such as the site of a terrible battle, may become charged with energy, and serve as an amplification for any rituals conducted there.
  • Certain times of day or of the year amplify some magics, such as Sabbaths for Witches.
  • Sacrifices
  • Familiars
  • Numbers. For example, the seventh son of a seventh son receives powerful immunities to magic, and witch covens must usually consist of 3, 7, 13 or 21 members.
  • Spirits or deities of the beyond. It is highly dangerous to invoke these beings, however, the lesser ones may prove useful minions while the greater ones can be valuable patrons.

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