Magic



The Magic of The Sanctun Lapis

Soul Eating: This is the term used to describe the act of harvesting energy from nature and its numerous elements. The Wizard draws the energy in from the forces around him and molds it into the element required for the intended spell.

The Energy: The art of Soul Eating is rather inefficient, not because it is done incorrectly, but simply because it is a difficult process for the wizard. Nature’s energy can be difficult to control. This means that charging a spell can take a significant amount of time for a wizard of little experience. A wizard, who has had training enough to be considered such, usually feeds his sould at about a 25% efficiency rating. This means two things. Primarily it means that his spells will take an inconveniently long time to conjure; it also means, however, that the energy emitted is 75%. When energy is drawn towards a wizard it is either absorbed or repulsed. In this case, as was stated, 25% is absorbed and the other 75% is re-directed. The energy that is not absorbed is what causes the light, heat, and sound associated with conjuring a spell. Normally these three things aren’t entirely unbearable. For instance, since the heat is radiating away from the wizard he feels very little of it. The light and sound move outward in a similar fashion but, they can be rather distracting for a concentrating wizard.

The Release: Once a caster has massed enough energy and formed said energy into its correct shape, he is ready to cast a spell. All that casting really consists of is releasing the energy that has been built up and shaped. Because the energy is being released, it is not in the control of the wizard any longer and, depending on the skill with which the spell was performed, it will almost always “leak” energy. This is what causes the heat, light, and sound of the spell as it travels through the air (or in whatever way it is transported/takes affect). Take a fireball for instance, the more skillfully crafted a fireball is, the less sound, heat, and light it will generate during flight (However these will be amplified beyond normalcy simply because the element in use generates them to some degree regardless of skill).

The Masters: A person is considered a master of the Arcane Arts when they are capable of harnessing around 70-75% of energy that they receive. A wizard capable of this will create very little ruckus because very little of the energy escapes in order to create said distractions. Also, using the fireball example, during flight his spell should create very little light, sound, or heat beyond the elements base traits because it is well crafted and remains in the spell until impact. This retaining of energy also means that the impact will be all the more explosive in the moment during which all the energy is released at once.

100%: No-one has ever been known to be able to harness all 100% of energy received, however, such a person is thought to be able to instantly conjure spells with such an efficiency and their spells (other than those with base qualities that would negate this) would be silent, invisible, and would radiate no heat. Spells like these could kill before their presence was even acknowledged and such a wizard would make an exceptional assassin or warrior.

Acceptance: The general public knows virtually nothing about magic, except that it is not to be trifled with. Portions of the people that do have a general knowledge of the arcane consider it a perversion of nature, though in reality it is simply co-operation with aforementioned forces.

Qualification: The energies of nature are available to all people and are not restricted to any particular group of “gifted” individuals. The process of harnessing nature’s energies can be difficult, however, and require a large amount of concentration. Thus there are some who are naturally gifted, but again, any individual has the potential to learn arcane magics.

The Role of a Wizard: Wizards normally reside in guilds or travel on their own. If an enemy cannot be conquered by the armies of kings then there is always the possibility of a wizard’s intervention. Kings are also known to call on mages for council and other various reasons. Wizards, while preferring to live either alone or in groups of magic users, tend to be friendly towards those they meet and are not normally hostile towards others without provocation. This is partly due to a wizard’s wisdom gained through years of study, but some also find a certain serenity and peace through the constant communication or “bond” that is formed with nature. The secrets of magic are as secluded and as closely guarded as the wizards themselves. They are only passed on to disciples who are willing to dedicate their lives to nature’s teachings.

Other Magic Users: Few others beyond the wizards contain the knowledge required for using magic but there are exceptions. The most greatly known group of people that break this rule is constructed of members referred to as black-bloods. They do not normally associate with each-other and are secretive in their business. There are also a number of “monsters” that are capable of using primitive magic.

Other Terms

 Elements : The energy harnessed by the soul and focused into a mold during the conjuring of a spell. The numbers indicate soul rarity. A “1” is common, “2” is rare, and “3” is very rare.

             Death : Black-2

                 -Fear, Anger, Pain

             Sol : Orange and Yellow-1

                 -Energy, Endurance, Cheer

 Life : Aqua-1

-Compassion, Regeneration, Kindness

 Alloy : Silver-2

-Solitude, Oppression, Intimidation

 Fire : Red-1

-Brashness, Power, Anger

 Lunar : Crystal-1

-Serenity, Peace, Cold

 Mind : White-2

<p class="MsoNormal" style="text-indent:.5in">-Charisma, Intelligence, Manipulation

<p class="MsoNormal" style="text-indent:.5in"> Creation : Emerald-3

<p class="MsoNormal" style="text-indent:.5in">-Origins, Wisdom, Understanding

<p class="MsoNormal"> Molds:  Matrices filled with energy by a wizard to cast a spell. They are made up of an element’s shape along with a base mold and any number of variations. Molds can be altered or created if a wizard is incredibly skilled and uses a magical item to increase his ability to manipulate the molds. Once a mold has been altered or created, it can be filled with energy. Molds that are not commonly known are much like cooking recipes. They can only be taught by the person who created- though it isn’t impossible for someone simply to re-invent it on his own- and if that person perishes without sharing his knowledge, so does his creation. A new mold cannot create a new element and rarely invents a new Base mold. It is generally just a combination of variations that no one else has thought of, or at least bothered to share.

<p class="MsoNormal"> Base Molds:  These are the changes to the elemental base of a mold. They alter the behavior of the spell depending on the type of variation and its position in the mold. Depicted by a triangle in the center of the mold facing upwards.

<p class="MsoNormal">                          Projectile : Throws a projectile from the caster to a target.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">                 -Variations affect number of projectiles, impact behavior, and flight path. They are depicted by additional curved or straight, pointed symbols.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in"> Conforming : Partially or entirely envelops the target. Depicted by a ring in the center of the mold.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">                 -Variations alter the amount of the target that is enveloped and the effect-to some extent. They are depicted by circles placed elsewhere along with malformed circles.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in"> Conjuration : Creates a temporary object or entity. It cannot be living. This is the only Base mold that requires multiple elements to be used. The desired element must be combined with the creation element. Depicted as an hourglass-likely designed this way by the Elder Brother to remind the mortals that, though the power resembles his, it is only temporary. This is one of the two Base molds that do nothing when only the Base mold’s symbol is included. It must have variation.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">                 -Variations are incredibly complex, and are often only learned. Creating an Alteration spell requires intense modification to the mold until the exact effect desired is gained. Depicted as anything from an odd shape to an image of an animal.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in"> Creation : Known only to the Seven, it was used to form the races population Aeternam. The Elder Brother himself used it to form his siblings. Depicted as a seven-pronged star with a diamond shape in the center. This is the other Base mold that’s original depiction does nothing. Without the variations, nothing is created.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">                 -Variations are infinitely complex. Even a minor change to any aspect of a creation’s mold will alter its shape. Even creating a single living cell requires thousands of variations of which the mortals do not know a single one. Cannot be depicted by mortal understanding.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in"> Alteration : Alters the state of a subject or material. Exciting molecules or calming emotions for example. It cannot create nor remove any substances or ideas; it simply reduces or increases their potency. Spells that target other people must overcome that target’s own will to remain in his or her current state. Use on an object simply requires focus.

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">                 -Variations change the exact effect on the target. Depicted as arrows.

<p class="MsoNormal"> Souls:  Every being has an element imbued into his or her soul. This element usually has a broad effect on personality and grants their soul- the tool that gathers energy for spells- an affinity for that element. This element can be altered in one of two ways. A major, life changing event may impact the element. The other method is to submit your soul to an element in an almost constant fashion for a long period of time. Only the Black-blood’s know this and it is a secret carefully guarded.

 <span style="font-size:11.0pt; line-height:115%;font-family:"Calibri","sans-serif";mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri;mso-fareast-theme-font:minor-latin;mso-hansi-theme-font: minor-latin;mso-bidi-font-family:"Times New Roman";mso-bidi-theme-font:minor-bidi; mso-ansi-language:EN-US;mso-fareast-language:EN-US;mso-bidi-language:AR-SA">Runes: <span style="font-size:11.0pt;line-height:115%;font-family:"Calibri","sans-serif"; mso-ascii-theme-font:minor-latin;mso-fareast-font-family:Calibri;mso-fareast-theme-font: minor-latin;mso-hansi-theme-font:minor-latin;mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;mso-ansi-language:EN-US;mso-fareast-language: EN-US;mso-bidi-language:AR-SA"> The more common term used when referring to molds. The shape of a rune- or mold- is made up of the element’s rune, the Base mold, and any variations. For instance, a spell with the base element of fire, using a projectile Base mold, with two curved, pointed variations on the sides would cause a fireball to split into two, fly to the left and right of the target, and converge on him or her.