Difference between revisions of "Magic List"

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[[Category:Magic]]  
 
[[Category:Magic]]  
 
[[Category:Rules]]  
 
[[Category:Rules]]  
[[Category:Created by Paragon]]
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[[Category:Created by Tyranny]]
  
Below can be found a comprehensive list of magic to be found in Ransera.
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=Raw Magic=
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  Raw Magic is the primary form of magic found on Atharen, through which a mage directs Raw Ether - through their Mark of Control - to be channeled through their soul, creating an effect. Raw Magic is dangerous and unrefined, yet presents mortals a small taste of the magic of the Gods.
  
=Personal Rune Magic=
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[[File:Banal.png|100px]] [[Bane]]: Harnessing Miasmata, the Ferrier seeks to spread entropy and decay to their foes.  
[[Personal Magic]] is one of the major spheres of magic found in Ransera. It refers to those disciplines whose power is derived through the use of the wizard’s own aether as opposed to the aether borrowed through the use of tools or rituals. Some personal magics are more widespread than others but the unifying concept behind them is that the wizard themselves is the source of their own power. They rise and fall of their own merit, for better or worse.
 
  
[[File:Affliction.png|100px]][[Affliction]]-At the cost of corroding their own souls, the wizard is able to afflict others with jinxes, hexes and curses.
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[[File:Baptist.png|100px]] [[Baptism]]: Bearers of balance and a hopeful remedy to the Corruption of the land, the Risen wield water to enforce their will.  
  
[[File:Animus.png|100px]] [[Animus]]-By grafting the aether of beasts onto their souls, the wizard is able to shapeshift.  
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[[File:Brandmancer1.png|100px]] [[Brand]]: Wielding the Axis, the Branded mage can control ether, and decimate their foes with a flurry of Arms.  
  
[[File:Elementalism.png|100px]] [[Elementalism]]-Allows the wizard to command the elemental forces of the world.
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[[File:Divide2.png|100px]] [[Divide]]: With Synthesis and Antithesis, the Dividim both creates and destroys earth, altering it to their will.
  
[[File:Kinetics.png|100px]] [[Kinetics]]- By manipulating objects within the aether flux of the world, enables telekinesis.
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[[File:DruidIcon.png|100px]] [[Druidism]]: By trading the life of one living thing for another, a Druid can mend their allies and guard nature.
  
[[File:Masquerade.png|100px]] [[Masquerade]]-The power to craft illusions by masking the truth of what one perceives.
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[[File:Graveicon.png|100px]] [[Grave]]: With the Nightorch, the Engraver can mend life and command undeath, unifying both to act as their healing hand and their bludgeoning mace.  
  
[[File:Mesmer.png|100px]] [[Mesmer]]-The ability to charm, persuade and even toy with the emotions of another.
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[[File:Malformityiconn.png|100px]] [[Malformity]]: By understanding another being and its functions, the mage may adapt and become something entirely else.
  
[[File:Negation.png|100px]] [[Negation]]-The power to establish wards and barriers that shield against specific parameters.
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[[File:Mentalismicon1.png|100px]] [[Mentalism]]: Wielding a cognitive enhancement known as the Neurocrux, the Mentalist may manipulate emotions - and the world - with their mind.
  
[[File:Reaving.png|100px]] [[Reaving]]-The power to form pacts with weaponry forging a unique bond between mage and weapon.
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[[File:Nightfallicon2.png|100px]] [[Nightfall]]: Wielding congealed darkness known as Umbralplasm, Nightfallen subvert, elude and cull their foes.  
  
[[File:Semblance.png|100px]] [[Semblance]]-The ability to study the aether through the utilization of the aura as a proxy for the senses.
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[[File:Remnant3.png|100px]] [[Remnant]]: The power to delve into the depths of dreams and memories, salvaging the dying echoes of a waning mind, or forever shattering them.
  
[[File:Sigilic_Pyromancy.png|100px]] [[Sigilic Pyromancy]]-A war magic developed to use the fire of the soul to burn away all who dare to obstruct the cause of the user.
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[[File:soundwave.png|100px]] [[Resonance]]: Wielding sound, the Resoner becomes attuned to the vibrations around them, employing sonowaves for movement and extended sight.
  
[[File:Summoning.png|100px]] [[Summoning]]-The conjuring of spirits and other entities to do the bidding of the summoner.
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[[File:sigiliccp.png|100px]] [[Sigilic Pyromancy]]: A war magic developed to use the fire of the soul to burn away all who dare to obstruct the cause of the mage.
  
[[File:Transposition.png|100px]] [[Transposition]]-The power to fold space between two points and fashion a portal from one to the next.
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===Draedan Magic===
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[[File:Kingmaker.png|100px]] [[Reign]]: With the might and versatility of the Guncrown, the Kingmaker wields six armaments to decimate their enemies.
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===Under Revision===
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[[File:SummonIcon.png|100px]] [[Summoning]]: Through the power of the Patron, a Summoner calls upon Spirits to serve their will. This magic is currently being reworked.
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===Incomplete===
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[[File:Chaime.png|100px]] [[Chime]]: Work in progress - wind, mobility, void. Unavailable.
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[[File:Sqoleicon.png|100px]] [[Squall]]: Work in progress - lightning, storms, electromagnetism. Unavailable.
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[[File:Oathicon.png|100px]] [[Oath]]: Work in progress - Spirit-Bonded shields, infused wards, dampening barriers. Unavailable.
  
 
=World Magic=
 
=World Magic=
[[World Magic]] is one of the major spheres of magic in Ransera. Its schools are described and viewed as pseudosciences that have very structured and mechanical methods to their practice and implementation. Personal magic requires that the wizard take a piece of the aether within themselves and repurpose it into the effect they wish to manifest into the world. World magic differs in that it manipulates the aether inherent in the objects and rituals used to produce its effects, leaving the wizard’s aether untouched. This is not to say that world magic doesn’t pose risks, there are many, it simply doesn’t pose the same risks.
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  World Magic is a magic through which the mage harnesses tools and artifacts in order to create a desired effect, without the use of a Mark of Control.
  
[[File:Alchemy.png|100px]] [[Alchemy]]-The transmutation of materials from one form to another by manipulating the very essence of the objects in play.
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[[File:Artificingicon.png|100px]] [[Artificing]]: With the use of etheric code, inanimate objects can be made to move independently of mortal hands.
  
[[File:Artificing.png|100px]] [[Artificing]]-The giving of the imitation of life and sentience to inanimate objects that can then be programmed to specific purposes. Golemcrafting.
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[[File:FragmentingIcon.jpg|100px]] [[Fragmenting]]: Wielding an array of special tools, the Fragmenter can harness Arcanacrags with limitless potential.
  
[[File:Necromancy.png|100px]] [[Necromancy]]-The manipulation of the forces of Life and Death through the use of blood, bones and even souls.
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[[File:Necromancyicon.png|100px]] [[Necromancy]]: The manipulation of bodies, and the tools through which dead can be made alive, or something in-between.
  
[[File:Runeforging.png|100px]] [[Runeforging]]-Rare and highly dangerous, runesmiths forge artefacts of incredible power and versatility.
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[[File:Sundering3.png|100px]] [[Sundering]]: By harvesting Marks of Control, the Sunderer is able to Stricken objects with the power of victimized mages.
  
[[File:Scrivening.png|100px]] [[Scrivening]]-The study of pictography itself and the utilization of shapes, symbols and runes to redirect and modify other magic.
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=Lost Magic=
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  These magics are those that have been lost to time, typically requiring Architect level to introduce. Only Blood Magic still exists in the contemporary world, but is so rare and so underground that it is considered lost.  
  
=Wild Magic=
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[[File:Bloodmagicicon.png|frame|left|100px]]
[[Wild Magic]] is one of the major spheres of magic in Ransera. It has no structure or purpose beyond manifesting in the various forms found throughout the world. While wild magic can be harnessed, it is not something a wizard practices as it encompasses forces outside the control of any wizard or specific entity. Wild magic can be exceptionally dangerous and should only ever be approached with the most extreme caution.
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[[File:Chronomancyicon.png|frame|left|100px]]
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[[File:Eminence.jpg|frame|left|100px]]
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  [[Blood Magic]]: By sacrificing the vitality of themselves and others, the Blood Mage - or Vandikar as they are called in slurs - can extend their ethereal stamina and unlock great destructive potential. Blood Magic is among all magics the most hated and feared, and for good reason.
  
[[File:AetherbornBeasts.jpg|100px]] [[Aetherborn Beasts]]- Creatures made of raw aether that manifest and vanish in a short period of time.
 
  
[[File:Dragonshard.png|100px]] [[Dragonshard]]- Crystallized aether that manifests with various properties. Dragonshards are a key resource in many world magic schools.
 
  
[[File:Dread_Mist.png|100px]] [[Dread Mists]]- Chaotic fog that brings about unpredictable change upon that which it touches.
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  [[Chronomancy]]: While the details of the art are long lost to the pages of history, whispers speak of this magic allowing its practitioners to observe, manipulate and benefit from the flow of time itself. The most powerful of these mages were said to be able to see the course of events past, present and at their strongest, even the future.
 
 
=Lost Magic=
 
The following are lost forms of magic. They are not open for play at this time and will require Architect level approval to pursue implementation within the game world.
 
  
Whether due to the catastrophe of the Sundering or simply dying out, these disciplines or schools of magic have been lost to the ages. Scant records of them exist and if there are any practitioners, they are so rare as to be considered a dead practice.
 
  
[[File:Vitalis.png|100px]] [[Vitalis]]- By sacrificing bits of their own vitality, the wizard unlocks power unimaginable found within the ichor of living things. In ancient times these mages were revered as greater healers or terrible foes. Such was the legacy of Blood Magic.
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  [[Lucence]]: In ancient times, Lucence was once a gift given to Venadak's followers who brought prosperity and order to the world. Then, it was a misused tool by those who sought to become their own Gods. Since then, it has not been seen for thousands of years. Lucence is the power of light, and all of the things that stem from it.
  
[[File:Prescience.png|100px]] [[Chronomancy]]- While the details of the art are long lost to the pages of history, whispers speak of this magic allowing its practitioners to observe, manipulate and benefit from the flow of time itself. The most powerful of these mages were said to be able to see the course of events past, present and at their strongest, even the future.
 
  
[[File:Dreamsailing.png|100px]] [[Dreamsailing]]- Once a widely known and well practiced form of magic, Dreamsailing allowed its practitioners to interact with the Land of Nod. The realm of Dreams and Nightmares that serves as the veil between the Material Planes and the Aethereal Sea is a wild, wondrous and mysterious place where gods dwell and willpower shapes the very landscape itself. Dreamsailors were not only able to affect the shape of this realm but were said to be able to physically walk it as well.
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===Related Articles===
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*[[Magic]]
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*[[The Ascendant]]

Latest revision as of 03:13, 7 January 2023


Raw Magic

  Raw Magic is the primary form of magic found on Atharen, through which a mage directs Raw Ether - through their Mark of Control - to be channeled through their soul, creating an effect. Raw Magic is dangerous and unrefined, yet presents mortals a small taste of the magic of the Gods.

Banal.png Bane: Harnessing Miasmata, the Ferrier seeks to spread entropy and decay to their foes.

Baptist.png Baptism: Bearers of balance and a hopeful remedy to the Corruption of the land, the Risen wield water to enforce their will.

Brandmancer1.png Brand: Wielding the Axis, the Branded mage can control ether, and decimate their foes with a flurry of Arms.

Divide2.png Divide: With Synthesis and Antithesis, the Dividim both creates and destroys earth, altering it to their will.

DruidIcon.png Druidism: By trading the life of one living thing for another, a Druid can mend their allies and guard nature.

Graveicon.png Grave: With the Nightorch, the Engraver can mend life and command undeath, unifying both to act as their healing hand and their bludgeoning mace.

Malformityiconn.png Malformity: By understanding another being and its functions, the mage may adapt and become something entirely else.

Mentalismicon1.png Mentalism: Wielding a cognitive enhancement known as the Neurocrux, the Mentalist may manipulate emotions - and the world - with their mind.

Nightfallicon2.png Nightfall: Wielding congealed darkness known as Umbralplasm, Nightfallen subvert, elude and cull their foes.

Remnant3.png Remnant: The power to delve into the depths of dreams and memories, salvaging the dying echoes of a waning mind, or forever shattering them.

Soundwave.png Resonance: Wielding sound, the Resoner becomes attuned to the vibrations around them, employing sonowaves for movement and extended sight.

Sigiliccp.png Sigilic Pyromancy: A war magic developed to use the fire of the soul to burn away all who dare to obstruct the cause of the mage.

Draedan Magic

Kingmaker.png Reign: With the might and versatility of the Guncrown, the Kingmaker wields six armaments to decimate their enemies.

Under Revision

SummonIcon.png Summoning: Through the power of the Patron, a Summoner calls upon Spirits to serve their will. This magic is currently being reworked.

Incomplete

Chaime.png Chime: Work in progress - wind, mobility, void. Unavailable.

Sqoleicon.png Squall: Work in progress - lightning, storms, electromagnetism. Unavailable.

Oathicon.png Oath: Work in progress - Spirit-Bonded shields, infused wards, dampening barriers. Unavailable.

World Magic

  World Magic is a magic through which the mage harnesses tools and artifacts in order to create a desired effect, without the use of a Mark of Control.

Artificingicon.png Artificing: With the use of etheric code, inanimate objects can be made to move independently of mortal hands.

FragmentingIcon.jpg Fragmenting: Wielding an array of special tools, the Fragmenter can harness Arcanacrags with limitless potential.

Necromancyicon.png Necromancy: The manipulation of bodies, and the tools through which dead can be made alive, or something in-between.

Sundering3.png Sundering: By harvesting Marks of Control, the Sunderer is able to Stricken objects with the power of victimized mages.

Lost Magic

  These magics are those that have been lost to time, typically requiring Architect level to introduce. Only Blood Magic still exists in the contemporary world, but is so rare and so underground that it is considered lost. 
Bloodmagicicon.png
Chronomancyicon.png
Eminence.jpg
 Blood Magic: By sacrificing the vitality of themselves and others, the Blood Mage - or Vandikar as they are called in slurs - can extend their ethereal stamina and unlock great destructive potential. Blood Magic is among all magics the most hated and feared, and for good reason.


 Chronomancy: While the details of the art are long lost to the pages of history, whispers speak of this magic allowing its practitioners to observe, manipulate and benefit from the flow of time itself. The most powerful of these mages were said to be able to see the course of events past, present and at their strongest, even the future.


 Lucence: In ancient times, Lucence was once a gift given to Venadak's followers who brought prosperity and order to the world. Then, it was a misused tool by those who sought to become their own Gods. Since then, it has not been seen for thousands of years. Lucence is the power of light, and all of the things that stem from it.


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