Welcome to Starborn Realms! Currently, we are not open! However, do feel free to come in and take a look at what we have so far, with no obligation. What we have here is a Fantasy setting in which there is a whole world full of Magic, Alchemy, Monsters, Gods, and opportunity for discovery and invention! We are starting with a primal idea with which we will allow player-created content such as new monsters and types of magic, and even inventing things as an Artificer, or being part of an exploration team discovering new life on unexplored islands! There is a whole world that we need help discovering and you can be a part of it! Just bring your imagination! -Staff |
| How Magic Works; A Must Read for Magically-Inclined Character Owners | |
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| Tweet Topic Started: 27/03/2015 - 06:24 pm (89 Views) | |
| Saint | 27/03/2015 - 06:24 pm Post #1 |
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How Magic Works A Guide for the Novice -The Basics- Magic in the world of Korian is channeled through what are called Leylines. Leylines can be found all over the world, and they all connect. You can compare these Magic Leylines as a giant river that extends across the entire world, flowing and ebbing as if it were alive and had a mind of its own. The truth is, it does. The Leylines were put there by Caganos, and he decided where the Magic would and would not flow in the world. It can be found almost everywhere, but there are a few places where it cannot be found at all. If a location is lacking Leylines, Magic does not work there, except for the Gods themselves. In order to see Leylines, you must have Magical ability or potential. Those that practice Magic are called Mages, Wizards, Scholars, and similar terms. There are some who are born unable to perform Magic, but typically they are exceptionally skilled in other areas. To actually use it, you must first draw the Magic from the land through these Leylines, which is like drawing water from a faucet. First, you open the line, get as much energy as you need, and perform the spell of whatever kind you wish. Of course, this has its risks. Should one take too much energy, they run the risk of dying on the spot from an overload. If you take too little, your spell will fizzle. So this is the first thing that many novices learn: how to measure how much energy you need, and how much you are taking. Once this has been mastered, then it becomes a matter of learning new spells. To learn spells, Mages must read them, which means they must be able to comprehend it, and they must write them in their own spellbook (often called a Tome). A Mage cannot cast a spell above his ability, as the University discovered the hard way. To attempt to cast a spell above your ability is to break your own mind and fall into madness. Because of this, novices are required to follow a stringent curriculum of learning spells to gradually increase their ability. It takes a student of Magic several years to become a researcher, but it depends on the student as well. Naturally gifted and bright students only take between 2-4 years. Those that have trouble with Magic can still learn, but it will take them between 5-7 years to become full-fledged researchers who will aid in changing the future of Magic. As one can imagine, the next best Magic-users are always being looked for by the Head Researchers. Old and powerful Wizards spend much of their time speaking at demonstrations and travelling, looking for Magically inclined children and recruits of almost any age. The first head researcher and his team dedicated the first years of the University to creating a book that could teach Magic itself so that not every novice needed constant supervision. The Tome was titled 'Quomagia Operi' in the native language of the Starchildren, and it is still used by novices beginning their learning at the university today. It teaches about the qualities of Magic in the world and teaches the reader several basic level spells that every Wizard should know. By the end of reading it, the Wizard is taught to copy spells and is made to copy each learned spell into their own Tome. It does not do a good job demonstrating the abstract qualities of Magic, exactly, and as such it is mostly a very basic manual in the field of Magic. Further detailed books have been released over the past 400 years and more are always being written. It is extremely common for Mages to invent new spells and share their spells with others in exchange for their own custom spells. The University holds contests and conventions for Magic and generally all are welcome to observe. This is where much of the real traction is gained for the momentum of the Magic community. To break down the process of actually casting a spell, let me put it in the way of example: 1. Mage wants to cast a spell of Light, which is just a simple little ball of light. 2. The Light spell is in his Tome, and he has memorized it. 3. Mage pulls Magic energy from a nearby Leyline until he has as much as he needs. 4. Mage utters the verbal component of the spell and uses the physical components as the spell requires. 5. Spell succeeds or fails There is really no way to eliminate the chance of a spell failing unless you are a God. Almost every spell has about a 5% chance of failing, with large and complicated spells having a greater chance. Part of this has to do with the will and ability of the Mage, but only a very small part. Some Mages become so good at certain spells that they can cast them without their verbal components or even without their physical components. There are stages of Mastery beyond memorization of a spell, but these depend on the user. Some Mages decide to make their spells more suited to their taste. For instance, a particularly destructive Mage might decide to focus on making his Fireball spell bigger, or somehow more destructive in another way. Every spell can be modified by the Mage, but caution should be used. Just because you can imagine what you want and you know how to write it, does not mean that you can cast the spell. Take care in tweaking what is already dangerous and make any changes deliberately, one at a time. |
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6:27 PM Jul 10