Tuesday, September 6, 2011

Arts of Magic

It been two years since I published the Majestic Wilderlands supplement. I didn't include all the details of magic developed using GURPS and other rule systems. In addition I continued to run Swords & Wizardry and had to make rulings related to magic. So I decided to start writing them up and expand them for use in further adventures.

In the Majestic Wilderlands Supplement I give information about the Chromatic Crystals. Nine crystals used to seal the Abyss after the gods banished the demons. The crystals include a tenth crystal, a master crystal, the Chromatic Crystal. The crystals have an important influence on magic in the wilderlands as detailed in this post.

Arts of Magic
In the Dawn Age, magic could only be cast through elaborate rituals. The level of ambient mana was too low to permit casters to memorize spells to cast at a moment’s notice. Through rituals the mana was slowly gathered and infused into an item such as a scroll, charm, or wand. Only then it could be quickly released to create the spell the caster desired.

After the Uttermost War, the gods imprisoned the surviving demons in the Abyss. To seal the Abyss from the Wilderlands the gods created ten crystals of powers. Nine of which were set around the entrance and the tenth, the Chromatic Crystal, was used to activate them and seal the Abyss. A consequence of this was that the ambient level of mana was greatly increased. The crystals gathered the ambient mana, cycled it through their lattice to power the seal, and then released back in a concentrated form into the Wilderlands.

Suddenly magic-users found they no longer had to rely on lengthy rituals to gather the necessary mana to power a spell. Instead a complex series of mediations allowed the caster to prepare to cast a spell at a moment’s notice. When needed the magic-user use his will to open a channel to let the mana flow through the spell’s form which created its effect.

Each of the crystals was created by one of the gods. They imbued their inner essence into each crystal’s lattice to add to the strength of the seal. This also subtly altered the mana after it flowed through the crystal. When the Order of Thoth, the Elves, and others studied magic, they found that certain mana worked better to create a particular effect. There are nine types of mana, each based on one of the crystals used to make the seal to the Abyss. In addition there is a tenth type of mana, the original ambient mana left over from the creation of the Wilderlands.

The study of the ten types of mana is universally known as the Arts of Magic, a near universal nomenclature has developed to describe each type; The Claw, The Eagle, The Flame, The Hearth, The Lantern, The Skull, The Storm, The Tree, and The Web. The original ambient mana is known as The Forge.

The Claw
This mana is best used in spells involving creatures and monsters of the wild. It originates from the Ebon Crystal created by the blood goddess, Kalis.

The Eagle
This mana is best used spells involving movement, protection, and air. It originates from the Crimson Crystal created by the goddess of justice and honor, Mitra.

The Flame
This mana is best used in spells involving fire. It also works well with mastery of the natural world and the body. It originates from the Ochre Crystal, created by the god of war and order, Set.

The Hearth
This mana is best used in spells involving earth, healing, and the body. It originates from the Emerald Crystal created by the goddess of healing and the earth, Dannu.

The Lantern
This mana is best used in spells involving knowledge, and symbols. It originates from the Amethyst Crystal created by the god of knowledge, Thoth.

The Skull
This mana is best used in spells involving death, and life. It originates from the Ivory Crystal created by the god of judgment and death, Hamakhis.

The Storm
This mana is best used in spells involving weather, and water. It originates from the Indigo Crystal created by the god of thunder and warriors, Thor.

The Tree
This mana is best used in spells involving plants, and the spirit. It originates from the Azure Crystal created by the god of forests and dreams, Silvanus.

The Web
This mana is best used in spells involving the mind, divination, and illusions. It originates from the Amber Crystal created by the goddess of fates and pleasure, Nephthys.

The Forge
The original ambient mana is best used in spells involving the control of magic, also the creation, control, and manipulation of objects. While the most difficult to use it is the most powerful and versatile form of mana. It originates from the creation of the Wilderlands and many associate it with the Chromatic Crystal created by the High Lord Veritas, the god of creation, and artifice.

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