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Magic and Roleplay

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 Magic in General

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Antall Innlegg : 209
Join date : 2012-07-18

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PostSubject: Magic in General    Magic in General  Icon_minitimeThu Jul 26, 2012 11:42 pm

Magic in General  1n3gs411



Magic in General



Here is a crash-course short guide on cataloging and differentiating the different types of magic that can be called upon and can be considered arcane. Do take note that arcane in it's purest form is not really differentiated from fel and that fel and arcane are mere lines of power that are harnessed by a user or practitioner of the arcane arts. Why is fel often mistaken to be different from arcane? Well, it is different in a way that the ley lines across space are closer to the nether, thus it is darker, more potent but also the most corrupting. Unless you know the secrets of the naaru, the blue dragons or in worshiping Norgannon to stave off corruption, too much is a bad thing for a mortal like you. Thus, we can say that while fel power is offered by demons (Think of it as demons being interplanetary traders and merchants who give you fel power from their 'homeland' for a price, or of course you can just kill the damned demon and suck it's fel potency...with more speedy effects. Blood of Mannoroth anyone?) and is a way to obtain greater arcane powers, runic magic on the other hand requires the use of runes, in a more intricate manner than enchanting which allows someone to harness the arcane powers from ley lines. Remember, these ley lines are the source of magic everywhere, whether it be fel ley lines prominent in outer space or the natural ones which make Azeroth go 'round, it is magic that should be respected.

This class of magic I am talking about of course differs from the various types of harness-able magic available out there that are stumped or are harnessed for example by paladins, shamans, priestesses of the moons and shadow priests of voodoo and 'deep ones' origin...the so called divine magics that rely on faith and not really by skill or power.



Arcane Magic

Now, focusing on arcane, no one really knows the breakdown of arcane magic though some have said that arcane is the combination of all the elements. This theory is the most acceptable because it is indeed the lifeblood of a There are eight different schools of arcane magic, each having different types, spells, and effects on the caster and its environment. Do take note that while wizards have access to more spells and more records of magic through learning especially in legal circles such as Dalaran or even Shattrath (Currently the biggest source of arcane knowledge known so far) where they have access to Highborne arcane scriptures, sorcerers or hedge wizards in the meantime learn spells and variations by themselves through innate abilities and discovery of these innate abilities to channel arcane magic. Channeling however, is more dangerous and more corrupting as arcane directly passes through your body and you act as a conduit. Often, it feels like an orgasm.

These schools are of course, accessible either through innate knowledge or learning them through books or scrolls. Of course, while some are masters of one school, they may suffer in another school of arcane magic. While some spells are invocated and verbally casted, some merely need 'charging' as the body gathers it's mana into one point of which a spell is cast. Scrolls are a mage's best friend for in case you forgot that one line in your invoked spell, especially if it takes too damned long to say.

1. The School of Abjuration (Abjurer): Those who would wield magic and use it to create defensive spells. The more common of these are the shields and the wards created to protect a caster or it's chosen target, such as frost armor, arcane armor, mana shield, fire ward etc. Wards were used by Dalaran to destroy the undead as it comes near during the Third War. They also use it to forge a protective dome around it during the early days of the World of Warcraft timeline.

2. The School of Conjuration (Conjurer): Those who are skilled at summoning, conjuring and creating objects or creatures. It does not appear out of nowhere however, and the space and air is merely transformed into matter that the conjurer wishes it to be, so the universal law dictating that no matter is wasted, merely transformed, still is in effect. Meanwhile, summoning is displacing something from some place to somewhere in front of you, for example. Summoning water, food, air, demons water elementals are some examples of conjuration. Stormwind is known for its infamous sect of conjurers which mastered the school.


Magic in General  5_092110
3. The School of Divination (Diviner): Divination involves being able to see something beyond that of your normal eyes. It can involve farseeing, seeing great distances or even sometimes seeing the future for those who are masters. These also involve being able to see that which is not visible to the naked eye, such as invisible objects from an illusion spell of the said school.

4. The School of Necromancy (Necromancer): A foul magic which involves, using a darker form of arcane, the reanimation of vessels and bodies. There is however one exception of someone who has sustained himself not with foul magic but with a non-tainted source of arcane, and that is Meryl Winterstorm. It is the main 'formula' per-se of undeath.

5. The School of Enchantment (Enchanter): Roughly similar to runic magic, enchantment is the empowering and placing of buffs on objects and people, most commonly on weapons of war such as swords and axes. These enchantments boost or enhance the quality of an object or a person.

6. The School of Transmutation (Transmuter): It is the art or school of transforming onesself or another into something else or switches places with another object at a given space. Spells such as polymorph transforms what would be terrifying creatures into harmless pups, while teleport and blink displaces air in one place and switches it with the caster or a targeted person/object (Remember, there is no destroyed matter, only transformed or dislocated).

7. The School of Evocation (Evoker): It is the direct casting of arcane magic, whether it be in the form of fire, ice or pure arcane and use your body as an output for it to be blasted and used harmfully. Whether by channeling it through your body (Like most sorcerers/hedge wizards do), conjuring it (Like most wizards do) or any other means, the caster uses these fireballs, frost bolts, pure arcane or whatever in a destructive manner. Queen Azshara invented most of these destructive spells, and would most likely be the best way to attract the Burning Legion.

8. The School of Illusion (Illusionist): It is the school of changing or making things seem to change from what they really are. Spells such as invisibility which hides a person or an object's appearance when really he/it is at one spot, or duplication which creates apparent mirror images, or even more powerful spells such as changing the way one views a friend into an enemy are the some of the most useful tricks an arcane user can wield.




Summary

To sum it all up, magic is differentiated between several major categories; the divine (harnessed from a greater power, from faith, etc), the arcane (With several sub-categories or similar categories), and the natural, which is harnessed from each world's nature or "emerald dream" or it's untouched state although primordially and without alteration from the world, natural magic is just base arcane especially if left untouched by those who wish arcane power. Perhaps natural magic is altered arcane magic the same way fel was altered by its close proximity to the nether?

Anyway, under the arcane lies fel (A darker substance but similar, just that it is exposed to the nether nearer) and runic (arcane ley lines harnessed through runes). There are of course variations and several overlapping at some points.

To dumb it down for you, imagine arcane as a stream of water across the world and even into space. If the water approaches the nether it gets dirty and dark. If it roots deep within a world, it flourishes and turns into nature magic. Meanwhile, the elements fire, ice etc is theorized to be combined into the thing we call arcane. Any other magic, is harnessed from faith or from a higher being like a god. You know...Loa, Holy Light, Old Gods, Elements etc.



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