Wiki Category: Magic and Arcana

Magic is a natural, invisible force that flows through the entire world of Xonthian. When the world was built, the gods created everything, using a force so powerful, that its remnants remain behind. That essence is the magic the world of Xonthian uses. Everything is touched with magic in some way.  
Magic can only be seen by the trained or attuned. People can be born with a natural attunement, those that are not trained however lose the ability to sense the magic flowing around them. Those that are trained, can wield it to different degrees of success, depending on their abilities, training, and magical sense, or level of attunement.  
The trained are taught that magic is broken into Elemental type, and are often taken to specific schools, to learn a single type of magic. For example, the Fire Isle Mages prefer Fire and Earth Elements and spells formed in the destructive schools of learning. The Gatehar Clerics, on the other hand, learn to use Water and Earth Elements from the restoration schools.

Manifestation

Magic energy is neither good nor evil in its pure form. Aether, the makeup of all magic and the bases of its use, can either be tainted to evil, twisting it to cause harm to its caster, or those it is cast against. In the case of Sin Orbs, the purity of magic has become corrupted, and thus they attack anything in sight. Another example is Catt’s ability to influence the magic Aether of a creature, causing it to explode. She is neither good nor evil, so her ability to manipulate the magic any way she wants, could be seen as both good and evil. Scholars have attempted to answer the very philosophical conundrum of Aether and the balance of good and evil in magic to varying degrees of success. But all agree that magic is neither good and evil, but can be tainted to be good or evil.

Localization

Magic is all around the world. However, there are only a few known areas where magic is either tainted, like in the Sands of Time, or in dead zones, such as the Ocean of Mist.  
Magic comes with a cost in the form of draining the user’s mental capacity, tiring them out the longer the spell is used, or the greater the spell. Some spells require multiple casters, and in rare cases, even a sacrifice.  
Magic can be embedded in objects, however, the natural properties of the item dictate how much magical energy it can hold. Things like material, elemental makeup, size, and purity can affect the type and size of magic that can be imbued. This type of magic generally doesn’t cost anything to use, however, the enchanted item can become corrupted, or act in unnatural ways.

Move in Shadows

The Move in Shadows spell is an elusive spell mastered primarily by the mysterious Dark Elves of Shadow Island. This mystical incantation grants its caster the extraordinary ability to traverse through shadows undetected by conventional means. Born from the unique arcane heritage of the Dark Elves, this spell allows them to seamlessly move within the shadowy realms, evading sight and slipping unnoticed through the veil of darkness. The spell’s distinctive quality lies in the Dark Elves’ unparalleled capacity to translocate effortlessly from one shadow to another, an exclusive skill that sets them apart from mages of other lineages. For those not of Dark Elven descent, replicating this shadowy artistry proves insurmountable, as the spell remains a closely guarded secret, safeguarded by the enigmatic realm of Shadow Island and the mystic bonds that tie the Dark Elves to their extraordinary birthright.

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Mirror Image

The Mirror Image spell is a versatile enchantment that grants the caster the ability to create illusory duplicates of themselves, providing a strategic advantage in various situations. When cast, the spell generates lifelike mirror images, confusing adversaries and making it challenging for them to discern the real caster. Unlike traditional illusions, these mirror images possess a degree of autonomy, allowing the caster to move independently of their duplicates.

As the spell is elevated to higher levels, the caster gains enhanced control over the mirror images, manipulating their movements and actions with precision. This advanced mastery empowers the spell caster to orchestrate intricate strategies, outsmart opponents, and execute coordinated maneuvers with their illusions. The Mirror Image spell, with its escalating capabilities, becomes an invaluable asset in both defensive and offensive scenarios, providing a magical edge to those who wield its deceptive power.

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Illusion

Illusions, a captivating and elusive school of magic, stand as a rare and enigmatic gift within the mystical realms. This arcane discipline specializes in manipulating perception, creating deceptive sensory experiences that diverge from reality. Illusionists wield spells of intricate complexity, delving into the psyche to induce false impressions and distort the perception of objects or events. Visual illusions serve as crucial tools for these mages, offering profound insights into the intricate workings of the human mind.

Within this fringe school, Illusia emerges as an exceptional figure, demonstrating unparalleled mastery over illusions. Her spells transcend the conventional, manifesting illusions so vividly real that they challenge the very fabric of reality. The artistry of illusion magic draws parallels with visual arts, with illusionists and artists alike exploring the depths of perception. In a world where illusion mages are scarce, the elusive and powerful nature of Illusions continues to captivate the imagination of those who seek to unravel the mysteries of the magical tapestry.

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Simple Guidance

Simple Guidance, a spell mastered by the elves of Timilak Forest, is a subtle yet powerful enchantment employed by enchantress Emerald Moonshea in her trade negotiations for Tiger. Unlike coercive spells such as Over Power Mind, Simple Guidance operates on the art of suggestion rather than domination. When cast, it weaves a delicate influence around the target, gently nudging their thoughts and inclinations in a predetermined direction. This magical nudge does not infringe upon free will but renders individuals more open to ideas and suggestions. In her dealings with merchants, Emerald Moonshea deftly employs this spell to create an environment where her proposals seem more appealing, fostering cooperation without violating the autonomy of those involved. Simple Guidance exemplifies the elves’ finesse in magic, demonstrating the potency of diplomacy through enchantment.

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Over Power Mind

The Overpower Mind spell epitomizes the pinnacle of enchantment mastery, reserved for elite practitioners due to its formidable nature. Crafted by high-level enchanters, this arcane marvel bestows the caster with unparalleled control over another’s thoughts and actions. Remarkably elusive, it conceals itself within the intricate tapestry of magical arts, evading detection by common spell casters.

Operating beyond the ordinary boundaries of magical manipulation, the spell endows the enchanter with dominion over the target’s mind, granting the ability to shape their decisions and behaviors. Despite the pervasive influence, the controlled individual retains a haunting awareness of their compromised autonomy, a cruel reminder of their helpless predicament. Such potent enchantments demand not only advanced skill but also a deep understanding of the delicate balance between power and ethics, marking Overpower Mind as a spell of rare and profound consequence within the mystical realm.

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Natures Gift

“Nature’s Gift” is a rare and extraordinary ability bestowed upon select individuals, with Emerald standing as the sole confirmed possessor of this remarkable power. Functioning more as an innate skill than a conventional spell, Nature’s Gift enables its wielder to cast a protective field around themselves and designated individuals. Exhibiting unparalleled mastery, Emerald has elevated the spell’s potency to unprecedented levels, doubling its strength and extending its defensive capabilities to shield against a myriad of known spells and physical attacks. The aura is rumored to possess exceptional resilience, with whispers circulating that it can even withstand the searing intensity of dragon fire. Nature’s Gift, embodied by Emerald’s unique prowess, stands as a testament to the harmonious bond between the chosen few and the mystical forces of nature, offering an unparalleled safeguard against magical threats and formidable adversaries.

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Imbue Element

The Imbue Element spell is a formidable enchantment predominantly harnessed by the elite warriors of the Dark Elves, known as Fire Swords. When cast, this mystical incantation envelops the caster’s blade in a mesmerizing, flickering tongue of fire, endowing it with the power to sear and scorch anything it touches. Remarkably, the caster remains impervious to the engulfing flames, experiencing no harm from the fiery manifestation.

Moreover, the versatility of the Imbue Element spell extends beyond the elite warriors, welcoming spell casters of various backgrounds to infuse their weapons with the elemental might of their choosing. Although practitioners often favor the intense heat of fire or the chilling embrace of ice, the spell accommodates a spectrum of elements. This magical augmentation not only enhances the weapon’s lethality but also provides a distinct advantage in combat, as the wielder gains mastery over the selected element, making them a formidable force on the battlefield.

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Empower

The Empower spell, a coveted arcane mastery harnessed by Fire Isle Mages, is a transformative incantation that temporarily elevates a caster’s physical prowess beyond their innate limits. Fueled by the intense energies of the Fire Isle, this enchantment grants the spellcaster unparalleled strength, extraordinary speed, or unparalleled agility for a brief duration. The spell taps into latent reservoirs of magical energy within the mage, channeling it to amplify their physical capabilities, enhancing combat skills or facilitating swift escapes.

In extraordinary circumstances, adept Fire Isle Mages can extend the benefits of Empower to others, bestowing heightened abilities upon chosen individuals. This exceptional feat requires advanced mastery of both elemental forces and the intricate mechanics of magical transference. Consequently, the Empower spell stands as a testament to the Fire Isle Mages’ profound connection with elemental forces, showcasing their ability to push the boundaries of conventional magical practice to achieve remarkable feats.

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Deaths Curse

The infamous Death’s Curse, an ancient and forbidden spell, grants the caster the immortal life while exacting a gruesome toll on their physical form. Practiced exclusively by the Necromancers of Fire Isle Mages, this arcane ritual transforms its wielder into a Lich—a being suspended between life and death. Driven by an insatiable desire for eternal existence, these high-level mages willingly embrace the curse, trading the ephemeral nature of their mortal coil for enduring consciousness. As Death’s Curse takes effect, the mage’s flesh undergoes a relentless decay, a macabre metamorphosis that reduces them to skeletal remains. Yet, the Lich persists, a sentient entity bound by the necromantic forces of the curse. This dark bargain with immortality ensures that the Lich, becomes an enduring repository of forbidden knowledge and arcane power.

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Calming Touch

“Calming Touch”, a revered spell among the denizens of Timilak Forest, serves as a harmonious bridge between Elven magic and the natural world. This enchantment, frequently wielded by Elven warriors and mages, finds its prime application in the dense woodland surrounding their city. Its gentle aura pacifies the untamed spirits of the forest, quelling the savage tendencies that may stir within its depths. Interestingly, a modified version of this spell is also embraced by the Clerics of High Tower, extending its influence beyond the woodlands. These clerics employ the ethically charged variant to mollify agitated souls, offering solace and tranquility. Despite its benevolent purpose, akin to Befriend Creature, Calming Touch sparks ethical contemplation, as manipulating the emotions of creatures, both natural and sentient, raises questions about the boundaries of magical influence and its impact on free will.

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