Post by Sol on Apr 18, 2014 23:49:39 GMT
Note: Magic is what essentially keeps majority of the world of Nu Guardia running, and influenced it from its birth to current day. That said, it is only natural that we here at Guardia give it a personal thread to outline what types of magic have been cultivated for use. While it is the binding force in Guardia, we do not enforce that characters use these particular, or any magics at all, especially if the character is from another plane or world. We do however recommend that it be used for ease of understanding and flow. Magic is also such a broad topic, it will be impossible to write down every type here, so feel free to get creative with your own magics, and don't look at this as a rubric for exactly how magic works or the only magics that are accepted.
This article provides an introduction to magic in Nu Guardia.
Magic is a broad term for describing any supernatural effect, regardless of its cause. Nu Guardia is best described as a major-magic world, in that magic is commonplace among the peoples of the world, and can be inherently harnessed to lesser or greater degrees by all creatures born into it. Practitioners of magic are generally well respected in Nu Guardia, in that most practitioners help propel the world forward in all manners of ways, and study the mystics. It is just as respected as the study of any science or physics, and in fact are generally considered interchangeable by most scholars. While widely practiced and available, magic is very serious business in Nu Guardia, and not an activity for wanton "hobbyists" to dabble in.
The origins of magic are a widely debated topic in many circles, and these circles all have different understandings. Most organized necromancers believe Magic is the power of deceased deities, whom's power remained forever in, and around the world, while Sularists believe it is the very metaphysical essence of ones being personified. The latter is the generally accepted explanation, but many bright minds contend with it.
~Independant/Preturnatural~
Independant magic is fueled by the magic user's own metaphysical presence, and can be interchangeable with the word(s) "Powers", or "Abilities" that don't particularly require the use of magic, but would seem magical to the untrained eye nonetheless; this includes a creature's innate powers, if any. The independent uses a part of their own essence in return for a supernatural effect, be it the ability to leap incredibly far distances, fly, naturally able to see in the darkest of places, or control machinery with mental impulses. They are all examples of Independent powers. An independent power, in laymans terms, is a power that is more biological than magical.
~Universal Magic~
Universal magic is the magic that is considered the "basis of the world". Most of it borders on the elemental, such as fire, water, earth, and air, but includes many different sub-topics. Universal magic is usually combined with another form of magic, usually one of the Eight Schools to enable refined effects, more applications, and multiplied control. When used on its own, the results can be chaotic and difficult to wield, but are generally stronger.
The elements in universal magic are considered the "Primes", and the primes are usually grouped as follows; There are a total of 8 different prime elements. They are in two rings of influence with the eight elements, space, being the neutral element which binds them all together. The elements are Earth, Fire, Water, Air, Life, Death, Temporal, and Space. Each element has a natural leverage against another, creating balance, a large focal point in Arcanum, a major religion in Syirith in which the forces of magic and balance are worshipped.
Following the 8 primes, there are six minor, or subsidiary elements in the greater formula of magic as well. While more complex and situational, they own their very own place in the hierarchy. They are Light, Shadow, Holy, Darkness,(Sub-divisions of Life and Death respectively) Bard, and Electricity/lightning.
~The Eight Schools~
Perhaps the most influential area in magic study, the magic schools are the greater listing of specific spells or spell-like abilities that fall into one or more categories. The schools are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Most magic in the world will in one way or another fall into one of these categories.
~World Magic~
World magic is the magic of craft and lore. The magic user possesses no superpowers of their own, but has learned to exploit secret pathways of the universe to gain power. It carries the danger of meddling with dark and obscure trades - and users often experiment on themselves. As with the other magic paths, world magic is extremely diverse, ranging from the concoctions of Alchemy to the runes of Spell Crafting. Other important world magic disciplines include Animation, Webbing, and Spiritism.
~Learning Magic~
There is no unified process to learning magic, or a limit to how much magic a character is capable of knowing, as it depends on what discipline one wishes to study. Independants cannot be learned: it is bestowed by birth, and can only be enhanced via conditioning it through personal training. Universal, and most other forms of magic are often taught in most secondary schools (Grade school, high school) or occasionally by traveling wizards, whereas world magic tends to only be taught on the college level, as they are so specific and sensitive.
This article provides an introduction to magic in Nu Guardia.
Magic is a broad term for describing any supernatural effect, regardless of its cause. Nu Guardia is best described as a major-magic world, in that magic is commonplace among the peoples of the world, and can be inherently harnessed to lesser or greater degrees by all creatures born into it. Practitioners of magic are generally well respected in Nu Guardia, in that most practitioners help propel the world forward in all manners of ways, and study the mystics. It is just as respected as the study of any science or physics, and in fact are generally considered interchangeable by most scholars. While widely practiced and available, magic is very serious business in Nu Guardia, and not an activity for wanton "hobbyists" to dabble in.
The origins of magic are a widely debated topic in many circles, and these circles all have different understandings. Most organized necromancers believe Magic is the power of deceased deities, whom's power remained forever in, and around the world, while Sularists believe it is the very metaphysical essence of ones being personified. The latter is the generally accepted explanation, but many bright minds contend with it.
~Independant/Preturnatural~
Independant magic is fueled by the magic user's own metaphysical presence, and can be interchangeable with the word(s) "Powers", or "Abilities" that don't particularly require the use of magic, but would seem magical to the untrained eye nonetheless; this includes a creature's innate powers, if any. The independent uses a part of their own essence in return for a supernatural effect, be it the ability to leap incredibly far distances, fly, naturally able to see in the darkest of places, or control machinery with mental impulses. They are all examples of Independent powers. An independent power, in laymans terms, is a power that is more biological than magical.
~Universal Magic~
Universal magic is the magic that is considered the "basis of the world". Most of it borders on the elemental, such as fire, water, earth, and air, but includes many different sub-topics. Universal magic is usually combined with another form of magic, usually one of the Eight Schools to enable refined effects, more applications, and multiplied control. When used on its own, the results can be chaotic and difficult to wield, but are generally stronger.
The elements in universal magic are considered the "Primes", and the primes are usually grouped as follows; There are a total of 8 different prime elements. They are in two rings of influence with the eight elements, space, being the neutral element which binds them all together. The elements are Earth, Fire, Water, Air, Life, Death, Temporal, and Space. Each element has a natural leverage against another, creating balance, a large focal point in Arcanum, a major religion in Syirith in which the forces of magic and balance are worshipped.
Runic Element | Advantage Against | Weak Against |
Earth | Wind/Air | Fire |
Air | Water | Earth |
Water | Fire | Air |
Fire | Earth | Water |
Life | Death | Time |
Death | Time | Life |
Space | Neutral | Neutral |
Following the 8 primes, there are six minor, or subsidiary elements in the greater formula of magic as well. While more complex and situational, they own their very own place in the hierarchy. They are Light, Shadow, Holy, Darkness,(Sub-divisions of Life and Death respectively) Bard, and Electricity/lightning.
Sub-Element | Advantage Against | Weak Against |
Light | Relative Neutral(Toward Shadow) | Darkness |
Shadow | Neutral | Light |
Holy | Darkness | Neutral |
Darkness | Light | Holy |
Bard | Neutral | Neutral |
Lightning | Water | Earth |
~The Eight Schools~
Perhaps the most influential area in magic study, the magic schools are the greater listing of specific spells or spell-like abilities that fall into one or more categories. The schools are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Most magic in the world will in one way or another fall into one of these categories.
~World Magic~
World magic is the magic of craft and lore. The magic user possesses no superpowers of their own, but has learned to exploit secret pathways of the universe to gain power. It carries the danger of meddling with dark and obscure trades - and users often experiment on themselves. As with the other magic paths, world magic is extremely diverse, ranging from the concoctions of Alchemy to the runes of Spell Crafting. Other important world magic disciplines include Animation, Webbing, and Spiritism.
~Learning Magic~
There is no unified process to learning magic, or a limit to how much magic a character is capable of knowing, as it depends on what discipline one wishes to study. Independants cannot be learned: it is bestowed by birth, and can only be enhanced via conditioning it through personal training. Universal, and most other forms of magic are often taught in most secondary schools (Grade school, high school) or occasionally by traveling wizards, whereas world magic tends to only be taught on the college level, as they are so specific and sensitive.