Arts Of Magic
Arts Of Magic
Evocation
Art of Evocation is the oldest and simplest Arcane Art; the art of summoning entities from somewhere else. This is the only form of magic that can produce actual matter, and the only form of actual matter that can be produced by a spell: magimatter. This is the basis for any form of conjuration magic. Creatures may attempt to block or dodge damage dealt by evocation. If a creature successfully negates all damage dealt this way, all evocation effects on the creature end. If an imbued weapon or creature becomes subject to another imbuement, the previous effect is removed.
See also: All Evocation Features
Magimatter
Evocation has the ability to produce a dull material deemed magimatter. Magimatter is a non-conductive, magically resistant material that resembles rigid, dense clay; always a flat gray color. Magimatter can be summoned by the kilogram; 4 kilograms of magimatter is equal to 1 liter, or 1,000 cubic centimeters. It is a Crude material.
Destruction
Evocation produces damaging force in magic. Just about all spells capable of physical harm include the Art of Evocation.
Imbuement
Imbuement is a form of evocation that extends past a spell's natural duration, a temporary form of rune carving. These runes leave an effect on a weapon that expels upon its next attack.
Enchantment
The Art of Enchantment simply leaves lingering effects. Though this is extremely useful for a multitude of spells, enchantment does little on its own. Simply, a spell benefits most from having another effect.
See also: All Enchantment Features
Prolong
Each spell's maw has a lifespan which depicts how long the maw will stay open. Prolongation is the pure purpose of enchantment, allowing a spell to continuously affect its surroundings after cast.
Modification
Much as how the art can make spells stay, the Art of Enchantment shows how to take them away. This feature is the only independent use of enchantment without any other arts.
Permanency
Spells simply stay as long as the caster can keep the maw open. Permanency acts like a stint that props it open until somebody removes it.
Illusion
The Art of Illusion is one of four designed by ancient twilight elves. It acts much differently from the original four arts, simply modifying the sensory functions of creatures. This type of magic is useful for stealth, deception, or even giving potent information to others. Creatures affected by illusion magic may make a Will contest against the caster upon casting and at the beginning of each turn. Upon succeeding, it ends all illusionary effects on itself.
See also: All Illusion Features
Extrasensory
The most common use of illusion is to alter a sentient creature's senses, so that they see, smell, feel something different than what reality is actually offering.
Imagery
One of very few arts that have an effect that can exist outside of a spell's wake, imagery is a powerful tool up any illusionist's deep sleeves. These images can be used to deceive creatures or to show multidimensional images and diagrams, allowing the illusionist to offer information in innovative ways.
Duress
Illusionary magic is mentally based. While this is most often used to modify one's senses, this can also be concentrated into pure mental pain. These concentrated blasts can slowly decay a creature's psyche, tugging against their mental walls.
Array
The Art of Array is what allows a caster to use spells at range, making sure they do not have to get within close proximity to their targets. This is one of the oldest arts of magic, chronologically close to the Art of Evocation.
See also: All Array Features
Bolster
The maw of a spell can be modified and animated in several unique ways. Most often, it ends up as a straight line, though the throat can be circular, a square, anything.
Necromancy
The Art of Necromancy is a powerful art designed by ancient twilight elves, one that revolutionized the use of magic and its permeance in standard civilization. This art fueled huge amounts of research towards souls and their connections with their host bodies.
See also: All Necromancy Features, Stasis
Revivification
Necromancy's most powerful trait includes the ability to push souls back into capable bodies. This comes with many possible ramifications, depending on the caster's route towards doing so.
Animation
Similar in spirit but different in practice than revivification, animation is the art of pushing souls into objects and bodies, some that aren't capable of holding soul anymore. Instead of the body piloting itself, a magically-imbued entity is given new motor capabilities through spell, and piloted via command. These types of creatures have decision-making capabilities and are often sentient, but rarely able to process even complex thought.
Soul Rending
Soul rending is a highly sought form of combat within the magical arts in which one takes the soul of another and smashes it repeatedly with a medium-to-large size incorporeal hammer. This is referred to as rending for the fact that it is, literally, tearing one's soul from its vessel, depleting the host's life force.
Divination
The Art of Divination is the most overwhelming art of the four created by ancient twilight elves. Unlike other arts, divination puts eyes on the entire world and is capable of seeing things from anywhere, given the mana there is continuously connected to the caster. This proved extremely useful and helped mages understand how mana functions on a greater scale.
See also: All Divination Features
Unearthing
One of divination's greater features is the ability to gather information where one without divination couldn't. This allows the caster vague, magical answers to potentially groundbreaking questions.
Foretelling
Foretelling is the only form of future telling that civilization has ever seen, albeit somewhat imperfect. Magical divination cannot actually see the future. Rather, foretelling is based on calculation, not true prophecy. However, it often remains impeccably accurate when the correct information is given.
Wake
The Art of Wake allows a spell to cover substantially more ground. Dwarven innovation allowed it to gain exponential value for a linear cost of energy. Rather than a single target, spells that use the Art of Wake affect all creatures and objects within the spell's wake.
See also: All Wake Features
Scope
The most prominent feature of the Art of Wake, scope allows the spell to cover either a two-dimensional area or a three-dimensional area, affecting all creatures within.
Void
Common with wizards and uncommon with sorcerers, void spaces allow a spell to contain small bubbles of safety, that of which nothing inside the bubble will be affected. This is especially useful for damaging spells centered on the caster.
Alteration
The Art of Alteration is arguably one of the most powerful arts, as well as the youngest art. It allows the caster to modify the construction, down to a molecular level, of matter and energy.
See also: All Alteration Features
Alchemy
Ancient in concept but new in magic, alchemy physically transforms one type of matter to another. Outside of purification, this is difficult to make full use out of without permanency.
Restoration
The first form of magical healing ever derived prior to a creature actually being dead, restoration is a revolutionary feature of magic. Not only can it heal minor cuts and bruises, it mends mortal wounding such as organ failure and broken bones.
Transmutation
Transmutation is a branch of alteration that allows the caster to reshape objects and creatures, allowing them new abilities and features, or rather debilitating them. Effects like this are heavily based on the caster's imagination and memory.
Locomotion
Telekinesis is a powerful feature that was quickly harnessed upon the creation of the Art of Alteration. It not only allows the caster to control other creature's positions, but even their own. This makes it a pertinent form of Travel for some powerful mages.