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Join date : 2012-03-10
Age : 30

PostSubject: Magic System Sun Mar 11, 2012 5:03 am

The Origin of Magic - The Divine Words

Arenia has always been a world saturated with magic. It resides in the air, the earth, the water, and within every human and creature born on the surface of the world. But although they had great reserves of it within them, in the beginning humans had no way to manipulate the otherworldly energy. Magic and its wonders were explicitly reserved for the Gods, and being able to perform such amazing feats was a miracle only the Gods understood. Humans, as a primitive species, were not ready for the gifts that came with the understanding of the language of Mana. It was not long into recorded history before everything changed, however.

It is written that the God Calick, master of Magic, descended from the Hall of the Gods in a shower of sunset light that defied the, at the time, stormy weather. He made his first appearance in his own Temple in the land of Kashr, to the priests who had served his scriptures faithfully for many years. The ground upon which he trod hummed with power, and the air surrounding his body shimmered with a thousand hues of colors. As the first God to have ever approached man personally, he was met with reverence and awe, and no little amount of fear. Calick was a kind master though, and he dispelled the fears with words of praise and congratulations. The priests bowed before him, and upon them Calick granted the gift of the Divine Words.

Quote :
"Be at ease ye faithful. I offer My blessings to ye who have listened to My teachings, that ye should learn My Words and command My magicks, to spread to your fellow man, My and My Brothers' beloved servants. Hear these Words and know the Language of Mana, the language of the Elements, so ye might command the Land and the Sky, as I command them."

What Calick gave mankind was 'The Language of Mana'. When spoken correctly, the Divine Words gave the mage the ability to command the flows of Mana - or Magic - within themselves and draw it out under the control of the speaker. Once the mage has drawn the magic inside them into a workable form, it is only a matter of directing it mentally and spiritually to finish the cast. But without the initial Words, drawing the elemental magic necessary for a spell in the first place is impossible.

The priests of Calick, now calling themselves Magi (and later Mages), wrote down the Language of Mana in its original form and spent years studying its unfamiliar phrases in order to construct the spells Mages use today. Records of its translation are held within the priesthood as sacred relics, and only select individuals of the Temple of Calick have ever had the chance to look at the original source material. As such, translations of the spells from Divine Word into the Common language, are not readily available.

Magic and You - The How-To Guide

Quote :

Divine Word

Upen zis wheep Pum dinkeno,
klaxank vo chlockth zaxat ug whaxavo sewn.
Whoaxal vo jed, vaxagic blem within
Bel jed yeep staxaes Pum loscict
Pum caxarr upen zo whewrick Wict.


"Upon this hour I intone,
grant me strength that you have sown.
Hear me now, magic from within
For now your chaos I [rescind]
I call upon the [howling Wind]."

These words, forming the basic syntax of all the recited incantations scripted by the old masters, invoke the magic of Air. Similar incantations are used for other elements. Young mages are taught how to say these spells in the Divine Word, as using Common simply doesn't work, and therefore rarely know what the translation actually means. But knowing the translation is not important to the mastery of magic - simply knowing how to speak the Words clearly, without pause, will allow one to draw the magic out.

Some people mistakenly believe that Mages draw magic from the world around them. This is not the case. Humans are as saturated with magic as the land is, and they themselves have a well of it inside them. This is true for most every person on Arenia, and a non-magic capable human is as rare as it is unlikely (though exceptions have been known to happen). Just as each person is saturated with magic, each person also has a natural affinity to a type of element. Their affinity is defined by their personality and nature - not how they act in public, but the true nature of their being which is at the core of their decision-making.

Note: A person's affinity does not mean they have to match all of these below characteristics, only more in one category over another. Likewise, a mage can draw from any school of magic when casting, but the potency of their spells are increased when using the element that they are aligned with.

Fire: It is the element of a volatile nature, of a willingness and passion which can change very easily and with rapid succession. The fire type is outgoing, enthusiastic and creative. People with fire affinities are often impulsive and eager to start projects but not as good at finishing them. They can be a pleasure to be around but may also be changeable and impatient. The fire type is intuitive, generous and sociable, but bores very easily.

Water: It is the element of love and compassion. A person with a water affinity will be very creative, but not always very practical. Water types are extremely sensitive and intuitive, and can adapt readily to the ever-changing environment around them, making them ideal for the 'think on their feet' or 'we'll cross that bridge when we get there' approach. They can be idealistic, loving, emotional and changeable, with a strong aesthetic sense and upstanding moral center. They often give a (false) outward appearance of calm, but can easily be caught up in the flow of emotions around them.

Air: It is the element of intelligence, the kingdom of thought. The air type usually has a curious nature and can enjoy travel, communication, strange experiences and learning new things. An Air affinity may delight in being surprised, can be flighty, playful and hard to ground in reality. Simple or shallow work bores this kind of person quickly, and they can be very patient if the need arises. They are often referred to as free spirits and have large, often unaccomplishable dreams.

Earth: It is the element's whose traits are industriousness, empathy while remaining grounded, honesty, and prudence. Earth types are calm, practical, steady, and reliable. They like to be busy and productive, and their hands can often "think for themselves." Pushed to their limits, earth types can be very stubborn, and that reserved manner may turn explosive with enough continuous pressure. They are a reflective affinity that will take the time to plan before leaping into action and are good with long projects the other affinities may lose interest and fall away from. Earth affinities may collect items or friends in large quantities, particularly when stressed.

Light: This is the very rare element of selflessness. Light types are compassionate, gentle people who often try to please others at the sacrifice of themselves. They can be intimidated by others, often trying to appease everyone and therefore appeasing no one at all, but are steadfast in their moral security when it comes to right and wrong. Alternatively they can be aggressive go-getters, and this can lead them to taking on more than they can reasonably handle. Light affinities are sociable and easily collect deep friendships, are often cheerful, generous, understanding and a joy to be around. They are warm, and often the moral support of any group. Their optimism can be blind at times, but when crushed can cause deep and sharply declining depression. Light magic represents the positive aspects of all the other magics and so is incredibly rare to have as an affinity, without matching most of the described personality.

Dark: This is the element of hatred and hunger, the affinity of self-importance. The characteristics of a Dark affinity are often sinister and malign in nature, but can also include unrestrained lust for power, wealth, possessions or people of an obsessive nature. Dark affinities may be brooding, mysterious individuals who are shallow and callous, with little regard for the well fare of others. They often have high standards and dislike having to settle for anything less. Dark magic represents the negative side of all the other aspects of magic, and so is a very rare type of affinity to have in people. Dark affinities are widely regarded as the "evil" affinity and are exclusive to Bjira (Taken) and deeply malicious or inconsiderate individuals.


Manastones are naturally forming crystals which have an affinity to a particular type of elemental magic, depending on the crystal. These can be used to help boost a person's magical ability, as the stone acts as a focusing lens. When magic is put through the crystal it boosts the effect of the spell by compressing the energy, which the mage can then release at their leisure. In this way Manastones can also be used to "contain" spells, and a spell which has been stored in the stone will remain there indefinitely until it is then released. The magic will continue to build in strength until the maximum "boost" is achieved, which is determined by the size of the stone in question. Only one spell can be stored at any given time, and only a spell of the same element as the stone itself. Since the magic has already been drawn using the mage's Word, release from the stone can be done without the use of incantations, but once depleted the mage must replenish the energy of the stone and recast the spell for any future use.

Manastones are very dense and heavy, and as such cannot be carried around as anything but small shards or jewels without some aid. A round Manastone with a diameter of 3 inches, (a total circumference of 9.42 inches) will weigh as much as two and a half pounds. Larger, heavier Manastones are likely to be found mounted on city fortifications, weapons of war, or on Temple towers.

From left to right: Emberyl, Tidestone, Zephyrite, Terracite, Sunpearl, Shadow Quartz

Emberyl - A Fire affinity Manastone found to grow in volcanic environments and under intense heat. Emberyl can grow as both open crystal formations in caves and as geodes at the base, and surrounding area, of volcanoes. It grows with average speed.

Tidestone - A Water affinity Manastone found to grow in still water mineral pools, around hotsprings or at the bottom and edges of large bodies of water as smooth, rounding crystal. Tidestone can also grow in dark, damp, cold caverns as typical crystal formations, and rarely as geodes in deep wells. It grows quite quickly in dark, damp environments and can grow to massive size if there is a spacious cavern provided, leading to formations that can reach upwards of a quarter mile.

Zephyrite - An Air affinity Manastone which forms in windy gullies and high up in the mountains, commonly found in caves. This type of Manastone grows with the most adaptability to environment, and with the most speed, but only forms in small crystal clusters.

Terracite - An Earth affinity Manastone that forms in veins in dense rocks and is minable in most locations, usually below the water table. This stone is the most abundant of all of the Manastones but grows the slowest.

Sunpearl - A Light affinity Manastone that only forms above the snow line in alpine climates, within geodes hardened from snow and rock. It forms with average speed.

Shadow Quartz - A Dark affinity Manastone which only grows in stalagmite limestone caves as crystal formations. It grows slower than average, but not as slowly as Terracite.


Rubicos is the last of the Manastones and the greatest of the lot. Rubicos is the only Manastone that can focus magic but has no elemental affinity. It was created when Arenthian's magic crashed to earth with a great force to form the Sacred Pool, and can only be found on Nal'hadir Island - of which most of the island's rock, beneath the surface of the soil, is now comprised. Rubicos is twice as dense as typical Manastone and as such extremely heavy. It requires a great amount of effort to cut and as such is only used in the Reliquaries around the world, or in specific Temples.

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