Valenth

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L O R E
M A G I C

Magic is the practice of bending the energies of the universe-- the elements --to one's will. The arcane has long been a subject of great mystery to most people; magic is not a subject one can learn simply by studying books or manuals, and thus it is restricted to those few individuals with a natural gift for it and the good fortune to aquire an able tutor.
Techniques and approaches have changed over thousands of years, giving rise to three primary forms of magic; Ritual, Alchemy, and Sorcery.

Ritualistic Magic is the oldest type of magical practice known, utilized by ancient cultures and ageless beings. It is magic at its most primal, spells woven over time through the power of song, dance, and the cosmos themselves. Rituals must often be performed at specific times in specific places during specific events with specific preparations-- such meticulous details being handed down through generations by practice alone, and eventually being lost in whole or in part to the sands of time.

Practitioners of ritual magic are known as shamans or witch-doctors depending upon culture.

Alchemy is the middle ground between ritual and sorcery, with considerable basis in science and chemistry. Alchemical magic draws power from the stars, as well as from rare and dangerous-to-procure components such as powerful biological toxins and various parts of deadly or elusive creatures and herbs. Alchemists' power comes not from cast spells but from elixirs, brews, powders and other concoctions.

Most doctors at least dabble in alchemy to some extent.

Sorcery is the most modern form of magic, based upon spoken spells crafted for swift albeit temporary results. This magic is suitable for fast-paced, emergency situations such as combat, but permanent enchantments can only be worked with the assistance of alchemy or ritual.

Mages, or magi, practice sorcery, and are the most common magical practitioners in modern-day Valenth.

Beyond these is Necromancy-- a forbidden magical practice that involves the creation and manipulation of morte. Necromancers are not welcome in most arcane circles, and most elder wizards do their utmost to urge their pupils away from pursuing such magic.

Some races have a natural aversion to arcane energies of all kinds, and do not practice magic. These include the silisk, who are very earth-minded, and cannot grasp the concept of unseen energies, and the chimaera, who cannot manage anything more than the simplest novelty spells.


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