[quote=@SuperTacticalDerp] [@HeroicGathering] Thanks! Can't wait to see how this progresses. [/quote] Speaking of which, here's an updated map :D [img]http://i.imgur.com/hqxPrl7.png[/img] And here's what we have planned for the magic thus far, special thanks to [@Ostarion] for his or her work. By all means have a read and let us know what you think :) [center][h2][b]Magic System[/b][/h2][hr] Magic in Eramar is something which is both a talent and a skill. Legends say that magic began as manipulation of mana - pure magical energy, and is believed to have come from the god Jarif. Some say that it was something which always existed. What is known is that Magic is now an aspect of Eramar which will likely be used for eternity. Anyone is able to learn to use magic, the majority of people in Eramar do not, and for various reasons. Most forms of magic require knowledge, and most simply do not have an strong enough understanding for it, many are simply not too fond of magic, and some simply do not have the resources. Magic is also a talent - a very select few have a natural aptitude for particular schools of magic within the New Arts. However, because of the many types of magic that can be found within the spectrum of the New Arts, a magic someone may [i]want[/i] to study may not be the magic they are [i]good[/i] at. [h3]Old Arts[/h3][hr] The Old Arts are the original form of the manipulation of mana into simple forms. Barriers, blades, bolts and beams. The Old Arts are considered to be the first form of magic which were brought into existence by the God of Magic. Perhaps the Old Arts went by a name in a different time, but this is merely an afterthought. Silas Clearwell was the first known user of the Old Arts, and was thought to be a practitioner of magic. Some like to believe that Silas Clearwell created the art of Mana Manipulation, although it is an idea entertained only by scholars, as the prospect of a mortal man creating such magic rather than a god is detestable to the common folk of Eramar. Perhaps Silas was merely an avatar of Jarif, seeking to bring a new form of knowledge among humans, but the true origins behind the Old Arts may never be known. At this point in time, the Old Arts are 'lost' in a sense; the inner workings of the Old Arts were forgotten with the development of the New Arts. It now serves as the ancestor to all magic forms found within the new arts, but has the strongest connection with Auramancy, which combines the manipulation of mana alongside a host of utility spells. [h3]New Arts[/h3][hr] The New Arts are not a form of magic in their own right, but are an umbrella term for all forms of magic which were derived from the Old Arts. The most common form of New Arts magic is elemental magic, manipulating elements rather than mana itself. The New Arts have no 'true' owner; each magic form was developed by a different source or being. While not as ancient as the Old Arts, the New Arts were also created an extremely long time ago, although not long enough to forget about them as with the Old Arts. It should be noted that the magic schools found within the New Arts are not necessarily accepted, but are not scorned often either. Some holds and castles make it a point to have a Court Mage - preferably specializing in Auramancy, but aside from this there isn't much demand for magic users in Eramar, and many do not find it to be too relevant in their daily lives. Below is a list of some of the more "unique" magic forms found within the New Arts. [color=f7976a][b]Pyromancy[/b][/color] Characterized by the manipulation of fire. Pyromancy is particularly unique as a New Art because it not only requires a reserve of mana, but also requires a great deal of stamina which dwarfs that of other New Arts. At the same time, Pyromancy is relatively easy to learn in comparison to the other New Arts, as their spells are relatively simple, to the point where they may be somewhat awkward to use at times. On the other hand, Pyromancy takes ingenuity and often times agile footwork, as most Pyromancy spells are to be used at near-melee range, aside from the odd fireball or two. In an army, there may be the odd footsoldier who can throw fire a short distance - but not often. There may be a young practising student who can do three different Pyromancy spells, all of which just involve creating/throwing fire at varying ranges. For example, one Pyromancy spell may release a burst of flame from the hand in front of the caster. Powerful, but it's a simple burst, limited in range with a casting time which gives someone a chance to escape. A Pyromancer would have to be inventive in order to get this spell to hit. Perhaps they would perform the spell just as someone tried to attack them - the spell is done pretty close to adversaries anyway, and would serve as a sort of deterrent for enemies. [color=MediumSlateBlue][b]Auramancy[/b][/color] The closest relative of the Old Arts. Auramancy is both an offensive-based and utility-based school of magic. It draws the ability to manipulate mana in physical ways much like the original Old Art, but Auramancy also provides useful abilities that don't revolve around combat. Things such as teleportation, telepathy and telekinesis each find a home within Auramancy. It should be noted that the mana manipulative side and the utility side are not necessarily the same. A person studying Auramancy may very well find that they are better at a particular side of Auramancy rather than the other, although it is completely possible to be equally good at both. It should also be noted that unlike Pyromancy, Auramancy becomes stronger not only through practice, but through [i]understanding[/i]. People with a good grasp of magical theory in addition to general intelligence find that their Auramancy spells are more potent and effective. Auramancers are the most preferred type of mages in Eramar, as it is thought they have the closest bond to Jarif due to their connection with the Old Arts. [i]^This school of magic may be a bit vague. Think of it as a combination of Elder Scrolls Alteration and Dark Souls Sorcery.[/i] [b][color=6ecff6]Cryomancy[/color] & [color=7ea7d8]Hydromancy[/color][/b] Cryomancy and Hydromancy were both developed around the same time, and are schools of magic which are less common than that of Pyromancy, a they are particularly harder to learn. Hydromancy is the manipulation of water, and Cryomancy is the manipulation of ice. Both schools of magic are intertwined with each other; a person learning Hydromancy will likely be able to learn Cryomancy easily, and vice versa. Hydromancy is more defensive than it's counterpart, however, and normally revolves around protecting oneself by pushing enemies and spells away. Many Hydromancers are able to conjure water for their spells, but bodies of water are where Hydromancers can truly become an offensive force. Waves which push adversaries away, trapping particularly dangerous enemies in bubbles of water and water appendages which strike, grab and even drown adversaries (if you're into that sort of thing...). Cryomancers on the other hand do not need already-existing ice to be effective, although Cryomancy can sometimes feel quite weak, as many ice spells are less effective on targets with decent armour and a good shield due to their resistance to piercing attacks. At the same time, lightly armoured targets will naturally fear a Cryomancer, as they have an uncanny tendency to impale their victims with icicles. Naturally, Cryomancers may also try to freeze enemies, but would require the aid of Hydromancy in order to coat a target in water. Cryomancy also has the ability to freeze already existing Hydromancy spells. One might create a wave, only to freeze it a second later to turn it into a crushing force, but at the same time may make it easier to break down. Often times mages who specialize in Hydromancy and Cryomancer have to make split decisions on whether or not they will transform their spells into a more fragile ice, or maintain the defensive nature of their water spells. [color=007236][b]Necromancy[/b][/color] The art of manipulating death, the dead and decay. Unlike Curses, which manipulate souls on the occasion, Necromancy revolves more around summoning undead to do one's bidding, and slowly killing adversaries with defiling decays and diseases. Many like to believe that this form of magic was created for some sort of worship towards Trolen, although the real reason for the creation of Necromancy may be slightly less admirable. The undead that Necromancers create are normally weak individually, but strong on groups. They are also relatively easy to summon again once destroyed. Adventurers commonly focus on killing the Necromancer, as doing so results in the destruction of all undead minions. In addition to summoning servants, Necromancers are also able to conjure appendages. Skeletal hands which reach out of the ground to hold weak targets and such. Necromancers also have magic which revolves around decay, although excess use of the decaying side of the magic school will slowly takes it's toll on the user in ways which are far from pleasant. Some Necromancers feel inclined to find a way to cheat death. The most common method of doing this would be achieving lichdom, but there are many rituals in order to ascend to lichdom, like having different brands of the same product. Some of these rituals have requirements which are tedious, but simpler rituals tend to go wrong rather easily.[hr][/center]