[h1][color=Blue]Magic and Will[/color][/h1] [hider=Magic][b]Channeled Magic-[/b] Channeled Magic is the most common form of magic. Channeled magic is any magic which is given to the user from an outside source. This can be a god, an item, or some sort of artificial font of magic. Most commonly Channeled Magic is magic collected and gifted by the Gods to worshippers or favored individuals. Most Gods grant their magic to clerics and followers but occasionally they will give it to individuals who never ask for it. Channeled Magic typically has set parameters to it and often has spells that are specific to the caster. Often the magic is aligned with the particular source. [i]Ex: Fire Elementalists have fire magic, Wyrdshapers have magic that deals with illusion and enchantment. Etc.[/i] [b]Wild Magic-[/b] Wild Magic is magic that is supplied by a caster who takes ambient magic and uses it to create the magical effect they desire. Wild Magic doesn’t require an external power source, however it is much harder to manipulate than the channeled magic that items or Gods provide. As such most Wild Magic users are either incredibly powerful or rely on some sort of combination of Wild and Channeled magic Wild Magic is also not restricted like a god’s magic. As a result Wild Magic users can use any form of magic with only two exceptions: Death and Time magic. The other drawback to wild magic is that if there is no ambient magic in the area the wild magic user can’t draw on it. [b]Traditional Magic Divisions-[/b] [b]Alchemy-[/b] Magic that manipulates the physical properties of the world around you. [b]Illusion/Enchantment-[/b] Magic that creates Illusion or manipulate others thoughts in some manner [b]Divination-[/b] Magic that grants the user information of some kind be it farsight or future sight [b]Necromancy-[/b] Magic that manipulates life forces and raises the dead [b]Abjuration-[/b] Magic that protects and Heals [b]Conjuration-[/b] Magic that creates or summons objects/beings to the caster. [b]Force Magic-[/b] Any form of directed force or energy magic. i.e. Fireballs, lightning bolts, plasma blasts, freezing balls of energy. [i]Note[/i] Getting the category your magic belongs in isn’t as important as coming up with a character you like. These are simply here for convenience. [b]Caster Types-[/b] Some Gods or beings who provide magic have specific names for the casters they give magic to. Yishreenok gives its powers to Necromancers. Necromancers have a few distinct paths which are mastered one at a time however it is unusual for a Necromancer to master more than two paths. Necromancers are incredibly rare as they are surrounded by fear and hatred as they are they only mages in Galendar which Yishreenok will treat with. Darkwardens- The most prolific path of Necromancy Darkwardens are individuals who raise the shells of the dead as soldiers, servants and minions to serve them through animation of corpses via magic. Veilwalkers- One of the rarest breed of Necromancers; Veilwalkers are necromancers who can cross into the realm of the dead or summon spirits back from the other side of the Veil. These Necromancers are also capable of manipulating souls as a source of magic. Blightcallers- The second most prolific path of Necromancy; Blightcallers are necromancers who manipulate entropic energy allowing them to be incredibly powerful battle mages which can level large parts of armies. In addition Blightcallers can typically manipulate diseases and rot allowing them to be both potent healers and the scourge of large areas should they be slighted in some way. Shades- A rare path of Necromancy that deals with manipulation of fear, sorrow and the innate terror in all living things of Yishreenoks approach. Shades are capable of killing other living beings with fear alone. In addition they are capable of using the fears of those around them for the purpose of transforming themselves into their enemies and allies greatest fears. Gorefrosts- A mildly prominent path of Necromancy Gorefrosts manipulate Gravechill to bring down their enemies. Additionally Gorefrosts are capable of raising particular kinds of undead; while not as effective as their Darkwarden cousins Gorefrosts can raise some truly sinister undead capable of inflicting deadly frostbite and stealing the breath of their enemies. Wave Revenants- An all but forgotten discipline of Necromancy, Wave Revenants are Necromancers who specialize in manipulation of toxins, and inflicting drowning and stagnation upon their enemies. Most of this rare breed are from the Glimmering Isles and there is a suspicion that they may be the followers of some God of the Depths from the Northern Kingdoms having taken up the mantle of a Necromancer of Yishreenok. Shrivel Scroll- A long forgotten path of Necromancy that deals in the resurrection of objects. These Necromancers could once raises castles, towns, ships and other structures and objects from the dead with their power but now the art has long since fallen by the wayside with the High Necromancers and Avatar of Yishreenok being its only practitioners. Thandarillasad grants magic to Shamans; these mages are the Keepers of the Wild and are a very rare sight beyond the Forests of Korvan and Kilrathan. The Elemental Sovereign's grant magic to Elementalists; Elementalists typically only serve one Elemental Lord or Lady however it is not unheard of for an Elementalist to serve two or three members of the council. It is incredibly rare for an Elementalist to serve opposites (Fire and Water or Air and Earth, etc.) All Fae are considered to be Wyrdshapers and may draw on Arcadia as a source of enchantment and Illusory magic which is called Wyrdshaping. Binders and those they provide magic to are referred to as Warlocks as their magic stems directly from Hell and is capable of influencing fate and luck.[/hider] [hider=Will]All magic must be shaped by a will. Will is a measure of one's ability to influence the world. Galendar has every form of magic imaginable from simple elemental manipulation to complex magical rituals with very specific purposes. However all magic is shaped by a Will. Will comes in several forms typically described with an adjective or a degree. A first degree will is what the average person possess. Hence it is referred to as Average will and is only minorly capable of influencing the world. It is possible for beings through their actions, through the intervention of fate or the gods to become more powerful in their will. It is rare but the world has seen individuals climb from no bodies that they universe does not recognize as significant all the way to the heights of a Greater Will, a participant in the grand schemes of Gods and Immortals. This is not common but it does on occasion happen. Average Will- The normal run of the mill person trying to survive in Galendar possess an Average will and has very little influence on the world. Unnatural Will- People who are destined to affect the course of Galendars history posses an Unnatural will. They are the ones who can effect the fabric of fate. Adventures, Fortune tellers, Professional swordsman, Artisans, Hedge witches and other dabblers in magic possess an unnatural will. It gives one the ability to effect the world in minor ways. It is what separates an average soldier from the one who walks away from a battle alive, it allows limited use of Channeled Magics and it allows some to scratch the surface of Wild Magic. Potent Will- This is the category that the majority of heros fall into. These are the expert swordsmen and archers. Fierce Barbarians and Far walkers. The top twenty percent of scholars, artisans, musicians and Mages. Most priests, clerics, shamans, druids and other members of faith's fall into this category of Will. You must have at least this rank of Will to wield Wild Magic effectively. Greater Will- This is the category that about a third of heros fall into. These are the master swordsmen, rangers, berserkers,and Knights. The finest scholars, artisans, musicians and Mages the world has to offer. Most Archdruids, Hierophants, Oracles, and Prophets fall into this rank of Will. Additionally this category includes most members of higher races such as Fae, Djinn, and other beings whose race was not originally native to the mortal plane. You must possess at least a greater Will to wield God Weapons. Superior Will- This Category contains the greatest players in the Schemes of Fate. Legendary Mages, Heros, Clerics and Artisans fall into this category as they are the ones who can drastically adjust the course of history. Additionally most Beings from other planes have a Superior Will or an equivalent Will, this includes Demons, Infernals, Elementals and Celestials Supreme Will- This Category contains the Demigods of Galendar. Beings who have somehow enhanced their will beyond Superior Will and now have a Will that exists one step away from Godhood. These beings are few and far between and they all are unique in how they came to possess a Supreme Will. The only “naturally” occurring instance of Supreme Wills and by far the most common instance is when an Avatar of an element or a God is born. Or the mantle of an Avatar is stolen or transferred. Divine Will- This Category Contains only the divine beings of Galendar and allows them to shape the world as they see fit. Additionally only possessors of Divine Will can wield a God weapon at their true potential. Hence the term God weapon. Only an Apotheosis event can cause someone to gain a divine will. Typically only beings possessing a Supreme will can undergo an Apotheosis event. Oracles- Oracles are individuals who were born with a particular degree of will but have been chosen by a divine or occasionally even by a being with a Supreme Will to act in a certain capacity. When the Oracle triggers their purpose or is acting in accordance with whatever directive they were given the universe recognizes them as being more important and they are granted a more powerful will in accordance.[/hider]