Magic
So you wanna be a wizard, eh? Well magic in Tithe is pretty complicated, more complicated than cleaving your enemy in two with a sword or poking your enemy full of holes with arrows, but the rewards are worth it.
So firstly, let’s set some ground rules. Magic is an art which requires serious time and effort to perfect, even for Fairfolk. It is difficult to train at, and a true mastery of magic takes decades. Remember this when making sheets. In addition to this, the following rules apply to magic:
- No spells that cannot be blocked. Magic spells cannot go through defenses to damage an enemy, though they can damage defenses.
- No spells that automatically kill. No matter how potent, any individual combat spell cannot kill a combat-ready foe. This doesn’t mean that your character cannot kill another character/mook with magic, but you can’t own a spell that if casted has a zero percent survival rate against an armed combatant. That being said, if a dumbass is standing naked in a field and is cursing your momma, feel free to wipe his ass off the planet.
- Necromancy is extremely complicated and hard to perform. It is illegal in every kingdom of Tithe, and is punishable by death everywhere. Only the strongest of wizards can reanimate the dead, and it is never without side effects. Necromancers cannot control creatures like ghouls and ghosts, which are dead but were not made by them.
- Telepathy is impossible. The mind is too confusing and complex to to be read by another.
- No spells of absolute defense. Shield spells are allowed, but shields cannot be unbreakable.
- Magic is not limitless. Each form of magic has different limitations, and exceeding either of those limitations will cause serious and most likely life-threatening damage to your character.
- Transfiguration is not possible. You cannot turn yourself into something else. That means no turning into a gigantic demon or dragon or fifty-foot ghost version of yourself (looking at you, Korra). However, cosmetic potions can allow you to change your appearance slightly.
- While each form of magic is based upon whatever it is you believe in, keep in mind there are a few forms of magic. offensive magic (like casting fireballs), defensive magic (healing yourself and others or making shields), and effect magic(illusions, invisibility, etc)
There are two primarily forms of magic: what is referred to as Light Magic and what is referred to as Darkness Magic. Any one character can only learn one form of magic, and no living being has ever learned both simultaneously (and no being will ever do it so don’t try).
Light Magic was created by the Fairfolk, and is based off of nature. It is the more common form of magic between the two. Like in Avatar, Light Magic focuses on the four elements (fire, water, earth, and air) and uses the relationships between them to cast a wide variety of spells. At a very basic level, Light magic looks like elemental bending. A novice Light mage can do things like shoot fireballs, create gusts of wind, and form shields of rock from the ground below them. But, while doing those things are cool, the true nature of light magic involves understanding the balance between the four elements and being able to alter that balance to create more various attacks. Those who understand how to alter the proportions of the four elements can do much more powerful things, like create magical shields by combining proportions of water and air or covering one’s skin in an iron coating by combining proportions of earth and fire. Because of this, Light Magic can get somewhat complicated and most mages do not go beyond simply controlling the four elements and their hybrids (mist, dust, smoke, mud, steam, metal, ice). It generally takes about twenty years of training and meditation to be able to use the four elements and their hybrids, and much longer to master the control of elemental proportions. Unlike darkness magic, light magic can heal as well, and some light mages can patch up wounds. With the exception of things like healing, light magic always takes a concrete form of an actual object (like lightning, a fireball, a big rock, etc).
Limitations: Light Magic stems from some sort of nature god/goddess, though there are different forms of this. Fairfolk believe in Matrem, the mother goddess who conceived the world in her womb, whereas elves believe in a Pantheistic view of nature and orcs believe in individual nature gods (humans are a mix of all three, though the majority worship Matrem). No matter which nature deity a species believes in, however, this natural deity grants magic power in exchange for service to the earth. Now what does this mean? It means that if a mage does not plant a seed of some sort after using a lot of magic, they develop a sickness known as Matrem’s Wrath. Matrem’s wrath causes extremely high fevers and convulsions that often lead to death or permanent paralyzation. Mages who contract the disease almost always lose the ability to ever use magic again if they survive. There is no set limit for how many spells a mage can use before having to plant a seed, but they generally know that they need to when they begin to feel fatigued and light-headed (or when Maxx tells you to plant a seed or die).
Dark Magic is a form of magic that was created by the cyclopes, and is based off of emotion. It is generally a less-common form of magic, and is harder to learn since it does not involve actual concrete things. Despite its name, dark magic is not actually evil. Dark magic deals with emotions in a similar way that light magic deals with elements. Except, unlike Light Magic, there are more than four elements of dark magic, since there are more than four emotions. Each emotion in Dark Magic has a different effect, and emotions can be combined in a spell to combine effects (this is known as catharsis). The three primary emotions in dark magic (the ones that are used most) are anger, sadness, and happiness. Anger is generally involved in destructive spells that burn or smash. Happiness is generally involved in defensive spells like shields, and sadness is involved in effect spells like illusions and invisibility. Different emotions can be combined in different ways to do different effects (for example, combining happiness and anger gives you a spell which weakens your opponent’s attack and hits them with the same force they hit you with). If you want to know what happens if you combine different types of emotional energies, pm me and I’ll tell you. The more intense an emotion is in a dark mage, the more powerful the spell will be. Some wizard towers actually set up activities in secret where they trick mage trainees into feeling extreme emotions (euphoria, blinding anger, love) so that they can remember how they felt later and use it. The two most powerful emotions in Dark Magic are love and vengeance. Love spells are extremely powerful defensively and vengeance spells are extremely powerful offensively. To be skilled in dark magic, mages need to be very emotionally strong; if a mage loses control of their emotions, they lose control of their magic. Unlike Light Magic, which takes a concrete form, Dark Magic is more like Harry Potter magic where everything is just colored energy. While Light Magic is more useful for constructive things, in a combat situation Dark Magic is generally superior, as it does not rely on the elements to deal damage.
Limitations: While Dark Magic is not rooted in any religion, it has limits similar to the limits of Light Magic. If a mage uses Dark Magic too often, they become very emotionally exhausted and fatigued. Overuse of Dark magic causes terrible migraines and mood swings which can cause mages to lose their magical abilities temporarily. If a mage does not rest after these symptoms kick in, they can very easily cause themselves to go into a mental breakdown which occasionally kills (and always takes magic away permanently). Dark mages make up for this by meditating after using excessive amounts of magic. Calming the mind and the body through meditation allows dark mages to regain control of their emotions and rest their fatigued minds. It usually takes an accomplished dark mage a little over a half hour of meditation to keep themselves healthy.
Places To Learn MagicTithe includes several different prestigious academies which specialize in teaching the arcane to perspective students. The following is a brief list of the best of these academies.
The Grand Tower/ Location: Orarius, Nepharie / The Grand Tower is a cluster of five stone towers in Orarius, each slightly shorter than the one to the left of it. Four of the towers have red-shingled roofs, one has an observatory atop it, and the tallest one has at the top of it a gigantic teardrop-shaped dome of red glass. The Tower is incredibly famous around the region, and has become a symbol of Nepharie. It teaches both light and dark magic, as well as astrology, potion-making, and archeology.
The Temple of Matrem / Location: Concordius / The Temple of Matrem, the Goddess of creation and nature. The temple is made of pink marble, and is roughly in the shape of the Jefferson Monument (though larger). The gaps between the marble columns outside are shrouded by white veils so that the inside cannot be seen from the shore. The temple is in the middle of a small island in the center of Lake Castus, and is only accessible via gondolas which ferry people between the shore and the Temple. The main floor of the temple contains a large well of a glowing water-like substance, which are believed by the Fairfolk to be tears of Matrem. The place primarily functions as a temple of worship, but the second floor (in the roof) and the basement both contain the best light magic schools in Tithe. This is where Fairfolk priests are trained in the arcane, and occasionally outsiders will be allowed to learn in a few of the departments.
The Academy / Location: Lychellon,Ostracus / The Academy, as it is called, is a large university in Lychellon, the capital of Ostracus. The Academy in appearance looks somewhat like Oxford, a massive castle of white stone with domes and minarets. It has courses for many things, from agriculture to architecture, but also houses a prestigious magic school where astronomy, history, light magic, enchantment, and potion-making are taught. The Academy is only open to the first four tiers of Gnome society, and the price is stratified in such a way that the fourth tier pays more than the third, second, or first tier.
Stormfront Castle / Location: Concordius / On the border of Concordius and Nepharie stands Stormfront Castle, the home of the Stormfront family, an ancient family of seers. Stormfront Castle is massive and magnificent, looking very similar to Chambord in the Loire Valley of France. It is surrounded by a wrought-iron gate which has so many protection curses on it that it actually glows purple and steams. Stormfront Castle isn't an actual magic school, but the patriarch of the Stormfront family, Mentus Stormfront, often takes in apprentices and teaches them the magical arts. He teaches light magic, potions, and divination techniques to particularly bright students, though those born without the Sight can use this very little (and only the Stormfront family has the Sight)