Magic
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Magic can be found all across Evernyll, depending on where you look. All sentient beings, Elven, Human, Omnimal, or otherwise, are born with the innate ability to practice Arcane magic - that is, if they study it, and learn to wield the power using the appropriate words, symbols, and inflection. Arcane magic is the magic of will and words, and can thus be inscribed into runes to craft magical objects (a practice known as Artificery). Arcane magic is also the basis for Bardic magic, which is a method of Arcane casting that uses music and song to represent the spell. Before the Awakening of Evernyll, this was the only magic in existence.
All other forms of magic come from Fonts of Power, through a process called Awakening. While some people are born with the ability to learn and cast magic, most are not. There is no way to tell if a person can or cannot have the ability to cast magic Awakened before it happens. Indeed, Awakening is a process that sometimes comes completely by surprise, unbidden and sometimes even unwanted. Conversely, some spend years attempting to Awaken magic and find that it is simply impossible. Some even take this to an extreme, putting themselves into dangerous situations trying desperately to be Awakened, having no idea whether it will be possible. Because of this, while magic is a well known phenomenon in the world of Evernyll, it is not something that is considered particularly common, due to its enigmatic nature.
Fonts of Power are sometimes locations, though also sometimes moments of natural phenomena. A strike of lightning, a forest fire, an outbreak of plague are all temporary places where a Font may arise and Awaken magic within a person. More commonly, cultures have sprouted around Fonts of Power that have popped up in more permanent locations such as volcanoes, rivers, or mountains. Sometimes a Font affects only a single person before it disappears, other times it continually Awakens those who come to seek it out, and who have the ability to be Awakened.
In a special case, all Elven subraces (except for the Eternyll) are born with their correlating type of magic already Awakened within them - for example, the Cinderyll are born with Fire magic. They can choose to immediately begin learning to cast this magic, or can adopt its aesthetic mutations without being a mage. Any alternative type of magic still needs to be Awakened, and is not guaranteed, such is the case with anyone else. Notably, there are no elves in recorded history who have ever been able to cast Soul magic, aside from the Abyssyll.
For the sake of character creation, it is assumed all players can choose to Awaken magic in their character, so long as they follow the above rules. It is up to a player what the backstory reason for magical Awakening is, or if they want to seek out Fonts of Power in the world. Anyone is welcome to play a mage. Whether your character miraculously survived a forest fire and found themselves controlling the flames around them, or fell from a balcony window only to gently float to the earth, or trekked across miles and miles of dangerous wilderness to uncover a legendary Font, is up to player creativity. Magic can be selected at character creation, or a character can seek it out naturally in the world at a later time (Hytale mods and mechanics willing).
Types of Magic
Note - At this time there are no specific spells listed. This is simply aesthetic and lore to build game mechanics on top of later. This lore is heavily subject to change, and may be added to or altered as server development progresses. Notably, we'd like to add more mutational aesthetical choices, too.
Arcane
Arcane magic is the original form of magic, which all sentient people are able to cast using a combination of words, runes, and gestures. It is the magic of making one's intent physical. Applying runes to objects is still using Arcane magic, through a process called Artificery. It is a utilitarian, "all around" magic that covers most basic enchantments and useful spells for daily life. Arcane magic does not require being "Awakened".
Bardic
Bardic magic is a type of Arcane magic, meaning that all people can innately learn to cast it, with practice. It uses music in place of the specific spells and words that Arcane magic uses, making its application more personal to the caster and their choice of instrument. Bardic magic does not require being "Awakened".
Soul
Soul magic is measured in the willpower of a person's soul, and can have drastic effects on the body. Mutations include the growth of horns, tails, scales, clawed hands, colored eyes and sclera, and even digitigrade legs that may end in a hoof. Applications may include altering one's body at will, for combat purposes or otherwise. No elven race (except for the Abyssyll) can cast soul magic.
Blood
Blood magic requires a sacrifice of one's own blood, or someone else's. It is typically associated with violence, magical contracts, or trading blood for magical power. Blood spells involve controlling blood, or summoning magical weapons from blood.
Light
Light magic is specifically in reference to illumination, and all spells have a bright, glowing quality. It may be used (TBD) to create or empower weapons or gear, or to cast dazzling spells. Light mutations involve glowing eyes or hair, and magical markings on the skin, such as glowing tattoos.
Darkness
Darkness magic is associated with slipping through shadows, or disappearing entirely. It may also (TBD) be used to enhance or create shadow weapons or gear. Darkness mutations involve shadowy markings on the skin, such as darkness rising from fingertips up the arms, or black sclera and irises.
Disease
Disease magic is about spreading pestilence and weakening foes. These mages often become immune to disease. Mutations include physical symptoms of diseases, such as discolored skin, bloodshot eyes, boils and lacerations, etc.
Lightning
A rare type of magic to attain due to the random nature of lightning itself, and thus the sporadic appearance of Lightning Fonts, Lightning magic does as one would expect. It allows for the control of arching electrical currents, and (TBD) summoning or enhancing weapons with electric magic. It does not allow for the creation of electronics, though may supply very brief amount of power, provided it doesn't cause something to explode. Lightning mutations involve lightning-like patterns on the skin, glowing eyes or hair, and glowing skin markings.
Flora
Flora magic is all plant-life magic, typically used to grow plants or embed them into gear, clothing, etc. It applies to swamp plants, woods, flowers, and any other type of plant, depending on the caster. It can keep plants alive if, for example, one were to make a cape of flowers and wished for it not to dry out and shrivel. Mutations include growing plant-life from one's body, such as in the hair or around one's arms, face, etc.
Death
Death magic is associated with necromancy, raising the dead, and taking life. There is a scourge of undead across Evernyll, the origins of which are entirely unknown. However, while any race can cast Death magic, notably only Humans can be raised as undead. The undead that these death mages raise are always mindless, only following the necromancer's command. Death mutations include pale skin, discolored eyes, and magical markings on the skin.
Life
Life magic is associated with healing. Mutations are often minimal, but may include some magical markings on the skin.
Cosmic
Cosmic magic includes spells involving time and gravity. Mutations include glowing or darkened eyes and celestial-themed skin markings.
Air
Air magic include the control of air currents. Mutations include cloud-like vapors from the hair or skin, and magical eyes or tattoos.
Earth
Earth magic involves manipulation of stone and metal. Mutations involve the embedding of gemstones, rock, or metal in the skin.
Water
Water magic includes the control of water, including in forms like ice and snow. River, ocean, and frozen aesthetics are all common mutations. This can include skin markings, mist-like vapors from the caster's skin, hair, or eyes, or even aquatic traits like fins and scales.
Fire
Fire magic is the casting and control of fire. Mutations include glowing hair or eyes, and magical skin markings such as lava-cracks or glowing tattoos.