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Lore IndexTheory of Magic

THEORY OF MAGIC
The ancient arts of the arcane are slowly dying away... it is as if the earth is running dry and the souls of our world are growing infertile.

MAGIC & THE SIX SCHOOLS
Though magic altogether is fading from the world, it has been a common practice amongst many scholars and the arcana-adept; it is an art that has been perfected and understood for as long as man has known fire and steel. The concept of magic is understood to be connected to something called the Tide, an essence that ebbs and flows through all things, living and inanimate, stone and flesh -- it is the spirit and essence of existence, soulfire gifted by the Gods to form the world around us. The Tide is considered as a weave of intricate threads where each string is every person, thing, creature, smell, sound, thought, and emotion. Every strand has a color and vibrancy, brighter the stronger the thread is with the Tide. Those with the ability of magic are considered to be the sunlight in the array of brilliance that is the Tide.

Though there are only six schools of magic, Arcana is a very complex art, difficult to master. The boundaries of each school is not clearly defined and the more complicated the power or spell, the more schools it may draw from. The majority of skills at a wizard's disposal, however, originate from only one school. They are as follows:

Elemental (School of the Elements)
Elemental magic consists of the four elements: fire, water, air, and earth. Spells evoke these elements to various ends; from bending the elements to their will or binding their energies to objects. It is the most common practiced magic in Tur and is what usually comes to mind when people think of the arcane. Practitioners of Elemental magic vary in alignment as this brand of magic can be used for order as well as chaos. You’re just as likely to see a mage summon rain and sunlight to bring life to a field devoid of vegetation as you would see a warlock conjure rivers of flame to swallow an entire village. Elemental magic is rumored to be the first brand of the arcane brought about by the Old Gods, which coincides with each God having an element of choice.

Psionic (School of the Mind)
Unlike other schools of magic, Psionic is still in question on whether to be considered arcana or not. Many see it as merely a hidden talent buried deep within all sentient creatures that bubbles to the surface over time, especially considering the Old Gods make no mention of creating such magic. Regardless of the origin of its power, users of Psionic magic utilize their mental prowess to its fullest extent, gaining dominance over objects with merely a thought. Mages of Psionic magic can read the surface thoughts of thinking creatures, lift objects with their mind, or inflict mental damage to others with telepathic force. Needless to say, Psionic magic is terribly efficient when mastered.

Restoration (School of Healing)
Restoration magic utilizes divine energy to negate the dark power of Nethermancy and mend flesh wounds or even cure illnesses and disease. Many religious priests and bishops utilize Restoration magic to better serve their community as a healer while others roam Tur to smite the living embodiments of Nethermancy magic: the Fell. Naturally, many mages who dabble in the school of healing instinctively hate Fell creatures, even those who seem civilized or are only Haa’Fell due to their Nethermancy origins. Restoration magic is divine arcana and takes much patience and time to master, but those who have achieved complete control over Restoration magic are greatly desired by many adventurers across Tur.

Evocation (School of Summoning and Energy)
The schools of evocation and alteration are often confused with one another; while alteration focuses more towards the personal and already tangible, evocation manipulates what is not previously there and willing it into existence with the power of the Tide. Walls and shields of pure, protective power are common spells from an evoker's spellbook alongside cantrips of creating creatures and other shades and shapes from the Tide such as spirits and various other miscellaneous objects.

Alteration (School of Change and Illusion)
Manipulating what is already there to take another shape or quality is what the school of alteration does best. The sky is the limit with the powers of alteration; a caster can alter their own personal or another's shape, shapechanging or polymorphing into a different person or animal by apperance and functionality. The ability to unlock and disfigure also comes in an alterer's spellbook, slowing their targets and climbing walls by gifting themself with spiderwalking. Though alteration is limited with what is physically already there, it is powerful when used correctly.

Nethermancy (School of Dark Magic)
The forbidden, dark arts of nethermancy are considered illegal throughout most of Tur. The evil magic includes those of blood rituals and necromancy, calling upon disease and damnation to plague and destroy in means that are considered wicked and most cruel. Nethermancers are cast out and regarded as criminals to civilized societies as most require sacrifice of blood and flesh; oftentimes, such victims are innocents and are slain against their will. Though illegal, nethermancy is one of the most powerful schools of magic as it has only one purpose: death and destruction.
The World of Tur © 2009-2010. Original artwork credited to their artists, Zarath for Shop/Bank mod, and Rohan for Skin/Lore.
 










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