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 The Weaves of Magic

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GeoWulf
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PostSubject: The Weaves of Magic   The Weaves of Magic Icon_minitimeMon Mar 16, 2009 5:11 am

The Weave

The Weave is the fundamental force of both arcane magic and divine magic, from which spellcasters[a creature capable of casting magical spells] draw their strength. It permeates the world, comparable to aether, the mystical substance. The Weave is the means by which raw magic is tapped into and used by casters. The Weave is the way in which magic presents itself to beings for their use, and it flows throughout the world, touching almost every corner or existence, with exception of dead magic zones. The Weave coexists with the Shadow Weave.

Nature of the Weave

The Weave is considered many things, including Mystra's body, the source of magic, all the studies of casters, arcane and divine alike, and the many energies and forces that exist around the planes. It can be thought of as a "fabric" on which magic is "drawn", and damaging the fabric causes magic to go awry. There occurs some deliberate falsification of the nature of the Weave in textbooks, as an attempt to limit the knowledge associated with spellcasting.

Casting a spell is equivalent to telling the Weave to rearrange itself to create an effect.

The Weave is able to grant extra powers to certain individuals. Silver Fire is an ability granted by Mystra only to the Chosen of Mystra and enables its user to envelop itself in silvery white flames that bestow many potent magical powers. Spellfire is a rare talent that allows its user to manipulate the Weave in a variety of powerful ways.

Because Mystra (and formerly Mystryl) was inextricably bound to the Weave (one cannot exist without the other), when Mystra was assassinated by Cyric and Shar many years ago, the Weave collapsed and initiated the Spellplague. She was, however, revived later on.

Anomalies

Places such as dead magic zones or wild magic zones are places where the Weave has been damaged or is non-existent.

Wild magic zones

In wild magic zones, a spell can backfire upon its caster, target the wrong location, be dramatically increased in power, or many other things. A wild magic zone and its parameters can be detected using a detect magic spell. A caster can temporarily fix a wild magic zone with any dispel or permanently fix it using a wish spell.

During the Time of Troubles, the Fall of Netheril caused the emergence of severe wild magic zones after the Weave was heavily damaged. The mythals of the elves can also create localized zones of wild magic, but these areas are under the control of the elves and they can define the parameters under which the mythal operates, such as which spells will not work and which are enhanced in some way.

Dead magic zones

Dead magic zones are places where the Weave is no longer in existence. Both it and its boundaries can be detected in the same way a wild magic zone can be detected, but from outside the zone. However, unlike wild magic zones, most casters innately know when they've stepped into a dead magic zone. A dead magic zone can only be fixed with a wish spell or silver fire.

The Shadow Weave

The Shadow Weave is a force of magic that is the inverse and opposite of the Weave. The Shadow Weave does not originate from Mystra, but from the dark goddess Shar. A spellcaster who wants to manipulate the Shadow Weave must either worship Shar, or permanently lose a piece of his or her mind. A shadow adept is a spellcaster who specializes in using the Shadow Weave. The Shadow Weave is best suited for dark magic that drain life or muddle the mind and the senses, but less suited for magic that manipulate energy or matter. Spells from the schools of Enchantment, Illusion and Necromancy are enhanced, while those from the schools of Evocation and Transmutation are impaired. The Shadow Weave is also superior for fueling spells that create darkness (spells with the darkness descriptor), while it is impossible to use it to create light of any kind (spells with the light descriptor).

Since the Shadow Weave is a separate force of magic, it is not affected by areas of dead magic or wild magic within the Weave. It is harder for a Weave user to perceive, counter or dispel spells created by using the Shadow Weave, but at the same time it is also harder for a Shadow Weave user to affect spells created by using the Weave. Any magic item created using the Shadow Weave is a Shadow Weave item and affected by the same benefits and limitations as a Shadow Weave spell.

The Guardian of Illefarn was supposed to be bonded to the Weave. Because Netheril nearly destroyed the Weave with their attempt to ascend to godhood, he was forced to turn to the Shadow Weave, and became a creature of darkness, destroying Illefarn.

Magic

Magic is a force of nature, and a part of the world. Tthere are two main types of magic: arcane, which comes from the world and universe around the caster, and divine, which is inspired from above (or below); the realms of gods and demons. Wizards, sorcerers and bards learn to cast arcane spells, which are typically flashy and powerful, but require complex movements and gestures which are impeded by wearing bulky armor. Clerics, druids, rangers and paladins cast divine spells, which draw their power from a deity, from nature, or simply the caster's inner faith. While the casting of these spells is not impeded by heavy armor, it may require the caster to wear a holy symbol as a focus. A spell may exist in both arcane and divine forms—for example, summoning of monsters can be cast by both wizards and clerics, although a cleric might use it to summon an angel while a wizard would feel free to summon whichever creature best fits the situation.

Arcane magic

These are typically spells devoted to manipulating energy, converting one substance to another, or calling on the services of other creatures. For wizards, these spells are generally committed to memory after a session of meditation upon a spellbook containing the details of the incantation; sorcerers and bards know their spells innately and do not need to prepare them at all, nor do they require a spellbook. Once prepared, the spell is cast using specific words, gestures and sometimes a specific material component.

Each spell belongs to one of eight groups, called 'schools'. Technically, divine spells belong to schools as well, but the distinction is, for the most part, irrelevant. A wizard (but not a sorcerer) may specialize in one school, but at the expense of completely forsaking one or more others. A few spells are "universal", meaning that they belong to no particular school of magic.

Opposition schools
AlterationIllusionEnchantment
Divination✵✵✵✵✵✵Conjuration
InvocationNecromancyAbjuration

Abjuration

Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. They include dispel magic and resist energy. A wizard who specializes in abjuration is known as an abjurer.

Conjuration

Each conjuration spell belongs to one of five subschools: calling, creation, healing, summoning, or teleportation. Conjurations can bring manifestations of objects, creatures, or some form of energy to the caster for brief intervals (summoning), transport creatures from another plane of existence (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Conjured creatures usually (but not always) obey the caster's commands. Spells of the conjuration school include the various summon monster spells and gate. A wizard who specializes in conjuration is known as a conjurer.

Divination

Divination spells enable the caster to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. They include detect magic and scry. Divination is often considered the "weakest" of the schools; specialist diviners need only forsake one other school (rather than the normal two), and no other specialist can use Divination as one of their forsaken schools. A wizard who specializes in divination is known as a diviner.

Enchantment

Enchantment spells manipulate the energies of the physical world, they allow magical energies to be stored within inanimate, or sometimes even living matter. Enchantments can also affect a certain area within which the spell is cast. Enchantments such as 'Rune of Pain' for example, are magical traps which allow (in this instance) to cause tortous pain to whomever reads it. Wizards specializing in enchantment magic are known as enchanters.

Evocation

Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Many of the game's iconic offensive spells such as magic missile, fireball, and cone of cold are of the evocation school. A wizard who specializes in evocation is known as an evoker.

Illusion

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. They include permanent image and disguise self. A wizard who specializes in illusion is called an illusionist.

Necromancy

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. Spells of the necromancy school include animate dead and finger of death. A wizard who specializes in necromancy is called a necromancer.

Transmutation

Transmutation spells change the physical properties of some creature, thing, or condition. They include bull's strength and the various polymorph spells. A wizard who specializes in transmutation is known as a transmuter.

Universal

Universal spells have effects too broad to place into one class, or too useful for any specialist to consider forsaking. They often can perform multiple effects, or perform a very specific effect that does not fit into another category. The most famous of these spells is "wish", the most powerful spell within the game, which can duplicate spells from all schools. As universal spells are not a school, per se, no one can specialize in them.

Divine magic

Divine spells take their name from the fact that they are mainly granted to clerics by the grace of the cleric's patron deity, although the spells cast by druids, rangers and paladins also come under this category. Although divine spells can be cast equally well while wearing armor, only rarely require material components, and do not need to be prepared from a spell book, they are generally less overtly powerful than arcane spells and have fewer offensive applications. Despite the lack of flashy spells such as fireballs or meteor swarms granted to a wizard, many very powerful spells—such as gates, summonings, and energy drain—are shared between clerics and wizards. Other powerful wizard spells, such as time stop, are granted to clerics who take up the mantle of certain domains. Finally, spells such as implosion are restricted to clerics only.

Cleric spells are typically devoted to either healing the wounded, restoring lost abilities, and acquiring blessings, or to inflict harm and to curse opponents. These spells must be prepared by the caster daily through a session of meditation or prayer. Since a cleric is also something of a church knight and a champion of his faith, his spells also include ones which temporarily improve his combat ability. Clerics also have the ability to either turn (drive off or destroy) or rebuke (cow or command) undead, based on their alignment. The spells and abilities of a cleric are based on his deity, as well as his alignment. Each cleric also has access to bonus spells and granted powers from two (or occasionally more) domains which represent his deity or faith; examples include War, Trickery, Good, Evil, and Travel. Clerics have the ability to lose a prepared spell in order to spontaneously cast either a Cure Wounds spell or Inflict Wounds spell of the same level based on their alignment.

Druid spells are typically devoted to communing with nature, interpreting or directing the weather, communicating with creatures and plants, and the like. The druid shares some spells with the cleric, such as some healing spells, and has a surprising number of offensive spells which use the power of nature—calling down lightning storms, for example, or summoning wild animals to fight. Druids have the ability to lose a prepared spell in order to spontaneously cast a summoning spell of the same level.

Paladin and ranger spells are similar to cleric and druid spells, respectively, but they are allowed fewer spells per day, only gain access to lower-level spells, and gain access to them more slowly. Both classes have some unique spells that can be fairly powerful, despite their low level. In compensation for their diminished spellcasting ability, paladins and rangers have a more martial focus than clerics and druids.
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Kain

Kain


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The Weaves of Magic Empty
PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeWed Aug 19, 2009 3:03 am

This section will be seeing revision so that it.. er.. makes more sense and fits better with all the lore.
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Kain

Kain


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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeWed Apr 21, 2010 5:39 pm

*Entwines fingers. Stretches out hands.*

Time to tackle this ho.
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Pat
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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeWed Apr 21, 2010 6:32 pm

bitch there's some new info ya need to learn first

bitch
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Kain

Kain


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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeThu Apr 22, 2010 4:05 am

Note to Pat: k, tell me at some point.

Ze Outline, which will be filled out and edited once I get to it. While this will probably cover every single possible aspect of magic there is, through its initial edition, or over the course of editing and additional information, it will -not-, by any means, limit -what- you can do, or -how- you can do, it will just serve as a foundation from which you can get ideas. Ultimately, all sub-divisions of magic can be derived from this, but they will not be plainly stated and I kind of doubt most of it will be understood entirely, at least by the majority, who will probably care less, BUT HEY, at least it's there.

Also note, this is a working outline.

Quote :
I. Conceptual Magic

Quote :
A. Magic Theory

The origins of this idea, 'Magic,' stemmed from the theory or belief that mortals had the ability to communicate with the forces at work, and that there was a single force in the world that tied all others together, a 'universal flow' that could be spoken to in order to shift the world around so that it could meet the demands of its occupants. With time and growing intellect, this belief and sacred 'craft' often left to priests, shaman and local wisemen, would soon become a science Over time, this theory has evolved into a more solid, usable concept.

The current General Theory of Magic holds that:
Quote :
"A pattern or combination of energy applied to space OR matter will cause an equivalent change in space AND matter."
Interestingly, it is impossible to remove the space or matter component when dealing with applied magic, but it is possible minimize and maximize either component. All recorded use of magic has been shown to follow this theory. Though he possibility remains that not all magic follows the theory, it has proven applicable to all spells used by the magical world.

Quote :
B. 'Laws of Magic'

However, it is curious why magical energy behaves this way, and a great deal of research was focused upon how this magic was stored. As such, further research led to the Law of Space Energy Density, which says:
Quote :
"As the volume of a container of energy increases at a fixed rate, the total possible energy density increases at an exponential rate."
It is joined by its sister law, the Law of Mass Energy Density, which states:
Quote :
"As the amount of mass in a fixed area of space increases at a fixed rate, the amount of energy that can be anchored upon that space increases at an exponentially decreasing rate."
Through the use of both theories, it is usually possible to determine the maximum magical density of a given object or area of space. These calculations have helped magi approximate the amount of energy required for a spell of certain size used on an object of certain density. The two laws were proven through the use of varying amounts of arcane water, and varying amounts of water-dirt ratios to compare different volumes at fixed densities, and different densities at fixed volumes. The laws have held solidly since their creation, and are a staple to Magic Theorists all over the world. However, during the course of these experiments, a third pattern was discovered, which also resulted in the Law of Matter-Density Affinity:
Quote :
"As the density of matter increases, the matter's general ability to store magic, called affinity, decreases, and a given type of matter may have an individual and specific spectrum of affinity."
This last law forms the basis of the concept of a mage's affinity to the Weave, and gives reason to why a lighter, underdeveloped frame is more valued over a well-built one in the field of magical study.


C. Magic Spectrum

D. Magic Patterns

i. Sound

ii. Sequence

iii. Shape

II. Applied Magic

A. Magical Energy

B. Magical Mass

C. Static Magical Energy

D. Dynamic Magical Energy

E. Magical Exchange

III. Magical Methodology

A. Sources

B. Media

C. Methods

D. Functions

IV. Schools of Magic

A. By Source

B. By Medium

C. By Spectrum

D. By Method

E. By Function


And that's it for now.


Last edited by Kain on Fri Jan 07, 2011 1:32 am; edited 6 times in total
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Munroe
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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeThu Apr 22, 2010 4:36 pm

I would love to help flesh out this outline, namely, 'Laws of Magic', Magic as Mass (this is right up my alley), Magic as Energy, and the Schools of Magic. I'll do some typing and send you what I've got, then perhaps we can agree on a reconciliation of all our ideas.
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Gambit

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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeThu Apr 22, 2010 4:46 pm

Munroe wrote:
I would love to help flesh out this outline, namely, 'Laws of Magic', Magic as Mass (this is right up my alley), Magic as Energy, and the Schools of Magic. I'll do some typing and send you what I've got, then perhaps we can agree on a reconciliation of all our ideas.

Equivalent Exchange
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Kain

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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeThu Apr 22, 2010 4:47 pm

Suggestions are welcome, though I'm waiting on pat for hit big bad notes of note-y-ness
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Kain

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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeFri Apr 30, 2010 2:48 am

Yeah, so this is ready to be worked on, and I have info prepared, but I'd like to hear suggestions from other involved individuals, namely Munroe, before beginning.
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Kain

Kain


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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeTue May 04, 2010 12:33 am

For the record, this actually -is- seeing progress, but the majority of the work is behind the scenes right now. I'll start adding bits and pieces as we become sure of everything.
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Gambit

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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitimeTue May 04, 2010 12:42 am

Needs

Deconstruction to reconstruction for manipulation of earth magics.
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PostSubject: Re: The Weaves of Magic   The Weaves of Magic Icon_minitime

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