Corporeal Magics

For a full understanding of this text, it is recommended to read the following article first: The Corporeals

Elven Magic

Elves are the closest a corporeal can get to being a mystic, which is why they have such lengthy lifespans. It is also why their people have a much larger chance of being capable of magic than the other races.
If magically capable, this will generally be discovered between the ages of 14 and 18, just before they hit puberty. (Ages 20 to 25)

They can call upon different aspects of magic, called Edai, or callings, in the common tongue.
There are ten Edai, and they can be devided based on how advanced they are. Most of them have at least a loose equivalent to elements in the human magics, but not all of them.

Elven magic is empowered by the voice, and they use this to construct the most intricate and complex of spells. They call upon different Edai and then direct them with incantations, all in Old Elvish, towards achieving a certain goal.

All Edai can be used as Conjuration magic, with the right combinations and directions.

Basic Edai

Aqua-the Edai of Water. It has healing properties and can bring fluid and adaptive properties to one's spell.
Igni-the Edai of Fire. It can also heal, but its strengths lie in power and consumption. It can bring much-needed 'umph' to a spell, but at the danger of losing control of it.
Arda-the Edai of Stone and Earth. It can strengthen and reinforce a spell, as well as protect and create strong barriers, but it is rigid and can cause spells to stall or become slow.
Ventus-the Edai of Wind. It brings speed and motion to your spell, at the danger of becoming too fluid and losing its potency, unless properly guided and channeled into where it needs to be.
Vida-the Edai of Life. This is a most potent of healing edai, but it runs the risk of causing mutant growths and even necrosis, for to manipulate life isn't always beneficial. It is most often used to facilitate the growth and health of plants, and sometimes animals, and is only used on elves in the most dire of circumstances.
Lumus-the Edai of Light. Used to create light, or to enlighten, which can also mean reveal, or expose.
Mortus-the Edai of Decay. Used to break down barriers, kill corruption, counter enemy spells, and many other things.

Advanced Edai

Sericum-The Edai of Silk. Used to spin, weave, and bind together. Cushion and comfort, whether that be physically or mentally. It brings softness and coherence to your spell, at the danger of weakening it.
Vitrum-the Edai of Glass. Used to cut, to reflect, and to see long distances through conjured lenses, and even create portals. It brings a sharp edge to your spells, at the danger of becoming fragile and shattering on impact.
Herba-the Edai of Plants. Used to manipulate the properties of plants and grow new ones. It is not useful in spells that don't do this exact thing.

Stance Magic

The magic of the Baskth and Fellmen.

This is an internally focused magic, it gets its name from the manner in which magic is used, which is through stances. Any mage with access to this system can learn to take on a stance and use its power. They are limited to using one stance at a time, but have no limit to how many they may learn.
The Stances influence the physical body and the mind, which can then be used to affect the world around them. Only the most powerful of mages are able to directly influence the outside world with a stance.
It, like those that came after, consists of three stages, with the second stage, mastery, being achieved when one has mastered a single stance from the first stage.

Stances are not just magic, they are a lifestyle, it takes time and dedication to truly understand and embody a stance, and mages practice for years to live up to what their chosen stance stands for. Those wishing to change stances can do so, but this often means finding a new master to teach you, and sometimes, finding a new society, where that stance has become part of the local magical culture. Still, all eventually learn more than one stance, for after mastering their first stage stance, they will seek to master an advanced one, in the hopes of one day reaching transcendence.

Switching between stances is something that takes time, even if both have been mastered, for it requires one to enter a different state of mind, and the body and soul need time to adapt to this new stance and the new magic that comes with it.

First Stage

Flow-Be Fluid, flexible, use consistency, and your strength will only grow stronger over time. A hammer may strike fast, but only the river may cleave mountains in two.
Consume-The more you consume, the brighter and the hotter you will burn. Power requires sacrifice, but also restraint, control, and responsibility.
Preserve-Stand strong, and you may last longer than all the rest. Plant your feet in the ground, and move for none. Fire may burn, and the wind may roar, but the mountain outlasts them all.
Move-Be swift, ever moving, dance over hills and between valleys, over trees and amongst clouds, for the faster you move, the more powerfully your fists will make contact.
See-Seeing is not only done with the eyes, it requires all the senses, use them to the best, and peer into the world. Expose that which is hidden, investigate that which flees, for to see is to know the truth.
Obscure-To hide is not an act of cowardice, it is a strategic move that allows you to reveal at the opportune moment. So obscure, step into the shadow, and let them look all they want, for you will strike when they least expect it.

Second Stage

Adapt-(Move+Preserve)-Move, stand still, to truly adapt is to be an opportunist. Know when to give way, and when to stand your ground, and you will be victorious.
Obliterate-(Cosume+Obscure)-Become fury, become death, for shadow and flame will grant you the power to vanquish your enemies, strike from the shadow, and let your foes be consumed by flame.
Understand-(See+Flow)-To truly understand is not just to see, it is to change and adapt to what you have observed, to use all knowledge available to you, and turn it into understanding.
Weave-The fabric of mana is yours to command. Use it wisely, for while it may soften your fall, bind you to life, it may also cut, entrap, and slice.
Shatter-Shatter mana, and it may become weapon or tool, shatter it well, and it will let you step across the land in the blink of an eye.
Grow-Become one with nature, let the green and beautiful grow within you, for their essence will grant you power, vitality, and even the ability to heal or poison others.

Stance Philosophy

Within the greater stance magic community, there are four philosophies based on the different advanced stances, which appeal to different people, and eahc have their own philosophical merit.
The choice of Philosophy is often influenced by a people's culture and geo-political situation, and once it has taken root, it in turn influences their culture and view of magic.

Understanding

Stances: See-Flow-Understand
This philosophy appeals to those who believe that while a powerful tool and weapon, the purpose of magic should be for academic purposes more than for combat. Followers of this stance are often more spiritual and use magical rituals in order to become more spiritually aware of the world. They often also put a great emphasis on study and learning, and advancing academic knowledge of magic and the world at large.

War

Stances: Cosume-Obscure-Obliterate
The stance of war is often used by those who value power over all else. It is often taken by those in great need of capable warriors.
It appeals to those with the belief that magic, above all, is a power of self-defense and combat. They seek to use their stances to create powerfull warriors and assassins, who can protect those without magic, and defeat their enemies.

Adaptability

Stances: Move-Preserve-Adapt
This philosophy believe in a balances approach to magic, they generally teach a balances curriculum, including both academic subjects, as well as martial arts, and they often let students choose which path they preffer, or are more talented in.
Still, they try to create warriors who learn to be adaptable, to fight not only with magic, but also with their minds.

Independants

Stances: First Stage-Weave-Shatter-Grow
Independants dont focus on any particular stance, but becuase those following the more mainstream of advanced stances often find a home elsewhere, they focus largely on the more difficult and obscure of the advanced stances. They have no strong philosophy other than the belief that all stances are equal, and should be seen as equals, and that all stances should be available to be taught to those who wish to learn them.
This is by far the smallest of the philosophies, which is why they often have a strong undercurrent of wishing to preserve knowledge about their rare stances.

Related Articles

Magic
Conjuration

Schools of Magic

The Ashernai Mage Academy
Mashrai School of Magic
The Maizhou Mage Academy

Elemental Magic

The magic of the Humans and Nalsai.

This was, for the longest time, known as "Human Magic" on the continent of Veskar, and many still call it that, but it has since been discovered that the Nalsai of Armir also use it, so a more appropriate name for it has been devised, which is not the internationally accepted term for this form of magic.

It is a most basic magic, using the three stages and a number of magical elements to create magic.
The first element comes at birth and becomes available when the individual's mana pool reaches a size where they can tap into it, and the second comes when they have fully mastered their first-tier element.

Read more about the Elements in the following articles: Magical Elements First Stage & Magical Elements Second Stage.

Dwarven Magic

Dwarven magic is very similar to that of humans, with some key differences.
The dwarves gain access to the same elements of the elemental magics, but they get them in a different way. When they become capable of magic, a mana spirit chooses them, and the element that that spirit belongs to will be the one they are going to be capable of.

With mastery and ascension to the second stage of magic, they are chosen by a second such spirit, this time belonging to one of the second-stage elements.
Mastery for the dwarves is as much about integrating this spirit into their own, connecting to it and understanding it, as it is about advancing their ability to use their magic.
Only when the first spirit is fully aligned with their own will they ascend.

The elements they gain through these spirits are the same as the ones in elemental magic. Read more in the following articles: Magical Elements First Stage & Magical Elements Second Stage

Feedback is always Welcome!


Comments

Please Login in order to comment!