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Post by The Broken Goblin on May 30, 2006 1:27:59 GMT -5
This topic is dedicated to those schools of magic that require specific study, and thus advancement in them hinders ones ability to utilize general magic. Rule of thumb, if it is not found here, it is general magic. If it should be here, contact me.
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Post by The Broken Goblin on May 30, 2006 1:43:49 GMT -5
Negative Magic
A school of magic founded upon Formor theology (Fiam, for those who haven't read up on their religions). The philosophy of Negative Magic states that for every ebb in the magic of the world, there must, somewhere, be an equal, corresponding, increase, and vice versa. Negative Magic users manipulate the flow of magic to balance out the inequalities that form spells and enchantments. The practical use of this is, that one can, without needing to counter-spell, eliminate an opponent mages spells, right from the source. The downside is that the Negative Mage loses most of his ability to form his own spells. As his entire study of magic is dedicated to manipulating the magic, rather than twisting the magic into the physical realm, as most spells do. Although other uses of Negative Magic exist, the most common form are 'Spot Spells' and 'Anti-Magic Fields'. Spot Spells when the Negative Mage counters a specific spell, while Anti-Magic Fields are created when the mage completely balances the magic of an area centered around himself, thereby destroying any enchantments, and making it incredibly difficult for any mage to cast a spell, although not impossible. During wars, it is not uncommon to see a Negative Mage working side-by-side with several regular Mages, canceling any spells from the enemy or any mis-fired spells.
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Post by The Broken Goblin on May 30, 2006 3:24:11 GMT -5
Enchantments
Everyone has heard of them, if not seen one themselves. Items infused with magic in such a way that the item itself channels the magic like as if it were a mage. Enchanted groves frequent legends and myths, some rare people have claimed to have seen a flying/moving/disappearing castle or two. Enchanted swords make heroes, and enchanted roses never wilt. The Enchanter is an odd type of mage. While many people think enchanting something is as simple as casting a spell at it, the truth is that the enchanter must find a way to work the magic surrounding an item in such a way that the item WANTS to twist magic to cast a spell. Obviously, this works better with items which have already had magic flowing through them. Living(or once-living) things are a prime choice, although some gems are formed in the deep currents of magic under the earth. These make for the stuff of legends, if you can find one. The downside of this is simple, really: enchanted objects develop a will of their own. Since life is the most common extension of magic, anything which manipulates magic frequently or constantly start to develop life-like tendencies. Many enchanted swords have been known to turn on their wielders if they felt they were being used wrong. The more powerful the enchantment, the more magic involved, the more likely and more powerful the 'enchantment mind' will be. If a living or dead object (ie. tree limb) is enchanted, the enchantment will most often take on qualities the object held in life. Thus, the enchanters job is two-fold: to enchant the object, and to ensure that the enchantments mind will not develop too powerfully. Some enchantment minds are made by the enchanter intentionally, as a guard against an unwanted personality developing. Many wands are given minds that target for the user, whether or not the user is told of this.
Some enchanters choose to completely ignore the enchantments mind, and pour immense amounts of power into the object itself. This allows for some impressive enchantments, though one never can be certain what will happen five years later.
Note: It is highly illegal, as well as immoral, to enchant money, in any way, shape, or form. Don't do it.
Please note: Enchanting is a purely arcane activity. Priests do blessings, it's a whole different science.
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