Magic System
All magic stems from the circle. A circle forms a gate,
through which magic is channeled and the caster at the center
of that circle has control. There are many ways to manipulate
that circle leading to different magical arts but the three available
from the outset are Sorcery, Necromancy and Witchcraft. Sorcery is based on the
manipulation of latent magical energy and is by far
the simpler form. Witchcraft is far more complex and
invovles envoking power through the use of runes and
ancient signs. Though there are major differences in
the how of magic both rely on the circle to channel
magical energy at their
very core.
Sorcery
Sorcery is a form of instinctive magic manipulation. Sorcerers are born with this power, and
it can not be learned, however it does take extensive training and study to master. Typically sorcerers are decendants of other magic users, or other sorcerers. It's a side
effect of the ancestor having absorbed a large amount of magic during his or her lifetime
and passed it down through the bloodline. Sorcerers are a special case because they use their own bodies as magical circles, making them the fastest of all magic users. See the Sorcerer class bio for more information.
Witchcraft
Witchcraft is far more complicated than sorcery and
no one totally masters it. But for those who devote
enough time to understanding it witchcraft can be the key
to the greatest powers.
Witchcraft is not based on natural abillity but rather
on knowledge. One must assemble a spell from components
consisting of Runes and Sigils to complete a magical circle,
and place sheer force of will behind it to enact it upon the
fabric of the universe.
When casting a spell at least three components are needed
to complete the magic circle. The Sigil of the being
you envoke is the first component. This is the
source of power, the muscle of the spell. Next
comes the runes. There are two runes to a spell.
The first rune (the second spell component) is
your effect rune. This will tell the spell what it's
doing, and is the primary determining factor in
what spell you create. Finally there's the target
rune which tells the spell what you're doing the spell to. It could be simplified as saying "Hey you, do this
to that."
The combination of effect and target runes are going
to change the spell while the sigil will change the
alignment. See the rune guide for a list of availabe
runes and sigils. By mixing these you can create new
spells.
Of course in order to use witchcraft you need to first
find the runes and sigils you need. They vary in rarity
and will appear to those who search carefully in quests.
Only witches and warlocks can find Sigils and runes.
To anyone else they will look and feel like ordinary
stones. Once a rune has been found it dissapears from its stone and is imbedded in the memory of the
finder. In the event more than one craft user finds a rune, it is capable of imbeding in multiple casters before it fades.
See Runes guide
The actual act of casting a spell is done in one of two ways.
The first and most common is verbally. A series of hand signs
and chants is needed. First one draws an imaginary circle around
ones self by pointing their finger. This establishes
the circle of magic and forms the base of the spell. During
the casting of the spell the caster can not leave this
circle. Then with a hand sign representing the sigil
is made as the caster recites the name of the spirit they
are envoking. Next the effect rune is signed by hand
and also recited, and then the target rune is signed
and recited. Finally to finish the spell the caster
points to the intended target for specifics and the spell
will cary its self out. Once the target has been pointed
to the spell is considered complete. The caster is free
to move again even if the effect of the spell is
still being carried out. Since the circle has been completed
the caster themself isn't needed, thus the spell will finish
its self on its own. If the caster leaves the circle
before the spell process has been finished it will fizzle
out.
However there is an optional step. If the caster remains
within the circle after the casting is completed, they
can manipulate the spell through force of will. This
is handy for using a spell to track a moving target, or
add a little extra oomph to it by forcing extra magical
energy through the circle.
The second way a spell may be cast is written. A circle is drawn and
within it the apropriate runes must be drawn. This makes it conveniant to cast spells if they are prepared in advance. To enact the spell the caster merely needs make the written spell visible and place force of will behind it to bring the spell into reality.
Be it written, spoken, or signed by hand, so long as the circle of
magic is complete the spell can be brought to fruition. The circle is
all important in witchcraft. In addition the power of a spell can
be altered by changing the size of the circle. There is a line of sight limit to the
size of a spell circle. The edges of a spell circle must all be within a line of
sight of the caster in order to hold this together.
There also exists a form of five point spell casting known as "Double Casting" which makes
use of one sigil, two effect runes, and two target runes in different combinations, and
can be used to either cast two spells at once, or to combine two different spells
to create a new spell. The following is a rough guide for five point casting:
The sigil always remains the same.
If both effect runes, and both target runes are the same, then the same spell will be cast
twice.
If one effect rune is different from the other, and both target runes are the same, a spell
with the effects of both runes will be cast on one target.
If both effect runes are the same, and the target runes are different, the spell will
drastically change, and can be used to cast spells normally intended for different targets.
If both the effect runes and target runes are different, two drasticly different spells are
blended together into a drastically new spell. In this case concentration, and spell
customization are key to making the spell work.
Necromancy is a magic type drawing directly
from the power of a black deity. In necromancy dead flesh can be
reanimated forming servants and eventually armies of the dead.
In order to cast a spell under necromancy a long chant is used by careful
repetitions of specific phrases forming a verbal circle calling upon the
power of one of the black deities. Like witchcraft however a written
circle can be substituted for faster casting, thought he circle must
completely surround the dead to be risen.
There are three forms of necromancy, envoking one of the Black Deities.
Ik'Tutlhu Necromancy envokes the extra planar, black god. It is widespread in secret cults around the world. It utilizes the deltagram
a circle encasing an inverted triangle, forming a three point circle.
Satanic
necromancy stems from before Satanic cults began to form and
goes much farther back in human history when people would make bargains
with demons in exchange for power. As time went by these bargains lead
into true Satanic cults and passing down of the rituals of necromancy.
This method is employed by Necromancers who serve under Count Dracula.
Obviously the inverted five pointed pentagram is utilized as a circle
in Satanic Necromancy.
Nu'u was first envoked in necromancy by the Egyptians. Not many practice
this form of Necromancy in these times, and those who do are self taught
from ages old texts. Nu'u spell circles have no points, but contain the symbol of
an eye in the center.
The Black Deities however are bitter rivals and their methods
exclusive. Necromancers must choose one style to practice. In actual
aplication however the results are the same from any Black Deity, for the most part, but they do offer different specialties to advanced necromancers.
Holy Magic: A magic passed down through the church and granted directly from heaven. The sign of the holy trinity while not
immediately obvious, to a holy magic user forms a circle of three
points through which is summoned the power of heaven.
It is an entirely non-violent form of magic however, and those whom practice it are sworn to a vow of pacifism. Holy magic includes wards, shields, healing, and even ectomancy, the manipulation of spirits. Those called Saints have been practitioners of holy magic as well as certain figures in the church. Veros's own Father Gerhardt is one of the worlds most potent users of Holy Magic. While
no member of the hunter's guild could ever fully use holy magic due to
the requirement of non-violence, Occultists and slayers both can
indirectly utilize holy magic through the use of their holy weapons. Accolytes make
use of a limited form of holy magic, but because, they as hunters can never be totally
pacifistic, they have access to only a handfull of spells. Exorcism is also a form of
holy magic.
There are also additonal forms of magic which, while
not normally playable, may factor into the storyline.
Arcane Magic: A long forgetten form of magic, its users long since extinct but even today spells woven eons ago still hold strong. One of the few forms of magic where a spell may continue long after its caster has died. While no class or species exists that allows players to access Arcane magic, one may encounter creatures
or items created or posessed with old Arcane spells. The Egyptians and Babylonians were the first humans to make use of Arcane magic, however this magic predates the
human race by many millions of years, originally envoked by the old ones.
Shamanic Magic: A form of magic directly beseeching gods and spirits, through extensive prayer and ritual. Shamanic magic is practiced in deeply hidden parts of the world. In certain circles Shamanic magic has evolved into Voodoo. Although
Shamanic magic is too secretive and obscure for ordinary people to learn,
items posessing shamanic magic are found quite frequently, especially
voodoo, which has become more prevelent in recent years.
Eastern magic: A mystery to even experianced western magic users. How it is obtained and how it is cast is completely unknown, and those whom have mastered it are extremely secretive. It's rare but not
impossible to find items posessed by eastern magic or even meet
users of Eastern magic. Whatever you do, don't hit an eastern spell with a witchcraft spell.
They don't play nicely together.
Dark Magic: The most evil of all forms of magic. Dark Magic can only be obtained through a direct pact with Satan. The most prominent practicioner of Dark Magic is Dracula himself. It is known that stars
of multiple points, most frequently the inverted pentagram is employed
within the circle of dark magic to summon forth the power of Hell.
The depths of its deranged power are still not entirely known. While no
player ever starts
with dark magic it's not impossible to aquire. Only by reaching
high vampire rank could one aquire dark magic. Somewhere in the world are those,
known as "Dark Lord Candidates" whom were born, with some of Dracula's dark
power fused to their souls, and posess a powerful, hidden dark power, that could
be awakened if certain conditions were met.
Back to Systems
Back to Main