**Magic** Magic lies throughout the worlds of Velgarth, but only a few can gain access to it.
Energies follow patterns and levels... -The Earth energies: are the very energies that supply the Earth with life. These are very primitive, but sometimes primitive magics are the strongest and hardest to control. -Magic "flows" in river-like sequences known as Ley-lines. -Wherever one or more ley-lines meet and/or cross are the places known as nodes. These resemble "bulges" among the lines and can hold much more magic energy than the lines themselves can. -The Tayledras were granted, by their Goddess, a way to store tremendous amounts of energy so that they can cleanse the lands and supply energy to their Vales. These are known as HeartStones. These are basically really big nodes; But unlike nodes, which have ley-lines feeding and leaving it, HeartStones only have ley-lines feeding into it. The only way for power to get out is if a mage were to take it out.
Magic's Three Sources 1. First source of power is from within the mage himself. You have to have the Talent to use that source. This means that they have to use their minds to find the power within; the people who have mastered this are the Heralds as seen with their mind magics. 2. The Second power is created by living things. One has to have the Talent to sense the power, but you don't have to have the Talent to use it just so long as you know it's there. Many mages who do not have the Talent still turn to the dark blood-path magics so that they can gain access to the powers they would normally not be able use. Death releases a lot of energy in one burst. So the blood-path mage will know the power will be there when he kills someone. 3. The Third power comes from creatures who are not of this world, or this Plane. These powerful creatures belong to what mages call the Other Planes:
Planes 1-4 The first Four planes are home to the Four Elemental powers; Earth, Air, Fire and Water. These four planes are known as the Ethereal Planes
Plane 5 The Fifth Plane is known as the Abyssal Plane. This plane holds the evil, power-hungry creatures that humans call demons.
Plane 6 This Plane is known as the Empyreal Plane. This is home to the powerful creatures that aren't quite Gods, but do seem kindly inclined towards humans.
The Nether Planes Also called the Void. This is the Plane where all of the natural magical energies end up; here, everything is chaos and energy. It is from this Plane that the flow of energy repeats its cycle by channeling back into the World Plane to be used by living things. This is also the place where Ma'ar (and his many incarnations) hid throughout the centuries to await their next victim and potential body. This is also the place between the Gates used by mages. By using personal energies, a mage can cross vast distances to their objective locations by simply stepping across a threshold or a doorway. Like two far away points on a map, the mage "folds" the map by sending energies out into the void to reach the other point, and steps across to it...weird huh?
The World Plane This is the Plane we, humans, live in. This is where the chaos and energies from the Nether Planes gets regenerated into magical energies to be used by living things.
-There are probably many more Planes and Planar creatures than this, but the humans of Velgarth have yet to discover them.
Two Types of Magic Low Magic -Includes casting Healing Spells and Earth-Witchery.
High Magic -No Earth-Magic... High magic users are vulnerable to Earth-Magics. The one Exception to this rule: Tayledras Healing-Adepts. Though these are very rare.
Mage Rank from lowest to highest.
Apprentice - Mages that are still learning. They are barely trained and can not control magis yet.
Hedge-Wizard & Weather Witches - These sense the energies of the earth around them. They can predict the Weather and can even use their own energies to change it if need be.
Journey Man - These are mages that can only tap into their own personal energies for power.
Master - These mages can tap into the ley-lines to help supply themselves with power so they don't have to use up their own strength.
Adept - These are the highest-ranking mages, for only these can control the wild node powers. These are very powerful mages.
Healing Adept - These mages can Heal the environment and tend to be the most powerful among the rest, though very rare. They are still considered a class of Adept, however.
Mind Magic
-Heralds have mastered the Mind Magic abilities, though they each only have their own special Gifts. Heralds are also not the only ones to have such Gifts, they're just the most experienced with them.
-Animal MindSpeech - This Gift enables the person to talk to animals. Though many (but not all) Heralds can "speak" with their Companions.
-Empathy - This Gift enables the person to sense other people emotions. If the Gift is powerful enough it can make the other person feel these emotions, though that is against the others free will. This Gift is common amongst Healers and rare among Heralds.
-FarSight - This Gift is very useful. The person with this Gift can use their mind to "see" great distances. These people work well with Fetchers.
-Fetching - If this person can concentrate enough, and if they have a mental image of the object in their minds, they can make that object come to them. One second it's in one place, the next, it's in their hands.
-FireStarting - This Gift is also very rare. Most FireStarting capabilities come in the form of True Magic that Mages use. This person can make things start on Fire, very dangerous to control.
-ForeSight - This is a strange Gift that enables the person to "predict" the future. They cannot see exact futures because the future is always changing. They sometimes only get feelings that something is coming.
-MindSpeech - This enables the person to communicate with others mind-to-mind. Very useful. If you are a Herald you can also use this to "talk" with your Companion. There are also Two other aspects of this Gift. One is Thought-Sensing the other is Projecting. Thought-Sensing can enable the person to sense what another is thinking. They cannot read minds but they can delve into memories if the person is willing. Projecting is the ability to make people sense what you want them to.
Other Healers can use True Magic as well as Mind Magic to Heal. These People cannot Heal the mind, only the body. They use Mage Sight and other talents to "see" an injury, then they urge the injured person's body into healing itself faster than it normally can. They cannot heal scar-tissue but can, if caught right away, prevent that from happening. People with the Healing Gift are not normally Chosen because they are needed elsewhere.
-Mind Healers This is a special type of Healing that cannot heal the physical body, only the mind. I do not know exactly how it works.
-Bardic These are people with an extraordinary talent with music. They are said to be able to change a person's emotions by playing and weaving their songs. People with the Bardic Gift are not normally Chosen by Companions.
no subject
Magic lies throughout the worlds of Velgarth, but only a few can gain access to it.
Energies follow patterns and levels...
-The Earth energies: are the very energies that supply the Earth with life. These are very primitive, but sometimes primitive magics are the strongest and hardest to control.
-Magic "flows" in river-like sequences known as Ley-lines.
-Wherever one or more ley-lines meet and/or cross are the places known as nodes. These resemble "bulges" among the lines and can hold much more magic energy than the lines themselves can.
-The Tayledras were granted, by their Goddess, a way to store tremendous amounts of energy so that they can cleanse the lands and supply energy to their Vales. These are known as HeartStones. These are basically really big nodes; But unlike nodes, which have ley-lines feeding and leaving it, HeartStones only have ley-lines feeding into it. The only way for power to get out is if a mage were to take it out.
Magic's Three Sources
1. First source of power is from within the mage himself. You have to have the Talent to use that source. This means that they have to use their minds to find the power within; the people who have mastered this are the Heralds as seen with their mind magics.
2. The Second power is created by living things. One has to have the Talent to sense the power, but you don't have to have the Talent to use it just so long as you know it's there. Many mages who do not have the Talent still turn to the dark blood-path magics so that they can gain access to the powers they would normally not be able use. Death releases a lot of energy in one burst. So the blood-path mage will know the power will be there when he kills someone.
3. The Third power comes from creatures who are not of this world, or this Plane. These powerful creatures belong to what mages call the Other Planes:
Planes 1-4
The first Four planes are home to the Four Elemental powers; Earth, Air, Fire and Water. These four planes are known as the Ethereal Planes
Plane 5
The Fifth Plane is known as the Abyssal Plane. This plane holds the evil, power-hungry creatures that humans call demons.
Plane 6
This Plane is known as the Empyreal Plane. This is home to the powerful creatures that aren't quite Gods, but do seem kindly inclined towards humans.
The Nether Planes
Also called the Void. This is the Plane where all of the natural magical energies end up; here, everything is chaos and energy. It is from this Plane that the flow of energy repeats its cycle by channeling back into the World Plane to be used by living things. This is also the place where Ma'ar (and his many incarnations) hid throughout the centuries to await their next victim and potential body. This is also the place between the Gates used by mages. By using personal energies, a mage can cross vast distances to their objective locations by simply stepping across a threshold or a doorway. Like two far away points on a map, the mage "folds" the map by sending energies out into the void to reach the other point, and steps across to it...weird huh?
The World Plane
This is the Plane we, humans, live in. This is where the chaos and energies from the Nether Planes gets regenerated into magical energies to be used by living things.
-There are probably many more Planes and Planar creatures than this, but the humans of Velgarth have yet to discover them.
Two Types of Magic
Low Magic
-Includes casting Healing Spells and Earth-Witchery.
High Magic
-No Earth-Magic... High magic users are vulnerable to Earth-Magics.
The one Exception to this rule: Tayledras Healing-Adepts. Though these are very rare.
Mage Rank from lowest to highest.
Apprentice - Mages that are still learning. They are barely trained and can not control magis yet.
Hedge-Wizard & Weather Witches - These sense the energies of the earth around them. They can predict the Weather and can even use their own energies to change it if need be.
Journey Man - These are mages that can only tap into their own personal energies for power.
Master - These mages can tap into the ley-lines to help supply themselves with power so they don't have to use up their own strength.
Adept - These are the highest-ranking mages, for only these can control the wild node powers. These are very powerful mages.
Healing Adept - These mages can Heal the environment and tend to be the most powerful among the rest, though very rare. They are still considered a class of Adept, however.
Mind Magic
-Heralds have mastered the Mind Magic abilities, though they each only have their own special Gifts. Heralds are also not the only ones to have such Gifts, they're just the most experienced with them.
-Animal MindSpeech - This Gift enables the person to talk to animals.
Though many (but not all) Heralds can "speak" with their Companions.
-Empathy - This Gift enables the person to sense other people emotions. If the Gift is powerful enough it can make the other person feel these emotions, though that is against the others free will. This Gift is common amongst Healers and rare among Heralds.
-FarSight - This Gift is very useful. The person with this Gift can use their mind to "see" great distances. These people work well with Fetchers.
-Fetching - If this person can concentrate enough, and if they have a mental image of the object in their minds, they can make that object come to them. One second it's in one place, the next, it's in their hands.
-FireStarting - This Gift is also very rare. Most FireStarting capabilities come in the form of True Magic that Mages use. This person can make things start on Fire, very dangerous to control.
-ForeSight - This is a strange Gift that enables the person to "predict" the future. They cannot see exact futures because the future is always changing. They sometimes only get feelings that something is coming.
-MindSpeech - This enables the person to communicate with others mind-to-mind. Very useful. If you are a Herald you can also use this to "talk" with your Companion. There are also Two other aspects of this Gift. One is Thought-Sensing the other is Projecting. Thought-Sensing can enable the person to sense what another is thinking. They cannot read minds but they can delve into memories if the person is willing. Projecting is the ability to make people sense what you want them to.
Other
Healers can use True Magic as well as Mind Magic to Heal. These People cannot Heal the mind, only the body. They use Mage Sight and other talents to "see" an injury, then they urge the injured person's body into healing itself faster than it normally can. They cannot heal scar-tissue but can, if caught right away, prevent that from happening. People with the Healing Gift are not normally Chosen because they are needed elsewhere.
-Mind Healers
This is a special type of Healing that cannot heal the physical body, only the mind. I do not know exactly how it works.
-Bardic
These are people with an extraordinary talent with music. They are said to be able to change a person's emotions by playing and weaving their songs. People with the Bardic Gift are not normally Chosen by Companions.