The Origin

From Ephimoria Wiki

[This trait falls under the Lost Art Restriction of the Guidelines & Restrictions clause, and has been lost to time.]

What was once common and plentiful, The Original Magic, or The Origin for short was a pure form of magic that allowed individuals to be capable of harnessing incredible arcane energies within the world, letting them turn mana into objects, forces, senses and other effects. These were known as Mages, or Archmage for those grandest among them, and some of the strongest Magus could even permanently warp reality around them.

Aurum Spells Golemancy
Catalysts Heroic Spirits
Magecraft Stances Profane Rules

Enlightenment

The Spark was the aurum of a mage. Enlightened by the leylines power, and igniting the aurum allowed origin mages to manipulate mana from their pool. Though some were born with a dormant spark, enlightenment came in several forms for mages. The most common form of enlightenment for a mage was through a leyline, and an Archmage. Archmages are capable of lighting another aspiring mage's spark, granted by a form spell known as “Ignition”. Other ways of enlightenment included Inherited Spark, which was granted to the child of two mages, one of which needed to be an Archmage. This spark was ignited when the mage in question feels a great deal of stress or trauma in a single scenario. or they had matured enough. Once out of that scenario, the newfound mage was capable of spellcasting.

Mana

Mana is the energy drawn from Vikret's realm which flows through most everything within the realm. Mana is the fuel which mages draw upon to be able to properly cast their spells. Each mage inherently stores mana in their bodies like a fuel source, when depleted this strain causes them to quickly tire, causing headaches, fatigue, and nausea. Their bodily batteries, also known as their Aurum type (the Spark) has its mana stores replenished after hours of patience, replenishing more easily during times of rest. Mana Dehydration, Manaburn, or Spell Strain are all words synonymous with the effects which take place on a mage the more they use mana. Mana is still drawn even if a spell is countered. Mana will restore after the mage is out of a stressful situation.

Magic Resistance is how easily mana is able to flow through objects. Most metals are unable to be cast through should a mage be wearing it, but can be cast into should another be wearing it. There are of course exceptions to this rule which would be stated on the specific material's page.

Manipulation of mana and spells can vary depending on the stance that the mage takes. More on stances can be found here.

Leylines

Leylines were tears within the fabric of the world, though were more often than not put their by forces other than the hands of mortal-kind. Because of this, these gateways allowed mana to flow in from the now torn Veil and provide the magic needed to make the world tick. Leylines were often used to light one's spark.

More on The Veil.

Disciplines

Disciplines of magic are all around and formed the fundamental basis for what origin mages were. Disciplines can also be referred to as ‘specializations’ and held no particular function other than to be categories of research and a basic means of grouping Spells into categories. Origin mages who wished to delve into multiple trees can do so, but their knowledge was exclusively maxed out at a total of four disciplines.

The following are the current trees of magic:

Discipline Description
Pyromancy The ability to manipulate heat, light, and fire.
Hydromancy The ability to manipulate water, ice, and the freezing and unfreezing of both.
Aeromancy The ability to manipulate air and wind.
Terramancy The ability to manipulate earth, metal, and magnetism.
Erebomancy The ability to manipulate darkness, shadows, and the absence of light.
Electromancy The ability to manipulate electricity.
Sound The ability to manipulate the amplification, muting, and creation of sound.
Space The manipulation of space, portals, summoning, and inter-dimensional travel.
Discipline Description
Alteration The ability to manipulate the properties of material objects, weight, gravity, color, etc.
Mana The ability to manipulate and create magical constructs composed of mana.
Biomancy The ability to manipulate plants and animals, but not oneself.
Healing The ability to heal organic material, and manipulate diseases. Souls cannot be affected by this tree.
Sanguimancy The ability to manipulate blood and organic matter in oneself or other living beings.
Psionics The ability to manipulate the mind, illusions, and dreams.
Souls The ability to manipulate souls, create and banish undead, manipulate spirits, curing soul based curses.

Progression

Even masters had to start somewhere. As a mage develops their magic, their mana pool, spell capacity, and knowledge expand as well. Once a Mage's spark is lit, be it via Archmage or Inherited Spark, they start with the knowledge of a Novice. Over time they may hone their magic through use, studying, and/or being taught by a Master Mage. A mage may know up to four disciplines starting at Novice.

Mage Tiers

  • Novice: 15 spells, 20 Mana
  • Adept: 20 spells, 25 Mana, can create Glyphic Circles
  • Archmage: 25 spells, 30 Mana, can create Glyphic Circles, Archmages can light sparks

Advancement

Novice to Adept: 1 Months of confirmed activity on your character.

Adept to Archmage: 6 months of confirmed activity character and Gambit of Arcana.

Gambit of Arcana

The Gambit of Arcana long ago was not in existence. During this period of magical struggle, origin mages oft sought naught but power and could gain it to an extent which could not be checked by other mages. Men walked the earth and a great number of people could use magical abilities whether on accident or on purpose. However this would not do for long, and this chaos and greed associated with learning needed to be put in check. With this, an ancient force created the Gambit of Arcana, a test which mages would be able to properly tutor their students, pass down knowledge and otherwise capped on magical abilities.

The Gambit of Arcana was a nebulous site which the lost goddess Vikret created to test teachers in their dedication to learning and responsibility with her domain. The gambit when achieved granted the user the ability to sunder or light sparks. The test was unique to the origin mage who is taking it, testing their magical abilities to their limits and taxing their knowledge of the Arcane. Not only this, but the experience of the test could not be spoken of, with the origin mage being physically unable to speak about it beyond saying they had completed it.

Spellcasting and Enchanting

Spellcasting was the manifestation of an origin mage's research and time spent slaving over their notes and spells. Each spell was composed of many parts, but in its simplest form it was an origin mage being able to channel mana through their spark to manipulate the world in some way, whether that is evocation, etc. Spells which are channeled cost additional mana over time rather than an immediate cost. Concentration is how much focus a mage needs to put in to be able to successfully cast their spell. Should they be unable to maintain the level of concentration required will fail to cast and will not spend the Mana necessary to cast.

Origin Mages could make also Trinket, Mystic, and Gargantuan items. Each creation of said item required an arcamite in order to craft.

  • Novice: A novice can only create trinkets.
  • Adept: An adept can create Trinket, Mystic, and Gargantuan Items.
  • Master: A master can create Trinket, Mystic, and Gargantuan Items.

Spell Format:

Name: The name of the spell.

Mana: How much the spell costs. This is where if a spell would be able to be used over multiple turns or other extra costs would also be stated.

Disciplines: Which branch(es) of magic does the spell use?

Concentration: How much concentration the spell needs to be cast.

Cast Time: The shortest amount of time the spell can be cast.

Duration: How long the effects of magical effects of the spell remains after its cast. If the effects are permanent, but the magic fades, thus making it not able to be unweavable or counterable, then state the limit.

Range: How far the spell can effect past the caster.

Spell Effect: What the spell does.


Lost Aurum Types
DivinityDemonbrandsThe OriginRunesmithingFeyspeakShamanismThe Fallen
The Lost RealmsThe Fallen Forces