Editing
The World of Aarn
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Magic== The magic of Aarn covers three distinct categories. Wizardry is the scientific magic of Humans, that obeys the mechanical laws of nature. Channeling is a custom, at-will magic system. Divine magic, also known as dream magic, is the ability for Godtouched races to borrow the powers of the gods and fey to reshape the world. ===Wizardry=== Aarn's Wizards use a pseudo-Vancian spellcasting system called Spellweaving, where they program spells like computer code. These spells do not go away when they are cast - their framework remains, and can recharge like a magical item. Wizards essentially enchant their own auras with their prepared spells, and only need to re-prepare them when they want to change what spells they have available, or force a spent spell to rapidly recharge. Wizards can also only cast spells that are within a certain limit of mechanical possibility. As these spells must all be pre-programmed, wizards cannot cast polymorph effects, summoning effects, effects that grant sentience, or any effect that requires intelligence, adaptability or creativity on the part of the spell itself. They can, however, cast healing spells that work very much like the tools of a surgeon (skin grafts, plasma infusions, the effects of certain medications, etc.) ===Channeling=== Channelers are magic users who develop their abilities naturally. A channeler is attuned to one of Aarn's 14 magical elements, which are Air (Gas), Water (Liquid), Earth (Nonmetallic Solid), Metal, Life (Living tissue), Death (Dead tissue), Kanna (A catch-all physical element), Fire (Heat), Frost (Cold), Light, Dark, Sound, Electricity, and Manna (A catch-all energy element.) A channeler's abilities are either psychic, transmutational, or psychokinetic, or a combination of these. An individual Channeler has only a few of the available abilities, but he or she can combine these abilities together to achieve greater effects. Channelers have a number of spell points they can burn each turn to use these abilities and effects as often as they wish. ===Divine Magic=== Mortals who have great faith, the favor of a god or fey, or are simply cloudcuckoolanders can use Divine Magic. The source of this magic is the Astral Sea, the home of the gods and fey, the location of the afterlife, and the source of all magical power. Divine magic is also known as Dream Magic, because when godtouched mortals dream, they are actually experiencing a pocket of the Astral Sea. Divine magic is fueled by a mana point system (that is recharged when mortals dream or meditate) and the power of the spells can be augmented through varying casting methods. Divine magic has few rules save for the categories of spells, and each divine caster creates their own spells to suit their character. The methods of casting vary widely from region to region, from chanting, to using cards and magic circles, to dancing, to wearing masks, or to the truly ridiculous, like making silly faces or eating "sacred" fruit. Divine magic is a magic that works if you subconsciously believe it does, and conversely, if you subconsciously believe it will not work, it will not. The culturally varied rituals involved in casting divine magic are not themselves magical, but the subconscious belief that these rituals are necessary is enough to make them so. What makes differing casting methods similar, however, is that they all involve some form of creative self-expression, which is required for a divine spell to be cast. ===Elemancy=== Elemancy is a special hybrid magic that allows a wizard with channeling abilities to create and dominate pets and constructs. An Elemancer does so by literally dividing his or her soul among many bodies. These creatures are called elementals, and are composed entirely out of an Elemancer's element. Biomancers create monsters, Necromancers create undead puppets, Animancers create constructs, and the like. ===Mundanes=== As godtouched races are inherently magical creatures, even those who do not use any magic can compete with the magic users. Those who do not use magic develop a high level of magical resistance, that allows them to soak spell damage. Further, godtouched races who physically train their bodies develop unbelievable levels of physical prowess. A non-magic-using swordsman can leap 20 feet into the air, cleave a thick tree with a single sword stroke, and sprint at the speed of a horse. It is largely this ability that has prevented swordplay from becoming obsolete in the face of magical devices that for all intents and purposes are military grade firearms.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information