Welcome to The Tartarus Institution! Here at the T.I. we pride ourselves on the more ethical solution to human improvement among this chaotic world. It is our duty that we try to adapt towards the mystical aspects of the world as much as possible, though our priority is still on human safety. Co-existence is better then destruction. Though many predators of mankind exists in the shadows, it is our job to root out the weeds while keep the rest of this mystical world undisturbed. To tame the magic and the unknown. That is our cause.
You are an agent, a magister, of this organization. Like every one else, you were brought under to study and train the mystical arts. The occult, the mysticisms, the arsenal of weapons. All that with the talents and history you have learned will be utilized to secure humanities future. Kill monsters only when necessary, capture or release otherwise. Some monsters can't be shown mercy, so pay attention to the mission. Confiscate magical artifacts, capture rogue spellcasters, that kind of deal.
You are a magister of division 136, and you have been assigned a guard post at designation Pit 357. A particularly new pit close to Federation borders. Tensions have been as rough as always between us and the inquisition, us being branded as heretics and whatnot, but this station gives us a competitive access to some of their toys.
We recently acquired a rogue spellcaster that we 'saved' from the inquisition. Under our care, we'll be sure to keep her under lock until we can either restrict her powers enough to return to society or even incorporate her into our division with training, depending upon her decision. That's just some of things we do here at the T.I!
In a time long forgotten, humans and monsters inhabited earth one and the same. Magic and the supernatural existed alongside reality. Fables and tales of old once 'real'. Most pressing was the monsters that loomed over humanity. The ones that preyed upon mortals, or held high above the food chain. The untamed world of the supernatural was the stuff of legends.
So it was that at some time in ancient history, the worlds strongest wizards gathered together to banish the supernatural so that humanity could truly thrive. As sacrifice, in addition to the predators being wished away, so too did magic in its entirely. All that didn't conform to reality had been banished. What was sent away festered in a newly created realm, known simply as the Fae, where the supernatural thrived in a earth-like world of chaotic extremes.
So long had the unknown been cast away that the world forgot about it. They became nothing more then fantasies, ideas of fiction stretched from inklings of truths that survived the thousands of years. The world was 'normal', life moved on. Humans advanced. At the year 2,200, however, calamity struck. The realm between Earth and the Fae collided. Gateways formed between the realms, and from these realms, monsters roamed. Magical energies flooded the planet, raw power that stimulated natural disasters across the globe. The continents began to shift and shape, monsters roamed and preyed upon humanity, the old world was effectively destroyed.
Despite all though, humanity survived. In what technology survived and luck could be had, humanity had gathered, rebuilt, and repopulated parts of the earth. Though it is said that humanity survived in large part from the angels, a benevolent and divine race of the gods. These beings departed soon after humanity's resurrection. Parts of North America had resurrected as the Phoenix Federations (From the ashes humanity rises again.) This new government expanded gradually, recruiting other isolated tribes. Beyond the federation, less developed, independent human tribes and city states remain across the globe, fractured and broken societies that fight off the threat of monsters at their borders.
The Phoenix Inquisition is a Federation-Supported organization designed to deal with the threat of the supernatural while enforcing the dogma of the angels. It was the angels that inspired the organization's creation, after they had spread their wisdom and left the mortals. For humanity to thrive, to fight the beasts that stalk them, the supernatural must be purged.
The organization operates mostly on a search-and-destroy basis. Monsters and mortal spellcasters are killed, anomalous and arcane items are destroyed, and information is restricted regarding the supernatural (Beyond the sentiment to publicly vilify anything anomalous.)
The world has been enlightened by the angels of the Three Ancient Gods. The ones forgotten in humanities history. The faith consists of the Bethaius God of the earth, Zithaius, God of the Sun and Sky, and Levaius, God of the Sea.
Through faith in this religion, and specific trainers, practices of this faith (Known as priests/priestesses, clerics, and acolytes respectively) can perform magic-like abilities through prayer. Prayers that deal with Bethaius revolve mostly around healing, Prayers with the Zithaius Utilize or even weaponize divine light that is especially effective against certain unholy or undead monsters, and prayers to the Levaius usually dispel, nullify, or counter magic to varying degrees. (While counter-magic and dispelling is capable of magic, prayers cannot be nullified by the same means,)
Through faith in this religion, and specific trainers, practices of this faith (Known as priests/priestesses, clerics, and acolytes respectively) can perform magic-like abilities through prayer. Prayers that deal with Bethaius revolve mostly around healing, Prayers with the Zithaius Utilize or even weaponize divine light that is especially effective against certain unholy or undead monsters, and prayers to the Levaius usually dispel, nullify, or counter magic to varying degrees. (While counter-magic and dispelling is capable of magic, prayers cannot be nullified by the same means,)
The 'magic' of the holy powers of the faith. The 'spells' of theurgy are broken down into prayers. Keep in mind, while supernatural, the source of Theurgy isn't quite the same as magic, though they both originate from the Aether. Spells that would interact or nullify magic in some capacity does not affect the powers of Theurgy. While many beings of the Aether are connected to mana, a lesser amount align with this alien energy.
The energy of Theurgy is referred to as Divinity. This energy is also divided into different types; Agio(Or Sacred) and Anagio (Or Infernal) Divinity. There is also a third, lesser known, subtype of Divinity, known simply as Occult Divinity. Divinity is only inherent in Nephilim and Deities (And few other entities of the Aether), however the energy still manifests in other places. For mortals, this energy can be called upon from its source by sheer faith and devotion/conviction to the source, such as worship of a deity or given directly by such entities. Faith is as much power when it comes to Divinity as the beings who grant it.
Infernal Divinity is sourced largely from demons and 'evil' or occult gods. Sacred Energy, obviously comes other deities and angels. Occult Divinity stems from 'neutral' sources.
The energy of Theurgy is referred to as Divinity. This energy is also divided into different types; Agio(Or Sacred) and Anagio (Or Infernal) Divinity. There is also a third, lesser known, subtype of Divinity, known simply as Occult Divinity. Divinity is only inherent in Nephilim and Deities (And few other entities of the Aether), however the energy still manifests in other places. For mortals, this energy can be called upon from its source by sheer faith and devotion/conviction to the source, such as worship of a deity or given directly by such entities. Faith is as much power when it comes to Divinity as the beings who grant it.
Infernal Divinity is sourced largely from demons and 'evil' or occult gods. Sacred Energy, obviously comes other deities and angels. Occult Divinity stems from 'neutral' sources.
The Federation remains one of the few sophisticated civilizations of humanity. While many tribes and city states retain various modern technology, most are independent and lack the funds and means to advance to compare to the federation. Though independent, most of these smaller territories rely on the Federation to protect them from monsters. Thus there is overlap in laws to assist co-operation between them.
Some territories, however, are independent enough to not rely on the federation. Those that do not co-operate are 'black-listed', which either entails that the territory is utterly ignored by the federation, or disrespected for their own purposes. Due to many of these black-listed territories have the means to rival military power in some capacity however, war has yet to break out.
There are a collection of territories that lack the power to commit to independence, but do not wish to co-operate with the restrictions of the federation. These territories instead rely on one organization for their survival, The Tartarus Institution.
The Tartarus Institution, unlike the Inquisition, believes that the supernatural can co-exist with humanity. Though they still recognize the dangers it can pose to mortals, and prioritize the safety of humans, their methods are considered 'more humane' by some. Though that is not to say that their treatment of monsters entirely better then inquisition, but there certainly is a higher tolerance to ones viewed as 'non-dangerous' or potential to work with.
Though lacking man-power, the Institution weaponizes magic to give them the edge in both the supernatural world and their rival group. Agents of Tartarus are referred to as Magisters.
Though lacking man-power, the Institution weaponizes magic to give them the edge in both the supernatural world and their rival group. Agents of Tartarus are referred to as Magisters.
Wardens are agents augmented with physical enhancements by a silver-infusing ritual, one that permanently enhances the physical attributes of the Magister to superhuman degrees. (See KI in magic system.) Wardens diversify in what stats they prioritize (Strength, speed, etc.) as well as the type of martial arts or weapon they use. (Swordsmanship, hand-to-hand combat, guns, etc.)
Wardens are often granted silvered gear to be better effective at fighting the supernatural. Multiple martial arts can be learned, but most specialize in only one or two methods. (One melee and one ranged is the most common.) Wardens have access to a variety of weapons and various martial arts common and obscure relating to either weapons or hand-based combat.
The ritual that transforms one into a warden fusing their blood magically with silver. In addition to their boon of ki, this also makes them inherently resistant to magical and other supernatural effects or spells.
Wardens are often granted silvered gear to be better effective at fighting the supernatural. Multiple martial arts can be learned, but most specialize in only one or two methods. (One melee and one ranged is the most common.) Wardens have access to a variety of weapons and various martial arts common and obscure relating to either weapons or hand-based combat.
The ritual that transforms one into a warden fusing their blood magically with silver. In addition to their boon of ki, this also makes them inherently resistant to magical and other supernatural effects or spells.
Sorcerers/Sorceresses and Witches are the terms used for spellcaster Magistrates. They are taught various means of magic, some may specialize entirely in one field, while others may take several or further diversify their magic. A wizard that specializes in one field will generally be the best at, sacrificing diversity for sheer devotion.
Sorcerers/Witches have the following education:
Spellcasting (Evocations, Invocations, Incantations, Runes and Rituals, and Enchanting/Hexing/Cursing), Alchemy, Magic Item Creation, and Familiars.
Sorcerers/Witches have the following education:
Spellcasting (Evocations, Invocations, Incantations, Runes and Rituals, and Enchanting/Hexing/Cursing), Alchemy, Magic Item Creation, and Familiars.
Magic is a largely unknown force, one that was forgotten since the banishment of old. Few outside of the Fae know the truth of magic, and even then with limited information, some that may have been skewed over the centuries. It didn't help that practicing magicians and sorcerers were labeled as ghouls and witches in the earlier centuries.
In basic terms, the energy that is magic is usually called Mana, Arcana, or Spellpower
In basic terms, the energy that is magic is usually called Mana, Arcana, or Spellpower
In truth, magic is an extradimensional form of energy, one that does not properly adhere to conventional physics. Alien in how it operates, but still with a certain order and rule to it. Magic is believed to originate from the Aether, an infinite space filled with tides of unyielding magical energies, or mana.
This energy can be shaped by various means, mostly by spells, into all matter of forms. Though magic is inherently energy, through spells it can be shaped into not only matter, but more esoteric functions as well that can temporarily manipulate reality itself. As magic is not native to the natural world, it gradually deteriorates back into the Aether when left unchecked, without special means such as by mana crystals.
The Aether itself also acts as a space between the supposed realms of the gods. Both where the Triad originates, as well as the devil. Heavens, hells, all matter of demons, spirits, and similar incorporeal beings. Realms segmented by the Aether.
This energy can be shaped by various means, mostly by spells, into all matter of forms. Though magic is inherently energy, through spells it can be shaped into not only matter, but more esoteric functions as well that can temporarily manipulate reality itself. As magic is not native to the natural world, it gradually deteriorates back into the Aether when left unchecked, without special means such as by mana crystals.
The Aether itself also acts as a space between the supposed realms of the gods. Both where the Triad originates, as well as the devil. Heavens, hells, all matter of demons, spirits, and similar incorporeal beings. Realms segmented by the Aether.
Although the Aether is believed to be the origin of magic, it is oddly not the only source of magic there is, nor even commonly used as a source for spells. All living things, from the humble blade of grass, to a mighty beast, a human or single celled organism; they all possess a soul. All living souls produce mana as a byproduct, as if by living itself produces this alien energy. It is not properly understood how magic and the soul are related, but there are correlations between each other. For instance, dead souls, such as from ghosts or spirits; are unable to produce their own mana and thus gradually decay (As such beings are reliant on maintaining a presence through mana.)
It is believed that as the Aether is the gateway to the afterlife, souls that no longer produce their own mana gradually sink into the Aether much like magic itself. Some scholars believe that due to this connection, the Aether is not only the origin of magic, but the origin of the soul as well. Dead souls avoid this fate by obtaining mana from other means, such as staying in a place radiating with mana or by leeching mana off of living beings by toying with their emotions or fears.
It is believed that as the Aether is the gateway to the afterlife, souls that no longer produce their own mana gradually sink into the Aether much like magic itself. Some scholars believe that due to this connection, the Aether is not only the origin of magic, but the origin of the soul as well. Dead souls avoid this fate by obtaining mana from other means, such as staying in a place radiating with mana or by leeching mana off of living beings by toying with their emotions or fears.
The exact nature of the soul isn't determined. It is accepted that the soul acts as the 'subjective perception' of the individual. Meaning that even after one dies, they still exist as a soul. The exact make-up of the soul isn't determined either, but there are at least three parts vaguely understood.
First, the living aspect of the soul. This is what separates the living from the dead, and conversely, what makes ghouls 'undead'. Living souls produce mana by living, non-living souls cannot produce their own. Undead souls, like dead souls, do not produce their own mana; yet are still capable of retaining enough magic to avoid dying. This allows them to exist regardless of the state of their body, though with some exception. It is this corruption of the soul that is believed to be the source of their curse.
It is difficult to discern what exactly connects magic to the soul, it is known that living beings exhausted of mana become exhausted despite no physical exercising, that feeding off of the mana of a living being can potentially kill them, and that mana burning exists. Scholars debate whether magic is merely a biproduct of living, or that magic is necessary for living things.
The second layer of the soul is the Memory of the Soul. This is the accumulation of memories gained from a living soul. When a soul dies, it will still have the memories it had in life provided that the second layer isn't destroyed or wiped.
The Third Layer is considered the origin point, the subjective point, or the true point. Unlike all other layers of the soul, this layer is completely indestructible. There are all manner of ways a soul can be 'destroyed', such as having a soul devoured or mana burned, however the last layer of the soul remains even in those extremes. However, without any other layer, a soul that only consists of this last layer is a soul at its barest form.
First, the living aspect of the soul. This is what separates the living from the dead, and conversely, what makes ghouls 'undead'. Living souls produce mana by living, non-living souls cannot produce their own. Undead souls, like dead souls, do not produce their own mana; yet are still capable of retaining enough magic to avoid dying. This allows them to exist regardless of the state of their body, though with some exception. It is this corruption of the soul that is believed to be the source of their curse.
It is difficult to discern what exactly connects magic to the soul, it is known that living beings exhausted of mana become exhausted despite no physical exercising, that feeding off of the mana of a living being can potentially kill them, and that mana burning exists. Scholars debate whether magic is merely a biproduct of living, or that magic is necessary for living things.
The second layer of the soul is the Memory of the Soul. This is the accumulation of memories gained from a living soul. When a soul dies, it will still have the memories it had in life provided that the second layer isn't destroyed or wiped.
The Third Layer is considered the origin point, the subjective point, or the true point. Unlike all other layers of the soul, this layer is completely indestructible. There are all manner of ways a soul can be 'destroyed', such as having a soul devoured or mana burned, however the last layer of the soul remains even in those extremes. However, without any other layer, a soul that only consists of this last layer is a soul at its barest form.
Stripped clean, it is effectively a husk, with no memory or awareness. It is the 'subjective' perception of the individual, but without any other layer that subject cannot perceive anything, nor dream. A non-existing existence. There have been cases where a 'husk' has been recovered by memory or other soul layers, for instance it is believed that reapers or angels descend from the Aether to recover these lost souls in order to revive them for the afterlife, or allow them to be reborn. A husk is believed to be a perfect candidate for rebirth, as it is in essence, the same as a newly created soul.
In practice mana acts much like stamina, a spellcaster having a certain yield of power before needing to rest to fully recover it.
Mana produced naturally does not last indefinitely, the energy gradually decays into the Aether. However, just by existing, living beings continue to produce this energy at a constant rate. This effectively creates a set amount of mana an individual has at rest.
As magic has yet to be properly measured, there is no exact value to measure by; however it is clear that the mana reserves of any given individual vary in size. Essentially, the more efficiently your soul produces mana, the more mana you'll have at any given time. Much like raising one's own stamina, there is an extent of utilizing one's own mana constantly to make their soul a stronger mana battery. Though this varies on the individual.
Mortals are usually unable to utilize magic from their soul, as their 'field' of mana or mana pool, is too low to even cast spells with. There are exceptions, prodigies that have been born uniquely with a gift of magic. Or conversely, those that undertake some ritual to become powerful sorcerers on their own.
Mana produced naturally does not last indefinitely, the energy gradually decays into the Aether. However, just by existing, living beings continue to produce this energy at a constant rate. This effectively creates a set amount of mana an individual has at rest.
As magic has yet to be properly measured, there is no exact value to measure by; however it is clear that the mana reserves of any given individual vary in size. Essentially, the more efficiently your soul produces mana, the more mana you'll have at any given time. Much like raising one's own stamina, there is an extent of utilizing one's own mana constantly to make their soul a stronger mana battery. Though this varies on the individual.
Mortals are usually unable to utilize magic from their soul, as their 'field' of mana or mana pool, is too low to even cast spells with. There are exceptions, prodigies that have been born uniquely with a gift of magic. Or conversely, those that undertake some ritual to become powerful sorcerers on their own.
If a spellcaster however, continues to try and force more mana out of their soul when it doesn't have any, they will begin to 'mana burn'. Forcing themselves to push over their limit takes a great amount of will, without commitment a spellcaster would pass out before reaching this point, those that do so are met with a horrible fate however. While mana burning gives the spellcaster an incredible amount of power, they achieve so by burning up their own soul. Doing so causes both their soul and body to literally burn up, and they will inevitable destroy themselves, though there have been cases for some to 'survive' mana burning by shutting off their magic and passing out before they die.
While mana typically decays naturally into the Aether, there are certain methods to keep magic tied to something physical. The most common instance is that of a Mana Crystal. Mana crystals are inherently quartz, amethysts, or other translucent gems that seem to be able to store magic indefinitely. These crystals allow mortals that normally can't utilize their own mana to cast spells, or add an additional resource of mana to one's pool even if they are already able to utilize their own magic.
Mana Crystals generally work by having mana injecting directly into the crystal, this will often cause the crystal to glow or change color. That stored mana can be released by a wielder for later use. Even mortals that have too low magic to use spells can still slowly store mana like this over time to build up a powerful mana crystal.
Mana Crystals are essentially batteries. The stronger, but more controversial variation, are soul gems. Type of Crystal and the Size of the crystal generally determine how much mana they can store. If a crystal is filled, additional mana will either leak out, or in intense frequencies, the crystal overloads and shatters.
Mana Crystals naturally form when an area a crystal is in experiences a great deal of magic flowing around it, such as run off from a powerful spell, a gateway to another realm, or excessive paranormal activity from ghouls and what have you.
The gist of a Soul Gem is that it combines a Mana Crystal with a living soul, essentially trapping the soul within the gem to constantly recharge the gem until it is filled. Through the means of its creation, the soul is somehow kept 'alive' despite being trapped in the gem to allow it to act as a proper battery. Failure to replicate this effect kills the soul, and thus essential become a dead battery.
Mana Crystals generally work by having mana injecting directly into the crystal, this will often cause the crystal to glow or change color. That stored mana can be released by a wielder for later use. Even mortals that have too low magic to use spells can still slowly store mana like this over time to build up a powerful mana crystal.
Mana Crystals are essentially batteries. The stronger, but more controversial variation, are soul gems. Type of Crystal and the Size of the crystal generally determine how much mana they can store. If a crystal is filled, additional mana will either leak out, or in intense frequencies, the crystal overloads and shatters.
Mana Crystals naturally form when an area a crystal is in experiences a great deal of magic flowing around it, such as run off from a powerful spell, a gateway to another realm, or excessive paranormal activity from ghouls and what have you.
The gist of a Soul Gem is that it combines a Mana Crystal with a living soul, essentially trapping the soul within the gem to constantly recharge the gem until it is filled. Through the means of its creation, the soul is somehow kept 'alive' despite being trapped in the gem to allow it to act as a proper battery. Failure to replicate this effect kills the soul, and thus essential become a dead battery.
Spells are the primary way individuals utilize mana. Spells are inherently utilizing the energy source to 'cast' a spell, or a desired effect. The exact nature of spell craft is incredibly broad and can be broken up into multiple categories. However all spells have a specific, set function such as manipulating wind, summoning a ball of fire, cursing someone to turn into a frog at a full moon, etc.
These categories consist of how a spell is casted in the first place. There are many spells that can be casted through different means. A fireball can be an invocation, an evocation, an incantation, etc. But there are also many spells that can only be replicated through the means of how it is casted. Some spellcasters may specialize in a specific type of casting due to personal preference, but most advanced spellcasters master multiple types.
The type of spell a spell is, usually applying to incantations, invocations, runes and rituals.
Conjuring objects like making an apple appear out of your hand, teleporting objects or people from one place or another, summoning a familiar, etc.
They are usually spells of direct effect that have no other classification. Such as a direct healing spell, creating a ball of fire, a direct spell of decay, and other instantaneous effects that do not fit neatly into other categories.
Spells that deal with informational gathering. Such as communing with animals, spirits, the weather, etc. Usually as rituals. Crystal balls, magic mirrors, scrying bones, etc.
Spells that manipulate the senses, such as creating a false sense of touch, vision, false pain, or even psychic damage. Fake walls, making someone think their burning, creating nightmares, etc.
Enchantments can function much like rune spells, but cast more like other spells and can be either incantations or invocations. Enchantments usually give some kind of boon or negative aspect to a target, such as enchanting a weapon to make it stronger, or cursing someone to grow ill or become slower or what have you. Some enchantments/curses can be tied to other classes, like transmutation to curse someone into transforming into an animal under certain conditions. Enchantments are usually tied to the caster and thus only kept up by slowly feeding mana into it, though permanent enchantments can be created through intensive rituals. Most enchantments can be efficient enough that a spellcaster can have multiple enchantments linked to their pool without having too much hinderance on their day to day spellcasting, though only if they've truly mastered such a field or have an incredible mana pool. Enchantments that entail negative traits are often referred to as curses or hexes.
Enchantments can even be used to temporarily enhance physical abilities, almost simulating ki-like abilities. But unlike ki these spells aren't efficient to use outside of temporary use.
Examples include creating undead thralls, making someone weaker, improving someone's strength temporarily, cursing someone to feel ill, etc.
Changing of one thing to another. Such as turning dirt to gold, a man into a frog, changing one's appearance or physical attributes, turning water to oil, etc.
Conjuring objects like making an apple appear out of your hand, teleporting objects or people from one place or another, summoning a familiar, etc.
They are usually spells of direct effect that have no other classification. Such as a direct healing spell, creating a ball of fire, a direct spell of decay, and other instantaneous effects that do not fit neatly into other categories.
Spells that deal with informational gathering. Such as communing with animals, spirits, the weather, etc. Usually as rituals. Crystal balls, magic mirrors, scrying bones, etc.
Spells that manipulate the senses, such as creating a false sense of touch, vision, false pain, or even psychic damage. Fake walls, making someone think their burning, creating nightmares, etc.
Protection magic. Creating magic shields, countering a spell, dispelling magic, warding away supernatural creatures, etc.
Enchantments can function much like rune spells, but cast more like other spells and can be either incantations or invocations. Enchantments usually give some kind of boon or negative aspect to a target, such as enchanting a weapon to make it stronger, or cursing someone to grow ill or become slower or what have you. Some enchantments/curses can be tied to other classes, like transmutation to curse someone into transforming into an animal under certain conditions. Enchantments are usually tied to the caster and thus only kept up by slowly feeding mana into it, though permanent enchantments can be created through intensive rituals. Most enchantments can be efficient enough that a spellcaster can have multiple enchantments linked to their pool without having too much hinderance on their day to day spellcasting, though only if they've truly mastered such a field or have an incredible mana pool. Enchantments that entail negative traits are often referred to as curses or hexes.
Enchantments can even be used to temporarily enhance physical abilities, almost simulating ki-like abilities. But unlike ki these spells aren't efficient to use outside of temporary use.
Examples include creating undead thralls, making someone weaker, improving someone's strength temporarily, cursing someone to feel ill, etc.
Changing of one thing to another. Such as turning dirt to gold, a man into a frog, changing one's appearance or physical attributes, turning water to oil, etc.
Perhaps the most iconic of spellcasting. Incantations are inherently spells that require a specific word or phrase to cast. The exact verbal component doesn't matter so much as the idea in how it was taught. For example a fireball may be taught to a caster by simply shouting 'fireball', while others may know it either a different name like 'vol.'
Self-taught practices often come up with their own words too if they haven't learned a phrase to associate it with. Its less to do with the exact word to trigger the spell, and more of how the caster recognizes it. In that same example, a caster that has learned the spell as fireball wouldn't be able to cast the same spell saying "Vol!", as they have learned and understood the spell in a different name.
Self-taught practices often come up with their own words too if they haven't learned a phrase to associate it with. Its less to do with the exact word to trigger the spell, and more of how the caster recognizes it. In that same example, a caster that has learned the spell as fireball wouldn't be able to cast the same spell saying "Vol!", as they have learned and understood the spell in a different name.
Evocations are spells that utilize will power to cast a spells. Spells that are casted in this manner are less direct, and more about control or a constant effect. For example, moving the wind around oneself, manipulating fire or earth. Telepathic communication and so on. These spells are further separated into two categories.
Psionics are essentially evoking 'one's own power' to cast the spell. Psionics are specific evocation spells that are the general manipulation of their element. Telekinesis, for example, broadly moves objects around the individual, pyrokinesis creating and manipulating fire freely, etc.
Evocations are free-casting spells by thought, will, and potentially body gesture as well. Unlike psionics, which is more of a free-form manipulation of magic, evocation are more of specific spells, like what you would see with incantations; minus the requirement to recite.
Psionics are essentially evoking 'one's own power' to cast the spell. Psionics are specific evocation spells that are the general manipulation of their element. Telekinesis, for example, broadly moves objects around the individual, pyrokinesis creating and manipulating fire freely, etc.
Evocations are free-casting spells by thought, will, and potentially body gesture as well. Unlike psionics, which is more of a free-form manipulation of magic, evocation are more of specific spells, like what you would see with incantations; minus the requirement to recite.
Invocations are conversely, spells that draw upon someone else's power. This is usually in relation to those that may have contracted with some sort of demon or entity that has given them power. They effectively call upon the powers of a greater power to cast spells. Oddly, invocations are either part evocations or incantations, depending upon how exactly the caster calls upon this power for their spells.
Familiars can also provide Invocative spells to their master in this manner.
Familiars can also provide Invocative spells to their master in this manner.
Runes are used to cast spells by writing. Sometimes by chalk symbols drawn in the ground, other times by ink or blood stained words over a page or scroll. Different mediums are used to utilize this spell craft, but runes can be broken down into either permanent sources or temporary sources. Permanent sources are utilized in ways such as creating magic items by having runes inscribed on them, A spell permanently tied to a book or scroll, or an area drawn around on the ground to give some constant effect. Temporary sources are meant for a 'one time use' deal like a trap or ritual.
Like incantations, the runes can vary in words associated with them for the spell, unlike incantations however they are usually written in arcane runes and have similar meaning regardless of teacher.
In addition to making the writing themselves, the runes must also utilize some kind of source of power. Permanent sources usually find some way to tie them to a source of mana, such as an area that has a constant supply of magic, imbuing the item with a soul gem or a soul itself, or other odd methods. Temporary sources do not require such a source, instead operating on the caster's mana pool.
Other rituals may involve simply a long incantation with tunings of candles or other mediations.
Like incantations, the runes can vary in words associated with them for the spell, unlike incantations however they are usually written in arcane runes and have similar meaning regardless of teacher.
In addition to making the writing themselves, the runes must also utilize some kind of source of power. Permanent sources usually find some way to tie them to a source of mana, such as an area that has a constant supply of magic, imbuing the item with a soul gem or a soul itself, or other odd methods. Temporary sources do not require such a source, instead operating on the caster's mana pool.
Other rituals may involve simply a long incantation with tunings of candles or other mediations.
Alchemy is occult magic that creates magical elixirs and potions through a enchantment rituals. Potions are created by a seemingly random string of ingredients and a specific spell after mixture with a base while heating. Different recipes will utilize different ingredients and a different spell, and essentially, there can be multiple methods of ingredients and unique spells that can make the same potion.
Potions can give temporary effects similar to spells, such as polymorphing someone into a rat, poisoning, or healing wounds. In general, potions are efficient as they require little magic energy to make while creating powerful effects that would otherwise cost a lot of mana to cast as a spell.
Potions can give temporary effects similar to spells, such as polymorphing someone into a rat, poisoning, or healing wounds. In general, potions are efficient as they require little magic energy to make while creating powerful effects that would otherwise cost a lot of mana to cast as a spell.
Familiars are entities that are bounded to the spellcaster by a magical rite. There are three different forms of familiars. Familiars can be summoned by the caster and are bound by magic to obey. A weakness of magic or strength of will can resist orders to extent, and there have been cases where unwilling familiars have broken free of the spell and betrayed their masters in extreme circumstances. Familiars can be all manners of useful, from battle companions, to simple chore helpers. Whether or not the familiar is a non-magical entity or a great being, they can also provide themselves as an additional 'mana battery' for the caster from their own soul or source of magic. Thus even a simple creature like a cat can be a vital familiar.
When not summoned, a familiar awaits in the Aether as a formless spirit, bound to a specific point linked to the caster's soul. In some cases these points can become temporary realms for the familiar and retain form, otherwise they are unconscious. Powerful familiars like Daemons may exist in their native realm or the Fae realm until called upon (Such is the case when they only partially bound as familiars in the case of very strong entities.) Also, Familiars that remain in a world instead of the Aether are not obligated to obey their masters should the master be in their native realm.
A familiar can be summoned at any time to the caster's side provided they still have power over them.
It is possible, though difficult, for a spellcaster to have multiple familiars. In general, strong familiars are more taxing then weaker ones.
If a familiar is fully bound to the caster and not partially, they return to the Aether instead of dying should they fall in battle. Though it takes additional power to reconstitute their bodies, they can be effectively revived. There have even been contracts where dying humans have willingly engaged in contractual familiar ship for them to remain alive. However it should be noted that when the contract ends, the entity will revert to its state before the contract.
Contractual familiars: These are familiars that have a mutual agreement to act as a familiar. The nature of the contact can be formed either for a temporary purpose such as a single mission, or permanently. Though permanent contracts tend to have steeper costs as a rule of thumb. Contracts are often made between a spellcaster and a powerful entity, such as a Daemon, A spirit, A powerful spellcaster, or a powerful and sapient magical creature like a unicorn or phoenix.
Servant Familiars: These are familiars that have been forced, by one means or another, into becoming someone's familiar. Servants are thus, entirely at the decision of the spellcaster for their freedom. Usually servant familiars are from non-sapient beasts, however it is possible for powerful sapient creatures to be captured in this method. Mortals too can become familiars, but for obvious reasons, having a human as a servant familiar is considered taboo even by Tartarus standards.
Conjured Familiars: These are familiars created literally by magic, and are temporary by nature. Instead of being unique entities, they are instead reshaped parts of a spellcaster's soul, thus technically part of the spellcaster themselves. Conjured Familiars are very rare to learn, and can't be used as mana batteries like other familiars. Due to the nature of conjured familiars, they last only for their created summon and then return to the soul of origin after use.
When not summoned, a familiar awaits in the Aether as a formless spirit, bound to a specific point linked to the caster's soul. In some cases these points can become temporary realms for the familiar and retain form, otherwise they are unconscious. Powerful familiars like Daemons may exist in their native realm or the Fae realm until called upon (Such is the case when they only partially bound as familiars in the case of very strong entities.) Also, Familiars that remain in a world instead of the Aether are not obligated to obey their masters should the master be in their native realm.
A familiar can be summoned at any time to the caster's side provided they still have power over them.
It is possible, though difficult, for a spellcaster to have multiple familiars. In general, strong familiars are more taxing then weaker ones.
If a familiar is fully bound to the caster and not partially, they return to the Aether instead of dying should they fall in battle. Though it takes additional power to reconstitute their bodies, they can be effectively revived. There have even been contracts where dying humans have willingly engaged in contractual familiar ship for them to remain alive. However it should be noted that when the contract ends, the entity will revert to its state before the contract.
Contractual familiars: These are familiars that have a mutual agreement to act as a familiar. The nature of the contact can be formed either for a temporary purpose such as a single mission, or permanently. Though permanent contracts tend to have steeper costs as a rule of thumb. Contracts are often made between a spellcaster and a powerful entity, such as a Daemon, A spirit, A powerful spellcaster, or a powerful and sapient magical creature like a unicorn or phoenix.
Servant Familiars: These are familiars that have been forced, by one means or another, into becoming someone's familiar. Servants are thus, entirely at the decision of the spellcaster for their freedom. Usually servant familiars are from non-sapient beasts, however it is possible for powerful sapient creatures to be captured in this method. Mortals too can become familiars, but for obvious reasons, having a human as a servant familiar is considered taboo even by Tartarus standards.
Conjured Familiars: These are familiars created literally by magic, and are temporary by nature. Instead of being unique entities, they are instead reshaped parts of a spellcaster's soul, thus technically part of the spellcaster themselves. Conjured Familiars are very rare to learn, and can't be used as mana batteries like other familiars. Due to the nature of conjured familiars, they last only for their created summon and then return to the soul of origin after use.
Magic item creation can be either from permanent enchantments or from rune/rituals. Proficiency with this skill determines the quality and power a magic item can have, as well as the amount any can be attuned to at one time.
Magic items can have spells imbued to them, certain qualities to grant supernatural measures like additional power to a swing of a sword or sharpness of it, shooting fire, increased durability, etc. Some magic items can be infused with multiple measures of such nature, and even double with mana batteries such as crystals to either fuel them or use as mana batteries for the caster. A magic wand that can double with spells that the caster normally couldn't cast for instance.
Common magic items:
Flying Broom
Crystal Ball
A magic weapon
Enchanted armor
A magic ring or other piece of jewelry
Magic gloves
Magic Book
Magic Shoes
Magic items can have spells imbued to them, certain qualities to grant supernatural measures like additional power to a swing of a sword or sharpness of it, shooting fire, increased durability, etc. Some magic items can be infused with multiple measures of such nature, and even double with mana batteries such as crystals to either fuel them or use as mana batteries for the caster. A magic wand that can double with spells that the caster normally couldn't cast for instance.
Common magic items:
Flying Broom
Crystal Ball
A magic weapon
Enchanted armor
A magic ring or other piece of jewelry
Magic gloves
Magic Book
Magic Shoes
The magic in their soul is converted into what is referred to as 'ki', an altered supernatural energy. Though created in the same manner of magic, it functions differently. It cannot be stored in crystals or from non-living beings, in fact it is even more tied to a living individual then magic would (Though ki is not inherently natural, only to those that have unlocked it.) Ki is responsible for the physical enhancements of Wardens, in addition to other methods in which mortals can convert their mana to ki. Essentially, the energy imbues directly to their living bodies, and thus is directly affected by their physical and mental health. Ki is most efficient with a calm mind and physically fit body. Strong emotions like rage or fear can temporarily strengthen ki to varying degrees depending upon individuals, but often exhausts ki faster or uses the energy less efficiently. In many other cases these emotions can disrupt or weaken ki as well.
Once someone unlocks the potential, they cannot utilize magic, as all mana produced is instead transmuted to ki energy. Even if attempting to using another source of mana to cast spells, such as a mana battery, their ki blocks them from actually utilizing magic. Unlike magic, however, it is not made less efficient by wearing metal or other materials, thus making armor effective.
Ki can enhance the speed, durability, strength, reflexes/reaction time, and even the senses themselves of an individual. Ki can also be utilized to enhance or empower weapons and equipment; and unlike magic, silver has no direct resistance to it. Ki can also effect projectiles from weapons, such as guns and bows.
Like mana, ki is tied to a sort of stamina. Though it is more attuned to one's physical stamina, and ki can also enhance one's stamina to superhuman levels as well with training. Generally the more you train your ki the more you can produce in the same fashion as mana. Different attributes of an individual need to be trained by specific exercises though, such as running for speed and stamina, or lifting for strength and durability.
Once someone unlocks the potential, they cannot utilize magic, as all mana produced is instead transmuted to ki energy. Even if attempting to using another source of mana to cast spells, such as a mana battery, their ki blocks them from actually utilizing magic. Unlike magic, however, it is not made less efficient by wearing metal or other materials, thus making armor effective.
Ki can enhance the speed, durability, strength, reflexes/reaction time, and even the senses themselves of an individual. Ki can also be utilized to enhance or empower weapons and equipment; and unlike magic, silver has no direct resistance to it. Ki can also effect projectiles from weapons, such as guns and bows.
Like mana, ki is tied to a sort of stamina. Though it is more attuned to one's physical stamina, and ki can also enhance one's stamina to superhuman levels as well with training. Generally the more you train your ki the more you can produce in the same fashion as mana. Different attributes of an individual need to be trained by specific exercises though, such as running for speed and stamina, or lifting for strength and durability.
The type of clothing a spellcaster wears can improve or decrease their efficiency in magic. For instance, organic fabrics like silk tend to help retain mana run off to make their use of their mana pool more efficient. Long robes, dresses, and hoods further help this efficiency. Pointed hats however help focus one's mana to make more efficient spell casting, so there are debates between mages that prefer pointed hats or hoods.
Metals like armor or pieces of silver tend to disrupt one's mana pool, though something as small as jewelry has little effect on that. This makes it impractical for any spellcaster to wear armor as it can hinder their abilities.
Metals like armor or pieces of silver tend to disrupt one's mana pool, though something as small as jewelry has little effect on that. This makes it impractical for any spellcaster to wear armor as it can hinder their abilities.
Silver has anti-magical properties. In addition to affecting certain monsters, silver is difficult to use magic directly on. It is currently impossible to use silver in transmutation spells or turn something into silver, hence the importance of silver currency.
Magic can still alter silver, however, such as fire from a spell melting silver; but it generally is resisted to magic.
Magic can still alter silver, however, such as fire from a spell melting silver; but it generally is resisted to magic.
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The Bestiary is the official T.I. catalog for supernatural monsters and their ilk. Much of the information has been derived over a few centuries, while other more ancient knowledge has been translated from ancient records. Despite the wealth of knowledge available, there are still many unknowns and lesser known entities that the Bestiary hasn't covered.
The Nephilim are an otherworldly, immortal and god-like race of entities native to the Aether. It is believed their existence is related to deities, either sharing similar origins or created from such; though perhaps both theories are true. Below the Gods, the Nephilim are collectively one of the strongest encounterable types of beings; rivaled only by the equally ancient Titans and Dragons. All Nephilim embody Divinity, and the three main categories are based on which kind of Divinity the Nephilim possesses.
Angels holy beings that embody sacred divinity. Considered to be messengers of the gods, different categories of angels seem to represent a different 'job', or role. Furthermore, despite all being sacred, different angels seem to align with different deities; and thus do not overlap despite common misconception. Deities such as sacred three hold their own angels, and each god may have only one or several categories of these angels. Most information regarding Cherubs are either from ancient records, speculative research, religious texts, or other indirect references. With the exception of mythology and religion among humanity, actual angels themselves are largely a mystery. The supposed benevolence assumes that T.I. should co-operate with angels in a theoretical encounter, but more tangible information is needed to fully assess them in relation to the institution.
A Cherub is the idealized, and most well known seraphim. In legends of old they are described as beautiful beings with divine wings that carry them into the heavens. Cherubs are always described as benevolent creatures with a power to heal the sick and injured. Cherubs that belong to a specific deity may resemble their avatar in some way, such as a certain fashion of wings or excess to their appearance; rogue cherubs however seem to almost always be beings of human-like appearance with white bird-like wings sprouting from their backs.
There is no record of Cherubs being hostile towards humanity. Beyond their power of healing, not much is known about their offensive capacity. There are records of them warding away evil spirits and demons, but these are all more of tales and less of factual understanding. Though it seems with the exception of them healing humanity, they only seem to intervene when other monsters are involved.
There is no record of Cherubs being hostile towards humanity. Beyond their power of healing, not much is known about their offensive capacity. There are records of them warding away evil spirits and demons, but these are all more of tales and less of factual understanding. Though it seems with the exception of them healing humanity, they only seem to intervene when other monsters are involved.
There is a misconception about the reapers in that they are some, fabricated personification of death. Many of the fictional representations of reapers seem to suggest this as nothing more, but the true reapers are angels that are dedicated to bringing souls to the afterlife. Another misconception is that reapers are responsible for mortality, but this is not true; they simply come to collect the souls after one has perished. Without guidance from a reaper, souls either linger in the mortal world or gradually fade into the Aether and get lost, so the records suggest. Reapers are actually one of the weaker categories of angels, as their powers are aligned with their duty to collect and guide the dead to their proper afterlife. Unlike other ranks of angels, there are no reapers dedicated to a specific diety. As there only role is guiding the dead, they effectively serve all deities in bringing mortal souls to their respective afterlife or aid in reincarnation.
Reapers vary in appearance. Some resemble raven-like creatures, others as robed skeletons, or black winged cherubs. Regardless, they all wield some form of tool or another in their depictions; most commonly either a scythe or a shepherd's staff. These reaping tools help harvest and guide the souls of mortals in their job. Though they work independently, reapers may align temporary with other angels such as Valkyries in the events of war. Such as fighting a demon to release the souls it may have swallowed; as reapers are not strong enough to do so on their own.
Reapers vary in appearance. Some resemble raven-like creatures, others as robed skeletons, or black winged cherubs. Regardless, they all wield some form of tool or another in their depictions; most commonly either a scythe or a shepherd's staff. These reaping tools help harvest and guide the souls of mortals in their job. Though they work independently, reapers may align temporary with other angels such as Valkyries in the events of war. Such as fighting a demon to release the souls it may have swallowed; as reapers are not strong enough to do so on their own.
Valkyries are one of the stronger angel classifications. Valkyries are distinguished as a warrior race, effectively as either angels of war or death, they wield tremendous power to bring down terrible wrath on various foes. Most Valkyries have gods that they align to, rogue Valkyries are rare, but in such a supposed event their purpose is for their own benefit. Otherwise, Valkyrie act as the 'sword' to their god's will.
The appearance of a Valkyrie may alter depending upon the god they serve, though they usually have some form of wings, and often wield armor and any variety of weapon.
The appearance of a Valkyrie may alter depending upon the god they serve, though they usually have some form of wings, and often wield armor and any variety of weapon.
Archangels are the head of any group of angels, and are essentially directly below any god's ranks. Little is known about archangels beyond this fact, and their appearance closely resembles the avatar of their god.
Demons are