And now magic is finished.
Magic in Elyden:
Magic was once a very powerful force in Elyden, primarily during the age of Dragons. In present day it has seen a decline in might and use, with less and less being born with the power to wield magic. Many scholars have attempted to answer why this is, some tying it with the expectation of dragons on Elyden or with the fact the Long Summer undoubtedly drains much o the natural magic of the realm. Whatever the case, magic still remains an instinctual part of the Kingdom. The arts of magic can be broken down into several key schools as are follows.
Primal Path: Those touched with the natural magic of the realm are most associated with this school. Often called 'druids' men and women attuned to the dreams of the God Who Sleeps, can tap into the very energy that runs through nature. This manifest itself in several ways, those of this path can for example, commune with animals and possess a natural empathy for their chosen beast, of which often becomes something like their familiar. This connection to the wilds allows them to take on aspects of beast, granting them the stamina of a bear, or the strength of an ox, the speed and cunning of a fox, even the sight of an eagle to the grace and reflexes of a cat. Some can even temporarily shift into a wild form half man half beast, but this is often dangerous, for many have lost their humanity from assuming a shape of a beast for to long and are thus hunted down. Those of this more primal magic cannot heal in the manner true divine priest can, but some are known to be able to neutralize poisons and other ailments.
Way of the Divine: The most well-known and respected of those who work magic are those who quire their power from a high power. They are most well known as healers, but those who worship specific deities, such as Kammeth, can do much more. Priest of the sun god are known to create great blinding flashes of light to blind aggressors, or banish fear or curses. Still healing is the most called for gift of those who seek the divine, and no others are capable of their miracles. It should be noted however, that those of the divine require faith more than skill and thus means few powerful priest truly exist. One cannot train faith, they either trust in their god whole heartily or they do not and even then a god or goddess may seek to test the faith of their follower, and grant him no power when he needs it most. Indeed, the whims of a god are often fickle at times.
Path of the Mind: The most well-known of arcanists are those who are gifted in mending the world around them by sheer force of will and are considered the true wizards in the realm. Though, while they have the potential of being some of the most powerful in the arts, they are the most limited by the laws of magic. For one, a mage cannot create fire, or call down lightening whenever they wish it. A suitable fire must already be present, a storm already brewing high above. Even the latter case would still require nearly hours in intense rituals for the proper attunement with the fabric of magic. Other gifts of this school revolve around those called 'windsingers', those gifted in manipulating the wind. While they are unable to call whirlwinds or insincere the strength of said winds, the simple ability to change the tide of the wind has been enough to make them highly sought after in sailing vessels. Those skilled in scurrying are called skytouched, and are capable of leaving their bodies and traveling vast distances as if a hawk themselves, though, other mages have long since learned to ward against such intrusions, with such wards existing over every major city or castle. Still they are often used in searching for those lost in the wilderness or at sea.
Aside from these schools certain laws of magic exist that even the mighty dragons of old could not break.
Three things magic cannot heal; Fate, Age, and, Death.
No one in the art regardless of how skilled can create something from nothing.
And no one has learned a way to transport instantly one thing or person from one place to the next.
Will start work on the OOC.
Edit: OOC is up!
Magic in Elyden:
Magic was once a very powerful force in Elyden, primarily during the age of Dragons. In present day it has seen a decline in might and use, with less and less being born with the power to wield magic. Many scholars have attempted to answer why this is, some tying it with the expectation of dragons on Elyden or with the fact the Long Summer undoubtedly drains much o the natural magic of the realm. Whatever the case, magic still remains an instinctual part of the Kingdom. The arts of magic can be broken down into several key schools as are follows.
Primal Path: Those touched with the natural magic of the realm are most associated with this school. Often called 'druids' men and women attuned to the dreams of the God Who Sleeps, can tap into the very energy that runs through nature. This manifest itself in several ways, those of this path can for example, commune with animals and possess a natural empathy for their chosen beast, of which often becomes something like their familiar. This connection to the wilds allows them to take on aspects of beast, granting them the stamina of a bear, or the strength of an ox, the speed and cunning of a fox, even the sight of an eagle to the grace and reflexes of a cat. Some can even temporarily shift into a wild form half man half beast, but this is often dangerous, for many have lost their humanity from assuming a shape of a beast for to long and are thus hunted down. Those of this more primal magic cannot heal in the manner true divine priest can, but some are known to be able to neutralize poisons and other ailments.
Way of the Divine: The most well-known and respected of those who work magic are those who quire their power from a high power. They are most well known as healers, but those who worship specific deities, such as Kammeth, can do much more. Priest of the sun god are known to create great blinding flashes of light to blind aggressors, or banish fear or curses. Still healing is the most called for gift of those who seek the divine, and no others are capable of their miracles. It should be noted however, that those of the divine require faith more than skill and thus means few powerful priest truly exist. One cannot train faith, they either trust in their god whole heartily or they do not and even then a god or goddess may seek to test the faith of their follower, and grant him no power when he needs it most. Indeed, the whims of a god are often fickle at times.
Path of the Mind: The most well-known of arcanists are those who are gifted in mending the world around them by sheer force of will and are considered the true wizards in the realm. Though, while they have the potential of being some of the most powerful in the arts, they are the most limited by the laws of magic. For one, a mage cannot create fire, or call down lightening whenever they wish it. A suitable fire must already be present, a storm already brewing high above. Even the latter case would still require nearly hours in intense rituals for the proper attunement with the fabric of magic. Other gifts of this school revolve around those called 'windsingers', those gifted in manipulating the wind. While they are unable to call whirlwinds or insincere the strength of said winds, the simple ability to change the tide of the wind has been enough to make them highly sought after in sailing vessels. Those skilled in scurrying are called skytouched, and are capable of leaving their bodies and traveling vast distances as if a hawk themselves, though, other mages have long since learned to ward against such intrusions, with such wards existing over every major city or castle. Still they are often used in searching for those lost in the wilderness or at sea.
Aside from these schools certain laws of magic exist that even the mighty dragons of old could not break.
Three things magic cannot heal; Fate, Age, and, Death.
No one in the art regardless of how skilled can create something from nothing.
And no one has learned a way to transport instantly one thing or person from one place to the next.
Will start work on the OOC.
Edit: OOC is up!