
Would ye ask questions concerning the arcane or magic? Ask Spelucetia, the great ArchMage, and receive thy information freely.
Magic in the Empire of Corwyth
Herein are the major categories of magical or magyckal spells used in Corwyth. Within those categories are vast arrays of spells possible, allowing a great variety of individual and creative spell-making.
Spells of invisibility: Most mages can make themselves invisible. Some will only remain invisible if they stay still. Some can remain invisible to a non-magic-using individual even when they move. Archmages can cause themselves to remain invisible for quite long periods, even in the presence of powerful magic. This is extremely draining.
Spells to ward off spirits: Very useful spells, but so hard to master... Mages must be of a certain level before Spelucetia or one of the other ArchMages can teach them how to cast such spells.
Spells of protection against vampires or Vampyres: These are terribly draining spells. The cost in mana is so high that most mages will die when casting such spells. Understandably, most mages don’t bother learning these.
Spells of control: Among the trickiest of spells are these, which must be most carefully used lest they be abused. They enable control of someone’s mind, and as can be imagined, they are very scrupulously kept track of by the Laws of Magic. Only mages of a certain level can use such spells, and magic has its own way of extracting punishment upon those who do not refrain from abusing spells such as these.
Spells of abjuration: Also known as Banishing Spells, these are ideal for banishing Miasmas of Evil from objects, or creating imp-free environments. Occasionally, there will be places or things that are cursed – and a spell from this category may be just the thing to help.
Spells of wisdom: Highly prized by many are these spells in which hidden mysteries are revealed. These are ideal spells for discovering the history of objects, or the significance of scraps of clothing, or the unravelling of complex magical puzzles, and so on. Included in these are the Spells of Translation, and Spells of Communication. Spells of Divination are also included here – but most such spells are the camel-swallower types (i.e., they don’t work! They’re made up! For the credulous only, or for having a bit of fun...
Spells of elementalism: Hotly disputed are these spells in which the Elements and Elementals are observed and communicated with – the Bishops of the Temple of Natural and Elemental Philosophy absolutely do not believe that such spells exist, whereas Spelucetia, the ArchMage, contends that she casts these regularly.
Spells of illusion: Everybody's favourite party tricks are included in these spells, in which the mage can make things APPEAR to be. This is particularly useful since it uses so much less mana than actually conjuring or transmuting. Included in these are the Spells of ventriloquism. Play tricks on your friends or amuse complete strangers. Or use this in situations where an enemy can be fooled... to your advantage... either by making it sound as if you or someone else are speaking in a particular area, or by making a dog or such-like creature appear to begin talking.
Spells of conjuration: These spells make things appear from nothing – or so it seems. In actual fact, the spells use the very air molecules themselves to bring other things into being. There are STRICT LAWS OF MAGIC about the use of this spell! Making a bunch of flowers appear is fine, but making a mountain of sapphires appear is likely to upset the balance of magic – and draw uncomfortable consequences upon the mage. NO LIVING BEING can be conjured up. Conjuration ability depends upon the level of the mage. Use of mana for these spells is high. Particular types of conjuration spell are the Spells of Light. These spells can illuminate the darkest places, and use much less mana than other conjuration spells.
Spells of thought: Just what everyone wants, the ability to find out what this or that person is thinking... but this is no easy spell. Included in this category of spells are the reading of minds and transmission of thought messages. The former can only be cast by ArchMages. In general, these spells require little mana, but very high levels of competence in magic.
Spells of Prank: These are various spells of which Prank is the prime proponent: enchanting a listener through music; binding someone through their breaking hidden rules; causing animals to go mad, and so on. If you know not of Prank, you may discover more by asking of ArchMage Spelucetia, for the knowledge of Prank blows softly through the land, more a rumour than substantiated report.
Spells of Time: Only Spelucetia has mastered these spells – in which she can cause Time to flow backwards, to pause, and so on – and she can only cast these spells in certain very particular circumstances, and at huge cost to her mana. This is what we call an admin/mod spell, and is used primarily to correct a roleplay that's somehow got itself into a tangle and needs decisive fixing.
Spells of attack: A large variety of attack spells, which give damage to an opponent just as a blow from a sword would. Cost in mana is commensurate with the hardness and number of blows required, just as a fighter would pay in stamina. A full-length one-on-one battle against a fully armoured opponent of strength would probably exhaust the caster. At the level of ArchMage, the spells are very very powerful indeed.
Spells of protection: These operate like shields or armour, and are not impregnable. Their strength lies in the level of magic able to be used by the caster, and mana is steadily depleted by the maintenance of such spells. The way in which a spell like MAGICAL SHIELD works is... The mage casts the spell. The shield begins working. Any damage thrown at the mage is mitigated by the strength of the magical shield, but the more the shield is struck by the attacker, the more damage it incurs. If too much damage occurs, the shield will disappear, and a new magical shield will need to be cast. Mana is used every time the shield is cast, and while the shield is operating. Once danger is past, the shield can be turned off, but while it's on, the mana is being depleted. If the battle goes on for too long, or the magical shields are consistently damaged so that new ones must be created, the cost in mana can be exorbitant - destructive, even. It might be wise to get rather swiftly out of the fight zone!
Spells of Transmutation: Hours of fun! Turn your mice into footmen! Turn your pumpkin into a coach! But a word of caution – injudicious use of this spell will result in extreme displeasure from the Laws of Magic themselves. This spell is very mana-intensive.
Spells of Motion:
ArchMages only can use powerful spells of almost instant transportation
across vast distances. Less powerful mages can transport themselves out
of difficult situations, but the distance is usually quite small. Various
locked rooms may be impossible to transport out of, if magical blocking
spells are employed by the makers of those rooms. It should not be assumed
that a mage can get out of any situation by whisking themselves away...
In this category is included the Spells of Flight. They can be very useful
for getting over tall buildings in a single bound. The heights reached
vary significantly, depending upon the level of the mage concerned. Also
included in this category are Fetch Spells and Use Spells.
The instant transportation aspect of this spells is again an admin/mod
spell. We do suggest mages in roleplay seek alternative transport
for regular travel - a flying carpet, a Pegasus, a ship, a horse, good
old walking...
Spells of Blocking: Specifically, these are spell to block other magic. The most famous example of this is Spelucetia’s incredible permanent spell around the Empire of Corwyth. This spell stops anyone from entering Corwyth via a magic portal, or transporting in, EXCEPT through the Magic Portal that Spelucetia created. It is a powerful protection against magically-enabled sneak attacks. Similar spells on a smaller scale are possible for less powerful mages. Spells of blocking also protect against magical attacks, in which magic ITSELF it used as a weapon by an enemy mage.
Spells of Healing: Every mage has some ability to heal – but while surface wounds can be treated relatively easily, deeper wounds require intense mana and a high level of casting ability. Some wounds cannot be healed by magic without the caster himself/herself incurring death. The spell of Resurrection is grouped in this category, but it is a spell that requires extremely unusual circumstances, and can ONLY be cast by an ArchMage – and even then, it may not work. It is more than healing the body – the soul must be reunited with the body as well, and this is extremely difficult to achieve. There is an example of a resurrection… Dr. Boniface – but the body was too decayed to be successfully healed.
Spells of Necromancy and Dark Magic: These are dangerous and ultimately destructive spells. Necromancers attempt to use Death or the results of death in spells, and also to communicate with Those That Should Not Be Communicated With. Necromancers in Corwyth try in vain to speak with the Dead – but do communicate with Manes, Yeth-Hounds, Barghasts, and Yird-Swine. Such communication is scarcely ever successful, most Necromancers becoming completely insane and committing suicide after attempting such spells.
Further information about magic:
Of crystals and crystal balls. Be it known that throughout Corwyth, crystal hath the quality of being the receiver for spells. That is, a spell of wisdom such as the famous Farseeing or the equally famous Farspeaking spell can be "picked up" or received upon crystal. Within a crystal ball may appear the voice or face of the one farspoken with, or the image of the object or place farseen.
Of wands, staves and sceptres. Be it further known that in Corwyth, a wand or a sceptre is formed of certain magic-enhancing woods and gems. The only wood-types which can be used in this fashion are to be found on the continent of Ythor, in the Woods of Derenai which is watched over by the dryads of that place. Hence wood cannot simply be taken, for the dryads will not permit it. Intermediate level mages often go on a quest to these Woods in order to gain palpin wood or elgamony wood, the two most powerful of the wood types. More common neltwood (from the nelt trees) is traded regularly to Corwyth by the dryads, and is used for beginner-level magic staves, wands or sceptres, since it enhances magic only for beginners whose magic has not exceeded the first level. It is good as a training tool for this purpose.
The gems used for sceptres grow upon the branches of the fabulous ruphyra trees, found only in the Fountain Grove in the Palace grounds on the island of Corwyth. It is rumoured that the Empress and Emperor's power created the ruphyra gems, which grow in rich and subtle colours of great variety and can be plucked from the trees by magic users only. However that may be, a ruphyra gem attached to a a staff of palpin or elgamony wood (which may or may not be coated with a thin layer of gold, as the user pleases) becomes a powerful sceptre which replenishes the mana of a magic user much more rapidly than could be achieved naturally. It does not increase the actual magic ability of the mage, nor does it propel a mage to a higher level. Only training and practice and natural ability can do that.
Of mage levels: You who play your character may decide what level your mage has reached in the mastery of magic. We do not insist you learn from the ground up. However, please bear in mind that all-powerful spells should not be used since that's simply a sort of munchkinism, that spells should be used as outlined in this magic guide, and that if you start with a powerful mage, you miss out on half the fun of learning how to increase your level. Those who are beginners - say levels 1 or 2, or even intermediate levels of 3 and 4 - will have the pleasure of a personalised quest in which every effort will be made to ensure the journey is enjoyable, and where the gradual mastery of spells will give the rolepayer increasing familiarity with Corwythian magic styles. Indeed, no matter what level your mage is, increasing mastery can be sought as a quest under Spelucetia's guidance or hints.
Levels are not rigid. You can see by the list above that certain spells can be cast by beginner mages. But there's a lot of leeway for interpreting what a "level" is. We prefer to think of it simply as a particular step in a mage's journey, accompanied by mastery of different sorts of spells.
