Arcane Magic
Arcane magic is magic performed outside of the context of devotion and ritual that marks divine magic. There are at least two native traditions of arcane magic that have developed. The Two Kingdoms is home to the practice of alchemy, the practice of the perfection of the soul through the simultaneously metaphorical and not-metaphorical process of chemical transformation. On the other hand, Celbion (which, interestingly enough, was once part of the realm of Phaetia, which became the Two Kingdoms later), plays host to an ancient bardic tradition which teaches of the words of creation and that language underlies and forms a girder structure beneath what we think of as physical reality. Where alchemy uses chemicals, bardry uses linguistics, and the unified history of each tradition's homeland speaks to a possible unity between these two things.
An odd quirk of arcane magic that no one quite has an understanding of is that, as one gains the ability to create more and more powerful effects, they feel a stronger and stronger pull to travel to the west of Aporuë, dreaming of a great rock buried many miles out. Eventually, the desire to leave and travel to the rock of which they dream becomes nigh-irresistible, driving the most powerful arcane magicians to greater, more desperate, and stranger methods of tying themselves to the world around them socially, environmentally, or through whatever other means they can. As mentioned, no one knows the reason for this phenomenon, but one of the primary theories presented by a wide variety of sages is that divine magic places the ultimate locus of power outside of the individual and that the target of one's worship or devotion operates as a sort of screen between the magician and whatever it is that pulls them toward the giant rock.
The classes that make use of arcane magic include the following:
Alchemist:
Bard:
Sorcerer:
Wizard:
Divine Magic
Empty Spells
Free City Adeptry
Psionics
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