by Max Barry

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5

Magic and Spellcasting within the Terren Dominion


The term magic refers to a unique skill set which allows the user to take powerful but ethereal energies and create external phenomena. All magic within Terren and those nations around it can be fundamentally split into 2 different forms, Soul Magic and Realm Magic. Soul Magic is a system of magic that relies on the internal Spirit Energy present within all living beings in order to function, while realm Magic draws upon the energy inherent within a special plane of existence in order to manifest itself. These two different spellcasting techniques do not limit what types of magic an individual can learn, although certain lores of magic can be more effective when using one technique or another.

Mana



Soul Mana (which can also be known as Qi, Spirit Energy, Soul Charge, or Juju) is the fundamental force present within all sentient being's bodies which represents their physical and emotional energy. Mana is a requirement for all activities that an individual does, and not just physical activities like running, jumping or swimming but also for intense intellectual actions like singing, writing or doing math. Being physically or mentally active for too long can cause one’s mana to become diminished, leading to nausea, exhaustion or in extreme cases passing out or death. The best way to regenerate your internal mana is simply to do the activities that normally would give you rest and comfort. Eating good food, sleeping long hours, and engaging in light mental activity can help restore someone's mana. This means that even the lowliest spellcasters in the military live in extremely comfortable conditions compared to their similar ranking comrades.

Realm Mana is something that functions very similarly to normal soul mana, but instead of being found within a living organism it is instead found within the very land itself. Realm Mana is the force that allows nature itself to run its course, and it can be found in varying degrees throughout all places. The physical health of a place determines the strength and quality of that place's mana, and it can be incredibly fickle, changing in intensity as quickly and easily as the wind. Taking care of the environment and protecting the land is essential to keep the Realm Mana of a place healthy and secure. When a land's mana becomes too depleted the results can be catastrophic.

The Fatherland



The fatherland of Terren is both a literal and metaphysical phenomenon. The Realm Mana of the islands within the Terren Archipelago is so rich that the land itself has ascended into an almost divine state. The Elemental Orthodoxy speaks of how the land itself has become its own entity, a divine godlike being. Some have even begun whispering that Emperor Luka himself is the fatherland itself made manifest in human form. The lands vast Realm Mana grants power to many shamans and Druids within Terren, and Realm Magic used in Terren is noted to be particularly potent. Interestingly the land seems to become more protective of its people as time passes, and recently the Fatherland has become so powerful that the islands themselves can shift and change in order to protect Terren from harm. In the far north of the archipelago the islands of New Haven and Gehinnom have developed two enormous mountain ranges to help protect against the raiders who come from the northern wastelands. In exchange for this protection however, the Fatherland creates a bond with the souls of the Terren populace. This bond makes it so that all Terrens must return to the Fatherland relatively frequently. Those who wish to become citizens who were not born in Terren, either because they are immigrants or because they were born in the colonies must travel to the Terren Archipelago and bond with the Fatherland. There have been efforts recently to expand the power of the Terren Fatherland into the empire's colonial subjects and special rituals have been undergone which have started to assimilate parts of the Terren colonies into the Fatherland. Although they have not yet been completely successful, many within the Elemental Orthodoxy remain hopeful.

Spell Casting Techniques



There are two main ways an individual can gain the power of spellcasting, using either Soul Magic or Realm Magic. It is not unheard of for a spellcaster to be able to use both types of magic although the vast vast majority of spellcaster‘s tend to focus explicitly on either Soul or Realm Magic. Soul Magic is a type of magic that is entirely dependent on the individual's internal mana. It is far more stable compared to Realm Magic because it is entirely reliant on an individual's internal mana instead of any environmental factors. One of its major drawbacks however is that its power depends entirely on the individual using it and it can be detrimental to its own users as overuse of their own soul energy can lead to devastating side effects. On the other hand Realm Magic is reliant entirely on the power of the land itself. By drawing on the power of the land itself an individual can sometimes use magic with far greater power than one using soul magic, using the power and majesty of nature itself to unleash spells whose potency dwarfs that of most Soul Magic casters, although the reliability of this magic is extremely tenuous. Depending on the state of the land this type of spellcasting can be either extremely potent or utterly useless. Another weakness of this type of spellcasting is that when the spellcaster is introduced to a new environment it may take a while for their spellcasting technique to adjust.

Spells



Spells are the solidified techniques for the practice of magic which have been developed over many years and are considered stable to use. Each spell is a set of instructions using a predetermined set of incantations and gestures that is designed to create predetermined magical effects. Spellcasters can use and shape magic in a variety of different ways and spells are not the only way to use magic, but they are by far the most common and safe way to use magic. In fact, the Imperial Government has outlawed the use of magic not performed within the context of a spell, except in cases that take place under supervised magical experiments. All spells are categorized into one of three categories that are dependent on how difficult it is to cast the spell. These categories are Alpha, the most difficult spells to learn and cast, Beta, the intermediately difficult spells, and Gamma, the easiest spells to learn and cast.

Lores of Magic



There is a vast array of different lores of magic within the world with different nations and cultures each practicing a variety of different lores. The Terren Dominions magical institutions teach eight primary lores of magic, each with their own distinct principles, spells, and traditions. These lores each encompass a wide range of magical abilities, from elemental manipulation to divination and healing. Each lore of magic also has a special feature known as a "Lore Attribute" which is a special effect that takes place whenever magic of a certain lore is being cast. Most spellcasters who devote their lives to mastering the intricate art of magic choose to study only one lore of magic, although some of the most ambitious will attempt to gain power over several different lores. To train spellcasters the Terren government will offer to those who display magical ability a scholarship to attend one of the Universitäten für Magie, highly specialized state-owned universities that are dedicated to the study of magic. There are eight of these universities, each one focused on one specific type of magic, and each of these universities are among the most prestigious colleges within Terren.

Arcane

The Lore of the Arcane is one of the most popular of the lores of magic within Terren. It focuses on a variety of diverse skills, from simple arcane bolts, to teleportation, to divination, the Arcane has a vast array of uses. Practitioners of Arcane magic focus on tapping into the most pure form of mana manipulation, using their energy and mana as a force in and of itself instead of as a means to manipulate the natural world.

Lore Attribute:When casting spells from the Lore of the Arcane the mana of all beings around the Arcanist increases dramatically.

  • Psychic Blast
    The Arcanist overwhelms the senses of a group of opponents, crippling their ability to act.
    Difficulty of spell: Gamma

  • Minor Illusion
    Channeling their creativity, the Arcanist conjures an illusion no larger than a person.
    Difficulty of spell: Gamma

  • Mana Bolt
    The Arcanist launches a single condensed ball of mana which explodes on contact.
    Difficulty of spell: Gamma

  • Mana Charge
    The Arcanist sends a stream of condensed mana into a target ally, increasing their physical and magical power.
    Difficulty of spell: Gamma

  • Mass Teleportation
    The Arcanist and a group of allies teleport to any location that the Arcanist can see.
    Difficulty of spell: Beta

  • Greater Illusion
    The Arcanist conjures an illusion no bigger than a building, which and can give it a single point of corporeality, although it is only corporeal to sentient beings.
    Difficulty of spell: Beta

  • Mind Melt
    Connecting their minds to that of the enemy, the Arcanist overwhelms their senses with false stimuli causing temporary madness.
    Difficulty of spell: Beta

  • Open Portal
    The Arcanist opens a rift which bends spacetime to connect two places together. Limitless range as long as the Arcanist knows where the two points are. The size of the portals can range from 10 millimeters, to 6 meters.
    Difficulty of spell: Beta

  • Read Thoughts
    By reading a person's mana the Arcanist is able to divine their intentions and see their thoughts.
    Difficulty of spell: Beta

  • Gravity Shift
    By manipulating the Realm Mana around a target, the Arcanist can nullify gravity itself.
    Difficulty of spell: Beta

  • False Thoughts
    The Arcanist creates a false internal dialogue, making it difficult for any force to read their true thoughts.
    Difficulty of spell: Beta

  • Single Point Implosion
    The Arcanist condenses all of the ambient mana around them into a single point which then detonates in a devastating explosion.
    Difficulty of spell: Alpha

  • Imagination Overdrive
    For a short period of time the Arcanist is able to conjure all manner of illusions of any size, each one being semi corporeal to any sentient being who sees it.
    Difficulty of spell: Alpha

  • Peer through Time
    By channeling a vast amount of mana, the Arcanist is able peek past the vail of time and see into the future.
    Difficulty of spell: Alpha

  • Time Stop
    The Arcanist creates a bubble within which time completely ceases. The size of the bubble depends on the mana of the individual, and multiple Arcanists can work together to create larger and larger bubbles.
    Difficulty of spell: Alpha

  • Endless Dream
    Whispering dark incantations, the Arcanist curses his foes to fall into a deep death-like slumber.
    Difficulty of spell: Alpha

Elementalism

Elementalism is the lore of elemental manipulation which allows the user to manipulate the elements and shape the environment around them. Elementalism is viewed by the Elemental Orthodoxy as the purest expression of their faith and nearly all Elemental Elementalists are part of the Orthodoxy.

Lore Attribute:When casting spells from the Lore of Elementalism the ground trembles and shakes around the caster making it difficult for enemies to approach the Elementalist.

  • Fireball
    The Elementalist calls forth a boiling ball of magma and fire and launches it at the foe.
    Difficulty of spell: Gamma

  • Sea Strike
    The Elementalist raises a wave of boiling water to sweep away their enemies.
    Difficulty of spell: Gamma

  • Words of the Wind
    The Elementalist whispers a message into the air, allowing the wind to spread the message to any intended recipients.
    Difficulty of spell: Gamma

  • Elemental Strike
    Focusing all their might, the Elementalist strikes the foe with a flurry of elemental projectiles taking the form of fireballs, ice shards, rocks, etc.
    Difficulty of spell: Gamma

  • Tempest
    A hurricane of gale winds erupts from the battlefield, sweeping up enemies and causing chaos and destruction.
    Difficulty of spell: Beta

  • Flash Storm
    With a wild movement the Elementalist calls a great storm of thunder and lightning to besiege an area.
    Difficulty of spell: Beta

  • Song of Spirits
    The Elementalist sings a sweet melody imbued with the kindness of the wind invigorating all nearby allies.
    Difficulty of spell: Beta

  • Shield of Fire
    A blazing wall of fire springs into existence at the Elementalist intended location, preventing anything from passing through.
    Difficulty of spell: Beta

  • Rock Collum
    The Elementalist causes pillars of rock to erupt from the ground underneath their feet which they can control to either attack a foe or lift them up, giving them greater visibility of the battlefield.
    Difficulty of spell: Beta

  • Sinkhole
    The Elementalist loosens the soil beneath the enemies' feet trapping them in a sudden mucky mire.
    Difficulty of spell: Beta

  • Summon Elemental Spirit
    The Elementalist summons and binds an elemental spirit to fight on their behalf.
    Difficulty of spell: Alpha

  • Doomsday Pyre
    With a hateful shout a fiery inferno engulfs a large swath of the targeted area, and the flames will continue to burn hotter and hotter until nothing inside the blaze remains.
    Difficulty of spell: Alpha

  • Flash Flood
    The Elementalist calls up a rapid flood of water to completely envelope a large area. The floods depth will depend on how close to a source of natural water the Elementalist is.
    Difficulty of spell: Alpha

  • Iron Tornado
    The Elementalist summons a tornado of winds so sharp and powerful they feel solid to the touch, acting like iron blades.
    Difficulty of spell: Alpha

  • Ground Pound
    The Elementalist imbues themselves with the power of the earth and punches the ground hard enough to move the tectonic plates causing a minor earthquake.
    Difficulty of spell: Alpha

Theurgy

Theurgy is the lore that focuses on the force of illumination and holy radiance allowing the user to dispel evil spirits, smite foes with holy magic, and heal devastating wounds. This magic is associated heavily with the Eliadic Cult and almost all of its priests are masters of Theurgy.

Lore Attribute:When casting spells from the lore of Theurgy a holy light emanates from the caster healing any allies who get caught in its shine.

  • Invigoration
    The Theurgist draws wholesome energies from the air, imbuing allies with the resolve of the faithful.
    Difficulty of spell: Gamma

  • Smite
    A single holy ray is launched from the Theurgists hands, piercing any enemy in its path.
    Difficulty of spell: Gamma

  • Flashbang
    The Theurgist unleashes a blinding light which disorients whoever sees it.
    Difficulty of spell: Gamma

  • Holy Assault
    Several bolts of cleansing energy fly from the Theurgists hands, searing evil wherever they strike.
    Difficulty of spell: Gamma

  • Light Sheild
    A solid barrier made of pure light emerges from the Theurgists hands that reflects any attack that connects with the shield back at the attacker.
    Difficulty of spell: Beta

  • Courage
    Reaching into the divine realm, the Theurgist draws forth a font of noble energies to rally the faint of heart - augmenting their allies with unbreakable courage.
    Difficulty of spell: Beta

  • Banish
    The Theurgist calls forth a ray of pure light which traps anyone it touches in a state between reality.
    Difficulty of spell: Beta

  • Blessing
    The Theurgist places a blessing upon a number of allies, making them stronger, faster, and granting them a measure of protection from evil magic.
    Difficulty of spell: Beta

  • Tendrils of Light
    The Theurgist calls up tendrils of light which they can use to hold enemies in place, manipulate far way objects, and lift heavy objects.
    Difficulty of spell: Beta

  • Light Sheer
    The Theurgist summons a massive blade of light which cleaves through a target area.
    Difficulty of spell: Beta

  • Time Warp
    The Theurgist infuses his allies with divine energy, freeing them from the passage of time and speeding up their actions.
    Difficulty of spell: Alpha

  • Angelic Communion
    The Theurgist summons forth an angel of the
    Difficulty of spell: Alpha

  • Bodily Mending
    By focusing the full extent of their empathy, the Theurgist is able to mend and heal allies' injuries hundreds of times faster than by natural means.
    Difficulty of spell: Alpha

  • Holy Commet
    The Theurgist channels a condensed ball of holy energy in the sky and sends it falling down upon a group of enemies, devastating all in its range.
    Difficulty of spell: Alpha

  • Angelic Baptism
    The Theurgist temporarily grants a group of allies an angelic blessing, giving them immense power and igniting their weapons in holy fire.
    Difficulty of spell: Alpha

Demonology

Theurgy is the lore that focuses on the force of illumination and holy radiance allowing the user to dispel evil spirits, smite foes with holy magic, and heal devastating wounds.

Lore Attribute:When casting spells from the Lore of Demonology darkness emanates from the caster instilling fear and terror into the enemies who see it.

  • Shadow Bolt
    The Demonologist launches a condensed bolt of dark energy at the target.
    Difficulty of spell: Gamma

  • Corrupting Whispers
    The Demonologist whispers dark secrets to the enemy causing them great distress.
    Difficulty of spell: Gamma

  • Hand of Hell
    The Demonologist extends their hand and causes a stream of darkness to rip the soul from a target.
    Difficulty of spell: Gamma

  • Shadowy Familiars
    The Demonologist summons a gang of evil spirits to harass the target.
    Difficulty of spell: Gamma

  • Unholy Heart
    Reaching into darkness inherent in the hearts of mortals, the Demonologist draws forth the worst impulses of a target turning the enemies against each other.
    Difficulty of spell: Beta

  • Seductive Influence
    The Demonologist calls upon the targets innermost desire and turns them to their service.
    Difficulty of spell: Beta

  • Demon Bile
    The Demonologist summons a ball of acid and launches it at a foe.
    Difficulty of spell: Beta

  • Soul Strike
    As the Demonologist utters dark incantations, the target will find their limbs wracked with crippling pain.
    Difficulty of spell: Beta

  • Hell Hounds
    The Demonologist summons feral beasts of evil to run rampant through the enemies' lines.
    Difficulty of spell: Beta

  • Dark Portal
    The Demonologist creates a demonic portal within the midst of the enemy, dragging them into the realms of darkness.
    Difficulty of spell: Beta

  • Dark Resiliency
    The Demonologist reenforces the target with black magic, protecting them from physical attacks.
    Difficulty of spell: Beta

  • Deamon Bolt
    The Demonologist launches a bolt of condensed mana infused with darkness hurtling towards the target.
    Difficulty of spell: Beta

  • Soul Drain
    The Demonologist drains the mana from a group of enemies and replenishes their own power whilst draining their enemies to mere husks.
    Difficulty of spell: Alpha

  • Hellfire
    The Demonologist calls forth a great and terrible storm of demonic hellfire to envelope an area.
    Difficulty of spell: Alpha

  • Demonic Invocation
    The Demonologist calls upon the power of darkness to impower themselves and the rest of their spells tremendously.
    Difficulty of spell: Alpha

Necromancy

Necromancy is a lore of magic which centers around manipulating the energies of life and death itself, corrupting the bodies of the living and raising the corpses of the dead.

Lore Attribute:When casting spells from the Lore of Necromancy the spirits of the dead become restless, and corpses may begin to rise in service to the Necromancer.

  • Gaze of Death
    Bolts of Dark Magic leap from the Necromancers eyes, and any who are struck will find their flesh withering and blackening.
    Difficulty of spell: Gamma

  • Deathlust
    The Necromancers allies are filled with unholy energy, making them extremely blood thirsty and aggressive.
    Difficulty of spell: Gamma

  • Reapers Scythe
    The Necromancer launches a spinning ethereal scythe at a target.
    Difficulty of spell: Gamma

  • Raise Dead
    The Necromancer speaks a dread incantation to raise a corpse as a servant.
    Difficulty of spell: Beta

  • Fleshmend
    The Necromancer uses unholy energies to repair the broken bodies of their undead minions.
    Difficulty of spell: Beta

  • Spirit Walk
    The Necromancer temporarily turns themself ethereal.
    Difficulty of spell: Beta

  • Deadeye
    The target of this spell is placed in a clam state that is close to death, lowering their heartrate and slowing their movements, allowing them to become incredibly accurate with their shots.
    Difficulty of spell: Beta

  • Sprit Summoning
    The Necromancer calls upon the wondering souls of the damned to manifest and serve them as ghosts.
    Difficulty of spell: Beta

  • Rigor Mortis
    The Necromancer causes the targets bodies to enter into a deathlike paralysis.
    Difficulty of spell: Beta

  • Bone Sheild
    The Necromancer summons bone shards to whirl around their allies protecting them from of attacks.
    Difficulty of spell: Beta

  • Grim Rider
    The Necromancer summons an ethereal headless horseman to run down the target.
    Difficulty of spell: Beta

  • Spector of Death
    The Necromancer causes the energy of death to flow over the enemy, causing them to rapidly decay.
    Difficulty of spell: Alpha

  • Hoard of the Dead
    The Necromancer summons a hoard of miscellaneous undead to swarm over the targeted area.
    Difficulty of spell: Alpha

  • Ghost Ship
    The Necromancer summons a flying ethereal cursed ship that may be used by them and their allies.
    Difficulty of spell: Alpha

  • Decay
    The Necromancer summons an aura of rot around them, harming all entities who come close to them.
    Difficulty of spell: Alpha

Pharmamancy

Pharmamancy is the most civically inclined lore of magic, focusing more on healing, purifying and enhancing rather than damaging. Its practitioners tend to have the most plentiful mana of all spellcasters as they must give up a large amount of their mana to heal their patients.

Lore Attribute:When spells form the Lore of Pharmamancy are being cast the castor exudes an aura of calming that allows any nearby to retain their focus in even the most intense situations, a useful skill not only in battle but also in surgery.

  • Knowledge of Death
    The Pharmamancer can determine the cause of death for any individual they touch.
    Difficulty of spell: Gamma

  • Stabilize
    The Pharmamancer prevents a wounded targets state from deteriorating further.
    Difficulty of spell: Gamma

  • Nourishing Bolt
    The Pharmamancer creates a projectile filled with their mana and lunches it at a target, instantly healing any minor wounds.
    Difficulty of spell: Gamma

  • Healing Aura
    Exuding a calming aura from themselves the Pharmamancer heals all allies in their vicinity.
    Difficulty of spell: Gamma

  • Numbing Touch
    Placing a hand on a target the Pharmamancer sooths an ally's mana and eases any pain they are experiencing.
    Difficulty of spell: Gamma

  • Diagnose
    The Pharmamancer traces a probe through the targets body determining the area and nature of an ailment.
    Difficulty of spell: Beta

  • Medi-shield
    The Pharmamancer creates a mighty barrier to protect themselves and nearby allies.
    Difficulty of spell: Beta

  • Re-Vitalize
    The Pharmamancer refreshes the target, restoring their vigor and energy.
    Difficulty of spell: Beta

  • Medi-blast
    The Pharmamancer shoots a bolt of mana from their hand that will either heal allies or harm enemies.
    Difficulty of spell: Beta

  • Healing Connection
    The Pharmamancer attaches their mana to that of another allowing their target to continually and rapidly heal even while being hurt.
    Difficulty of spell: Beta

  • Purify
    The Pharmamancer utters a powerful incantation of purification, eliminating toxins and poisons in an ally's body, and if extra mana is applied it can even remove curses, hexes and mental conditions such as addiction.
    Difficulty of spell: Beta/Alpha

  • Grand Mending
    The Pharmamancer unleashes a torrent of healing mana into the targets body allowing them to recover from wounds incredibly quickly.
    Difficulty of spell: Alpha

  • Critical Strength
    The Pharmamancer enhances the targets body with their mana, allowing the target to preform feats of incredible strength.
    Difficulty of spell: Alpha

  • Overcharge
    The Pharmamancer floods the targets body with immense healing mana, temporarily rendering their target completely invulnerable.
    Difficulty of spell: Alpha

  • Vaccinate
    The Pharmamancer grants a measure of temporary invulnerability to a type of harm the target has previously experienced.
    Difficulty of spell: Alpha

Enchantment

The Enchantment lore of magic is mainly focused on the art of empowerment and enhancement via both spellcasting and the inscription of magical runes upon objects, enhancing their abilities.

Lore Attribute:When an item inscribed with an enchantment is placed near another enchanted item, they have the ability to mutually improve each other.

  • Icon of Strength
    The Enchanter inscribes a small icon on an item greatly increasing that items durability.
    Difficulty of spell: Gamma

  • Icon of Heat
    The Enchanter creates an inscription on a surface which causes it to heat up continually.
    Difficulty of spell: Gamma

  • Icon of Power
    The Enchanter inscribes a small icon which creates an energy charge which varies based on how much mana is expended.
    Difficulty of spell: Gamma

  • Icon of Efficiency
    The Enchanter inscribes a small icon on an item greatly increasing that items usability and utility.
    Difficulty of spell: Gamma

  • Empowerment
    Calling upon their vast knowledge of the art of efficiency, the Enchanter can temporarily improve the effectiveness of any group of items.
    Difficulty of spell: Beta

  • Icon of Multiplicity
    The Enchanter places a powerful icon on any container which quadruples the contents of anything placed in said container.
    Difficulty of spell: Beta

  • Icon of Transportation
    The Enchanter creates a pair of 2 inscriptions which allow anyone who steps on them to immediately be transported to the other.
    Difficulty: Beta

  • Icon of Silence
    The Enchanter inscribes a symbol on a surface which makes it impossible for sound to pass through.
    Difficulty: Beta

  • Icon of Magical Enhancement
    The Enchanter creates a symbol on the ground which empowers the individual's mana, causing spells cast to become far stronger.
    Difficulty: Beta

  • Blessed Icon
    The Enchanter inscribes a holy symbol upon the weapons of their comrades allowing a variety of effects to envelope the weapon, ranging from holy light, to cleansing fire.
    Difficulty: Beta

  • Icon of Anti-Magic
    The Enchanter inscribes a symbol upon a surface which causes that surface to create an aura which prevents magic from being used.
    Difficulty: Alpha

  • Icon of Imperceptibility
    The Enchanter creates a symbol which will automatically protect the area it is placed in from any threats by making the target unable to see whatever it is the Icon was placed upon.
    Difficulty: Alpha

  • Living Tool
    The Enchanter places a great enchantment on a small object which grants it a level of cognizance allowing the Enchanter to command the object to do things by itself.
    Difficulty of spell: Alpha

  • Icon of Anti-Gravity
    The Enchanter places an icon on an item which frees that item from the constraints of gravity for as long as the Enchanter wishes.
    Difficulty of spell: Alpha

  • Icon of Devastation
    Placing their rage into a single powerful inscription, the Enchanter creates a massive bomb can be detonated at will.
    Difficulty of spell: Alpha

Beastromancy

The lore of Beastromancy focuses heavily on using feral magic derived from the animal kingdom. Those who wield this magic may summon and control Beasts, shapeshift, and enhance their senses.

Lore Attribute: When a spellcaster casts a spell from the Lore of Beastromancy they take on a feral aspect, causing their bodies to become more animalistic for some time.

  • Beastswipe
    The Beastromancer swipes at a target causing ethereal claw wounds to appear on their body.
    Difficulty of spell: Gamma

  • Venomous Spit
    The Beastromancer hocks a vile bolt of venom at the target.
    Difficulty of spell: Gamma

  • Summon Spirit Animal
    The Beastromancer summons an ethereal beast which serves as their familiar. The Beastromancer can choose to take control of the body of their familiar whenever they want, and they can use their familiar's body as the point from which they cast spells.
    Difficulty of spell: Gamma

  • Frenzy
    The Beastromancer enters into a berserk frenzy and claws and tears at any nearby foes.
    Difficulty of spell: Gamma

  • Restrain
    The Beastromancer throws a web from their hands which envelops the target in an impossibly strong net of spider silk.
    Difficulty of spell: Beta

  • Swarm
    The Beastromancer calls out to all nearby critters and insects to wash over a target.
    Difficulty of spell: Beta

  • Boars Hide
    The Beastromancer snarls at a group of allies, causing their skin to become as tough as a boars hide.
    Difficulty of spell: Beta

  • Wild Liberation
    The Beastromancer removes the inhibitions of their allies, allowing them to become as feral as a wild beast.
    Difficulty of spell: Beta

  • Animal Senses
    All of the Beastromancer senses become enhanced (or diminished) to match an animal of their choice.
    Difficulty of spell: Beta

  • Ravenhop
    The Beastromancer summons a flock of birds to swarm them, obscuring their forms before teleporting them to their desired location.
    Difficulty of spell: Beta

  • Beast Tongue
    The Beastromancer becomes able to speak the language of any animal they speak to.
    Difficulty of spell: Beta

  • Adaptation
    The Beastromancer can give themselves and allies of their choosing an animalistic adaptation which allows them to survive in hostile conditions, for example, gills when underwater, night vision for dark forests, waterpouches for the dessert, etc.
    Difficulty of spell: Alpha

  • Forceful Transformation
    The Beastromancer transforms a target into a bestial form that most accurately reflects their truest selves, painfully turning them into a half sane monster. They are forced to remain in that form until the Beastromancer undoes the spell.
    Difficulty of spell: Alpha

  • Stamped
    The Beastromancer summons a stamped of wild animals to trample down a target area.
    Difficulty of spell: Alpha

  • Shapeshift
    The Beastromancer assumes the form of either a raven, bear, wolf, or horse, maintaining their mental faculties, but losing the ability to cast spells or talk.
    Difficulty of spell: Alpha

Arcanist

Ementalist

Theurgist

Demonologist

Necromancer

Pharmamancer

Enchanter

Beastromancer

Rituals



Rituals (also known as rites) are a very special and very powerful type of magic that requires a plethora of spellcasters to successfully use. A great number of spellcaster’s link themselves together and focus their energies into a predetermined spell. The power of a ritual depends on both the number of spellcasters and the amount of power each of those individual spellcasters possess. The potency of these rituals can usually affect the entirety of the empire, although in order to reach many of the colonial states, special spellcasters have to be dispatched to these faraway places in order to ensure that the ritual is completed properly and applied well within the colonial states. Creating new rituals is an extremely difficult task that requires years of preparation and study and so most countries only have one or two rituals that they are able to apply to themselves. Terren is an incredibly advanced and educated state when it comes to magic but even for a nation as the Terren Dominion the current number of “state sanctioned” rituals does not currently exceed four. Also, it should be noted that due to the power required to create a ritual, most rituals have a "Wait Period" before which they cannot be reinvoked.

  • The Invocation of Bounty
    This ritual is commonly evoked during times of economic and environmental hardship and is an incredibly useful boon for all of Terren. By invoking the power of the entire Terren Pantheon, the land surges with new life and power, all across the empire industry and business thrive, and the people will find their wounds healing at an incredible rate.
    Duration: 4 Months
    Wait Period: 12 Months

  • The Invocation of Imperial Unity
    This ritual is commonly invoked during times of great hardship and has a great effect on the psyche of all imperial citizens. During this rituals duration the entirety of the population is granted a feeling of calm, freedom, and patriotism. Everyone from the lowliest Prastagott to the grandest High Lord is reinvigorated to help serve the empires cause.
    Duration: 6 Months
    Wait Period: 16 Months

  • The Invocation of the Seas
    This ritual calls forth the great Höllenkalmar and binds it to service for the empire, whilst also causing great gale winds allowing the ships of the navy to travel far faster than normal. This ritual is required in order to tame and control such a mighty creature, but it is not a very difficult or extensive ritual and as such can be performed relatively frequently in comparison to the other rituals.
    Duration: 2 Months
    Wait Period: 3 Months

  • The Invocation of the Terminus Mists
    This ritual is the most sinister and desperate of all imperial invocations. By tapping into the remnants of the Terminus Mists, Terren can temporarily shroud itself back within the dark mists, causing any invading army to be trapped within the nightmarish mists. While the Terren's themselves will be mostly safe, any foreign army caught by the mists will face devastating attrition from the mists and the monsters lurking within.
    Duration: 4 Months
    Wait Period: 24 Months

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