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Magic

Magic permeates everything in Eletrues. From magical blades of immense power, to monsters, beasts and demi-gods, magic is the glue that binds the world together.

But the bond is strong, and the number of people who can manipulate it – extremely rare. One is either born with innate magical talent or they are not. And the number of people who have are less than 1% of the entire human population.. And of that 1%, most will never progress much further than some minor folk remedies, minor illusions and cantrips.

But of those few that can wield the raw essense of the universe and mold it to their will, it is a long and difficult path to mastery. But of the few that have, their power on Eletrues is almost unimaginable..

The Nature of Magic Anima Mea and Anima Vestra

All magical spells are a form of internal alchemy and require the spell caster to draw upon magical energies and shape them to a desired end or effect.

The most common method is called Anima Mea, and manipulates reality by using one’s own mana/soul/essence. Using your soul/essence/mana/ would be required perhaps in different amounts and with different risks for certain tasks and different spells. For instance; transferring some of your life energy to heal someone else likely isn’t too taxing on you in the long term, provided your rest up afterwards OR if one had trained in how to do it, it might not tax them at all.

Anima Vestra is more parasitic as it uses the energy from the environment, plants, animals, magical fetishes or even people. It was invented much later after Anima Mea. The reason why it was invented is because the amount of energy used for a spell is equivalent to how much would be used to perform magical action manually. You can order magic to raise an especially-heavy boulder, but it would quite likely kill you from overextension if one isn’t experienced enough or doesn’t have enough casters to divide the task, unless you outsource it to some nearby plants and animals and don’t mind them dying. Anima Vestra could be seen as a short-cut to mastery of magic as it allows the use of higher-tier spells for a moderately trained caster.

Of the two, Anima Mea is more stable, while Anima Vestra can have rather serious and unexpected consequences..

Magic Surges – Wild Magic & Magical Fetishes

Tapping into the universal energies can be dangerous and unpredictable. The more experienced a user is, the more control they have over the energies. But apprentices and those casting spells at or above the limits of what they are comfortable with can unleash unexpected forces in totally unpredictable ways.

At it’s least harmful, a spell may simply do the opposite of its intention. So a fireball for example, may turn into a huge splash of harmless water. Or creating water from nothing may result in liquid fire and possibly serious burns to the hands..

At it’s worst (rare with low level spells, but still possible), it can literally suck the mage into a different dimension, never to return. Or even worse, open a gate to another world and let something in that was not intended (and usually something very unpleasant)..

The worst case scenario can look something like this…

Magical surges are less common with Anima Mea spells and much more common when drawing on external energies to power spells. The safest option when casting Anima Vestra spells is to channel the energy into ‘magical fetish’ a kind of talisman made from rare and expensive components that is consumed during the casting of the spell and can dramatically reduce the chances of the spell going wrong by focusing and refining the energies.

Because almost every spell has a chance of going haywire (no matter how small, there is always the possibility) magicians tend to only cast spells when they are really needed and if a mundane method exists to do something, sensible mages will always take the safer mundane option.

So while it is theoretically possible for a magician to excite the molecules in water to make a cup of tea, they will probably get their apprentice to do it on the stove the old fashioned way (and woe come to the foolish apprentice who risks a shortcut and uses magic).

Priming Spells

A magician may have learned many different spells of various types and uses over the years, but some spells are fresher and clearer in their mind than others.

By studying their spell book for a few hours a mage can ‘prime’ some of their spells, effectively readying them so that they can be cast at a moments notice without the usual long incantations. somatic gestures and other time consuming actions that will get a mage killed in a confrontation.

As an example; a magic caster of a certain level of expertise can choose to ‘prime’ seven spells each day. These ‘primed’ spells can be used without casting time/certain other penalties at a moment’s notice, but still uses mana/energy. However, any other spells in the magic caster’s arsenal can still be used, albeit with penalties such as increased casting time or costing more mana or even requiring material costs. Each Primed Spell has a number of uses before it has to be re-Primed; reloading the gun, so to speak.

It’s generally not recommended to cast any magic spells that aren’t ‘primed’ thanks to their penalties. Sufficiently experienced magic casters may be able to reduce the penalties, but not to the extent where they won’t ever need to ‘prime’ their spells.

Cantrip Spells

Cantrip spells are low powered ‘magic tricks’ – minor illusions, folk cures and remedies, minor divination and the like. These are the spells that an apprentice cuts their teeth with and is the limit of what the vast majority of untrained or self taught magicians can achieve.

Schools of Magic

Arcane: This is the most common form of magic and practitioners of the Arcane are referred to as ‘Mages’ or ‘Magi’ depending on the lineage of their tradition.

It is also the official school of magic for the Aelutian Empire based at the magical city of Notarikon, which regulates and controls magic throughout most of Eletrues with the high council of 12 Archmages.

Divine: Divine magic is practiced by people of faith throughout Eletreus who have established and fostered a direct spiritual link with their chosen deity, such as the Clerics of the All Father in the Aelutian Empire.

All spells cast by priests, clerics and druids are a safe form of Anima Vestra, with their power coming directly from their deity and are not subject to the whims of wild magic.

However, the ability to perform these spells is determined by the will of the deity and is in relation to the user’s devotion…giving them the ability to perform small tasks like minor healing or curing in a deity’s name with relative ease and without using their own energy or in the most pious able to call upon the full might of the heavens in a rare and extraordinary circumstances, perhaps at the cost of one’s own life.

Conversely, a priest who commits an act that is in opposition to their deities will or against the laws of his order can lose access to his ability to cast spells. Depending on the severity of the transgression, they could have their access to more powerful spells limited, or even lose the ability to cast any spell at all until they undergo a lengthly period of reflection and repentance. In severe cases, a cleric may even be excommunicated, and permanently lose access to their deity (a few are able to regain their powers under a different god or even create a heretic sect of their own, but this is rare – most just spend the rest of their lives in a monastery begging for forgiveness).

SIDE NOTE: Deities reach and power

Generally speaking, the gods cannot directly interfere in the affairs of life on Eletreus except through the medium of a priest or cleric. But the total influence of a given deity is dependent on the number and the devotion of its followers, and proximity to a major center of worship.

For example, in the Temple of the All Father in Paragonia, the Priests are able to cast spells here that are unacessible outside of the temple confines.

Furthermore, a local demi-god worshipped by a single village is not going to have any power or influence outside of the domain of the villages borders or the sacred site associated with the deity, while a god like the All Father who is worshiped by millions can extend his reach to anywhere that the rays of the sun touch.

Alchemy: Magical science is one way to describe the art of Alchemy – and is basically a specialized school of magic dealing with modifying or enchanting material items. Alchemists may be specialized or generalized in nature. Generalized Alchemists dabble in all manner of transmutations, while specialized Alchemists combine magic with a mundane craft such as sword smithing, fletching or potion making.

Psionics: The final ‘school’ of magic is also one of the rarest and is a natural talent, a true magical ‘gift’ as it were. Requires no spells nor incantation. Cannot be learned, instead categorized as talent from birth. There’s no ritual or practice involved other than to strengthen or hone them; they don’t require any use of the practitioner’s will/power/mana; but they generally aren’t overly powerful and decrease in power the further away from the user [the source of the ability]. For instance, your telekinetic and telepathic abilities decrease in strength and capability over distance, though you can train to extend it, as you do you begin to use your own power/will/mana and that becomes the limiter.

Advanced Schools of Magic

Biomancy: The absolute control of life, polar opposite of Necromancy. Biomancers are masters of the flesh, learning to shape and direct their bodies or the bodies of others according to their wills. Biomancy is most often used in the medical field but can also be used offensively. Biomancy is cast using stamina as well as mana. However, Biomancy cannot extend one’s lifespan indefinitely, as the bodies of their user is strained with every spell cast. Sub-discipline: Chloromancy (control of plants)

OVER-TIER (always typed in all caps): OVER-TIER magic can only be cast a limited amount of time each month and has an exceptionally long cool down period in addition to draining the user’s stamina and mana. Casting a single spell from this discipline will cause every other spell from this particular discipline to suffer the same cool-down timer, this prevents its users from casting multiple spells consecutively. This discipline takes decades to master and its users are usually identified as high-ranking magic casters working for a nation and will not offer their services to anyone else. A known user of OVER-TIER magic is the Lich King, who has somehow removed the loss of mana and stamina from casting, thus allowing him to cast other spells immediately.

Categories of Spells and Magic

Abjuration: Defensive magic. They create physical or magical barriers, negate magical or physical abilities, harm trespassers or even banish the subject of the spell to another realm/plane of existence.

Conjuration: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. (

Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. An often-used word categorizing Anima Vestra-based spells. Evocation-type spells uses the energy around the user instead of their own. Or from the deity they worship.

Deceptive: Charm, Compulsion, and Illusion is categorized together in here. These spells affect the minds of others, influencing or controlling their behavior. Every spell categorized in here are mind-affecting spells.

• Illusion: Deceives the senses or the minds of others. They cause subjects to see things that are not there, not see things that are there, hear phantom noises or remember things that never happened.

• Charm: Changes how the subject views the caster

• Compulsion: Forces the subject to act in some manner or changes the way their mind works

Necromancy: Manipulates the power of death, unlife and the life force. Not publicly available. The Domain of the Lich King. One needs to go on a pilgrimage to the Land of the Dead to study this category of magic.

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