Tractate on Sorcery

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Title: Tractate on Sorcery

Author: Alexis Lea Kivendale


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-Tractate on Sorcery-
Volume: I

Alexis Lea Kivendale
Scholar: Terort Skitas
April 12, 369
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Preface by Telfer: For years Scholar Alexis Kivendale has studied in solitary atop the grand Temple of Knowlege in Ilshenar. Specializing in magical arts, she sees everything from magic-using adventurers to numerous magic-wielding creatures inhabiting the interior of the dungeon below. In addition to her own study, observations have given her knowledge beyond her years.


Mana Manipulation: When we speak of magic the first thing that must be defined is the term used by many magi 'round Sosaria, Mana.

Mana is essentially the life force surrounding all of us. Sometimes referred to as Ether, the fifth and highest element above Earth, Air, Fire, and Water, this represents the force that we work to our will in spells, rits and prayers. As pointed out by Malin Gortho, no matter the way it is channeled it is the same force for all of us. One thing is different between users however, the requirements for casting: Reagents, Power Phrases, Ect.

Surely every adventurer has noticed the lack of power phrases in the monsters who harness magic. From what I've come to understand, these monsters, such as Liches, are on a deeper level of the magical plane. They actually see the ether and harness it as we would handle a physical task. Humans and similar races only feel the power, not see it.

Thus comes our need for the power phrases established by the magi of old. The words' concentrated meanings allow us to focus, and the use of reagents gives a physical, as well as an initial magical, element to get the spell rolling. In addition, the mana we use must be replenished, the more knowledge we have, the more mana we can control at once.


Schools of Sorcery: The first and most commonly studied school, is simple magery. This school contains an entire cornucopia of spells ranging from create food to summon daemon.

Magery is also, currently the most widely used school in the lands. Mages have been around since the beginning and have had time to harness all of their 64 spells to the fullest extent.

It's based on the simple principles of hermetic study. Mages' spellbooks are full of formuli, diagrams and arcane text from which the mage finds and harnesses mana, or ether, around them.


An up and coming school of sorcery popular in the lands has come with the entrance of Malas, Necromancy. The very nature of this school breathes the word "evil" into the mouths of people around Sosaria. Their books of 16 spells go against the very course of nature by cursing victims, inflicting pain, and reanimating the dead. They also uncovered the secret of becoming undead themselves.

The best Necromancers learn in their training to speak with the dead in such a way that it takes no effort for them to hear the screams of ghosts. They can even leech life from the corpses around to heal themselves.

Necromancers work on the same principles of Magery, only incorporating the "evil" power of death and the dead.


Paladins turned the tides on Necromancy when they realized the power of corruption that Necro held. Instead of spells they use prayers, with similar principles, that call the power of their diety against the evils of the land.

Their 10 abilities can cure, transport, and even ressurect all ghosts around him through the power of their diety in expense of themselves.

Thus the importance of chivalry is a huge factor in the Paladin's skills. Once they loose their knowlege of chivalry, they loose favor with their gods and loose their abilities.


The final school of power, and perhaps the most dangerous, come from the Esoteric cults. Those such as the Keepers of Armageddon who tap into the very essence of experimental arts and dig up secretive methods of sorcery.

These cults and indie mages are developing new schools of sorcery, often keeping it to themselves. They also delve into the farthest reaches of magic and uncover the parts of the arcane world which should not be revealed. These are the most evil, moreso than necromancers and evil mages, for they find powers which they cannot control.


Appendix A: Magery Regs

Bloodmoss
Mandrake Root
Black Pearl
Spider's Silk
Sulfurous Ash
Garlic
Ginseng


Appendix B: Necro Regs

Bat Wings
Deamon Blood
Grave Dust
Nox Crystal
Pig Iorn


Appendix C: Tithing

To earn favor with the diety he follows, the paladin must tithe gold at shrines.
Without the constant sacrifice of wealth, a paladin won't be able to cast his spells.


Appendix D: Alignments

Based on popular ideal
Paladin: Good (10 Known Abilities)
Mage: Neutral (64 Known Spells)
Necromancer: Evil (16 Known Spells)


End Notes:

Magic is a powerful manifestation. Though many types are labeled good or evil, all are capable of being used as powers of the respective opposites. Respect the powers you've been given and the struggle between good and evil will ultimately find balance...

...and balance is enough to strive for.

Alexis