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Arbor Vitae

An Elf using the power of the Source.

The Source on Koldenwelt is a force that permeates existence and can be used by creatures within its presence to gain supernatural abilities. It is known by many names, including Magic, Mana, and Essence. "The Source" is a name given by those who consider this force to be a conscious being, while "magic" is also used to refer to alien equivalents of the Source.

Many creatures have a strong natural capacity to consciously utilise magic, while others do not and can only access its powers by intense training, or by using external aids such as fairy dust.

The Archipelago is believed by some to contain a nexus of the Source, underneath the sea floor. This would explain the various mysterious phenomena that have affected the region for thousands of years. The most obvious manifestation of this nexus would be an apparent psychic disturbance that is centred within a half-sunken pyramid near to one of the northernmost islands. It is also known that an ancient magical artifact, the "Eye", is somewhere underneath the Archipelago, but this is not the cause of these phenomena, since it was not placed there until the end of the War for the Eye.

Powers Edit

The Source is, fundamentally, the power of abstraction given concrete form; it is the mechanism by which immaterial concepts are given the ability to act as physical forces and directly influence material things. As such, Source powers are generically classifiable as psychokinesis, in which a Source-user's mind manipulates phenomena in the external environment that the user cannot physically touch, and extrasensory perception, in which a Source-user allows their mind to receive information about phenomena in the external environment that the user cannot physically sense. The most advanced forms of magical transmutation involve the apparent creation, destruction and teleportation of matter and minds, a skill that most philosophers of sorcery believe involves harnessing dimensions of space that are imperceptible to most individuals.

The intrinsic properties of the Source mean that, while it does not inherently have "sides" or "types", different applications of magical powers can be treated separately based on their unifying concept. These concepts are potentially limitless in number, but as examples, a few well-known varieties of Source abilities are fire magic, ice magic, light magic, and dark magic. Similarly, many different races have developed their own techniques and rituals for accessing magical powers, some of which can appear to those not familiar with them as being completely different forces.

Deities Edit

The Source appears to have a consciousness of some sort, as magic sometimes appears to have a "mind of its own", and unlike the physical universe, it does not necessarily follow a logical system of natural laws. However, whether or not it should be worshipped as a deity is up for debate, and there are many people in the world who have not seen proof of magical powers and so doubt that they even exist. Another belief, held by some cultures, is that the Source was created along with the rest of the world by a supreme deity.

Many other deities are and have been worshipped on Koldenwelt. Out of those that are not purely mythological, some of them seem to be personifications of the Source, such as Isiris, or of its aspects, such as the Colossi and Simulacra. Others may have been powerful sorcerers who managed to become incorporeal beings after death using the Source, a process sometimes known as "ascension", or they may be thoughtforms created by the minds of Source-users. Most thoughtforms are beings that only truly exist in one creature's perception, although even they still have a small degree of influence on the real world.

Effects and Species Edit

Although most races of Koldenwelt and the Multiverse are in some way capable of wielding the Source or other magic energies, all of them react to the Source in different, specific ways. Some species are more attuned to magic in general, others have an affinity for a particular school or form of invocation, and there are also races - that not only have no sorcerous abilities, but can even negate spells through their anti-magical nature. Although no numbers can be given, certain paradigms can be noted when comparing different species in terms of Source affinity.

The Deiwos species as a whole is well-attuned to the Source, even though their abilities are rarely extraordinary. Elves in particular are powerful mages, with most of their subspecies possessing innate Source abilities, ranging from the Erilya elves' "inner fire" to the mystical link the Tamaraul elves have with their mountainois homeland. Also notable are the ancient Orichalcum Elves and their descendants, the diabolical Shiarchon, whose magic abilities are said to be unmatched by any species. On the other hand, Men, too Deiwos, are notoriously distanced from the Source; magic practice in human states is very limited and is only practiced by the two human academies in Saphronia and Karacay, as well as the Inquisition. While this distaste towards magic is mostly explained by humanity's hatred of elves (often associated with the Source), there are also purely physiological reasons for it. As human bodies are by nature not meant to use the Source, magic has a tendency to disfigure human wizards, altering their appearance to the point they may even stop looking human at all. At best, it tinges their eyes and (sometimes) hair in unnatural colours, from golden to purple; at worst, it mutates and kills them.

More attuned to the Source are the draconic Kelodhros races, who are with a few exceptions inherently magical creatures. Almost all dragons, both True and Lesser, are capable of using magic to some extent; even when not controlled directly for casting spells, it still powers their bodies and gives them strength. A major exception to this rule is the diminutive Klaxxa race; having lost their attunement to the Source after their goddess' fall, they are no longer innately magical, although they are still capable of using the Source indirectly through alchemy. However, unlike the Deiwos wizards, Kelodhres are usually confined to a single element they can utilise. This is especially true for the True Dragons, who represent the elements themselves.

With the animalistic Theriocephali, Source affinity may vary, owing to the beast races' great biological and cultureal diversity. While many of them are either innately magical (though their abilities are often only limited to a single school, much like Kelodhros magic), like the Kamehebi or the Smeevers, or generally well-attuned to the Source like the Lagosi or the Bizargar, some (such as the Merovar) have mediocre Source potential that is on par with humans - though they usually do not suffer from the same side effects. Much like with the Deiwes and the Kelodhres, the oldest beast races - the Ondarei Mharinis and the Ordnung - are also the most powerful in the Source, possessing immense hydromantic and geomantic abilities respectively.

Those species that do not fit the three large groups of peoples mentioned - most of them otherworldy creatures - are typically Source creatures and possess various forms of innate or learned magic. The Echdrarothrayu and the Outworlders are the examples of such races.

Schools Edit

The Source is extremely variable when it comes to what kind of magic it can cast. Because of this, scholars and mages around Koldenwelt have separated magic in multiple "schools", according to their elemental nature. A magic is considered a true school by the existence of a divine Colossus associated with it.

Pure MagicEdit

Pure Magic, as its name implies, is the Source at its most raw state. The only school of magic under this category is cryptomancy, which is considered by far the most flexible of all magic schools.

School Formal name Description Colossi Sigil
Arcane Cryptomancy Cryptomancy is the manipulation of the Source at its most primal state. Infinitum
Sempiternum
Sigil of Magic

Primary Elemental MagicEdit

Primary Elemental Magic is associated with the four prime elements of nature; fire, water, wind and earth.

School Formal name Description Colossi Sigil
Fire Pyromancy Pyromancy is the manipulation of fire. Venertimanoth
Vulcardentron
Sigil of Fire
Water Hydromancy Hydromancy is the manipulation of water. Tritonomarth
Tangilaruka
Sigil of Water
Wind Aeromancy Aeromancy is the manipulation of wind. Constarnach
Emryredin
Sigil of Air
Earth Geomancy Geomancy is the manipulation of earth. Korddraigen
Arddraigr
Sigil of Earth

Secondary Elemental MagicEdit

Secondary Elemental Magic is associated with what are often called 'child schools', manipulating elements associated with the greater primary ones, but which are distinct enough to possess their own divine Colossi.

School Formal name Description Colossi Sigil
Ice Cryomancy Cryomancy is the manipulation of ice. It stems from hydromancy. Unknown Old Colossus
Kartansimal
Diplomat Lezia V2
Lightning Electromancy Electromancy is the manipulation of lightning. It stems from aeromancy. Relanvadur
Thunardormir
Diplomat Lezia V2
Sand Arenamancy Arenamancy is the manipulation of sand. It stems from geomancy. Athinyeras
Almonohuim
Diplomat Lezia V2

Nature MagicEdit

Nature Magic encompasses the magic which permeates nature itself, beyond the elements.

School Formal name Description Colossi Sigil
Flora Floramancy Floramancy encompasses natural life; the growth and stability of non-animal lifeforms. Eondrassilia
Unknown New Colossus
Kezoreg-
Poison Venomancy Venomancy encompasses natural death; poisons, toxicity and diseases. Teratoma
Xitannoth
Kezoreg-
Blood Hemomancy Hemomancy encompasses the manipulation of animal matter; blood and flesh. Behesanguis
Sanguapraegrandis
Kezoreg-
Time Chronomancy Chronomancy is the manipulation of time, the course which nature is always going through. Samayapalaka ChronomancySigil

Divine MagicEdit

Divine Magic encompasses the schools most associated with divinity; good and evil, order and chaos. These schools are most common through beings greater than mortals, such as the servants of the Simulacra.

School Formal name Description Colossi Sigil
Light Luxomancy Luxomancy is the manipulation of 'angelic' light. It is often associated with goodness. Sihilienu
Lorchakim
Sigil of Light
Dark Umbramancy Umbramancy is the manipulation of 'demonic' darkness. It is often associated with evil. Siivhahzin
Draethos
Sigil of Darkness
Sun Heliomancy Heliomancy is the manipulation of the power of Isiris and the Sun. Aursorhataran
Unknown New Colossus
OrderofSolSigil
Storm Aetheromancy Aetheromancy is the manipulation of the weather and the power of the moons. Nalúnt AetheromancySigil

Alien Magic Edit

Alien Magic is all sorcery which does not stem from the Source. Only two exist; the magic of the Void and the magic of Id.

School Formal name Description Deities Sigil
Void Nihilomancy Nihilomancy is the manipulation of the demonic energies permeating the Chaosphere. Caligaduro Provectus
Kaicaiusarin
CaligaduroDarkSigil
Primal Xenomancy Xenomancy is the manipulation of the demonic energies permeating Id. Crux Sigil of Flesh

 Classification of different magic users Edit


Note: This section is subjective to personal preference. Users are not obliged to follow these classifications.


Mage Edit

The most common type of a magic user, mages come in many forms and are divided into different schools each of which specializes in their corresponding element. However, their control over the element is accomplished through manipulating it with arcane magic, turning the purest form of the Source into fire or lightning or using it to control the earth around the mage for example. Mages who dedicate themselves into mastering arcanomancy do exist and are commonly known to be able to exert increased control over the other elements even without much training in that particular school.

"True" Pyromancers and Warlocks Edit

Pyromancy is widely considered the most common school of magic on Koldenwelt and therefore it has many different paths open for its practitioners. True Pyromancy is a type of pyromancy that doesn't require the usage of arcanomancy, instead it uses the soul of the mage as a conduit of magical power. Due to the very element of fire raging through their bodies, these pyromancers are seen as some of the strongest of their school. However due to acting as conduits for fire, the mages following this path are often left in quite broken and unstable state both physically and mentally. A good example of this kind of a pyromancer is Xacutus.

Another path is also open for pyromancers should they wish to follow it. While commonly used as a name for either male witches or umbramancers, warlocks are much like their normal pyromancer brethren but rather than using arcane magic to control fire, they use dark magic to do the same thing. This changes the normal orange fire into a bright green fire which is often called felflame or netherfire.

Shaman Edit

In contrast to mages, shamans are able to tap directly into the elements without the help of arcane magic. This type of magic is called "wild" or "raw" magic, due to the nature in which it is often used. However, the extent of elements that a shaman can control is very limited, as they are only able to control natural elements like wind, fire, water, lightning and earth. Shamanistic magic can often be very violent as the elements aren't contained and are prone to attracting elementals and other spirits into the area. For this very reason shamans are often very spiritual in using their magic, trying to appease the elements through entering trance or reciting different mantras, which are also used to cast spells. However, this type of magic is very earthly and when a shaman moves to a new area they have to spend a few days or even weeks trying to form a connection with the elements.

Witch Edit

Often confused for umbramancers or seen as nothing but villains from children's tales, witches are magic users who primarily use dark magic. In general, witches can be seen as mages who specialize in umbramancy and can be held responsible for the bad reputation that surrounds those participate in this school. However, witches themselves usually have to live stigmatized due to this very reason, even if they are nothing like the witches from stories. Witches can be easily differentiated from their dark mage brethren, as unlike them witches don't need to use arcane magic to manipulate dark magic. Instead they control it through hexes, words of power that give the magic form and effects.

Cleric Edit

Often seen as the opposite of witches, clerics are men and women of the church who use light magic without any knowledge of arcanomancy. Their duties often include serving as a healer for a town or overseeing the dead. Some clerics choose to go serve in the military as medic, however, it isn't too rare for them to partake in a more offensive role using their light magic to harm rather than heal. While they exist in most cultures, they are primarily a thing in deiwos societies - especially in human realms.

Druid Edit

Differing greatly from all other magic users, druids don't derive their powers directly from the Source. Instead they gather magical energy residue from the nature surrounding them, meaning they become more powerful when in areas with a large amount of magical activity. Often acting as seers, druids are known to provide premonitions, causing many to associate druidic magic with Harstag and his Wanes as they are known to possess such abilities. Many druids are also known to possess the ability to shapeshift into beings similar to normal wildlife.

Plague Doctor Edit

Plague doctors are a specialized caste of poison magic users who manipulate pestilence for the purpose of combating diseases and plagues. These magic users are men of medicine who dedicate their lives to learning how to purge sickness from their patients through the use of magic. Plague doctors are well known for their distinct uniforms, composed of great robes and a mask resembling the beak of a raven. These mages are almost exclusively human or elven, with reports of plague doctors coming from other kinds of races being extremely uncommon.

Magically-reactive StonesEdit

Koldenwelt and the worlds beyond are composed of a variety of stones, ores and gems. Some of these possess special properties directly related to the Source. Below is a list of the most known.

SilverEdit

Silver is a precious metal found through most of Koldenwelt's surface. While commonly used for jewelry, it has also been used through the ages for forging weapons and armor against certain types of cursed creatures. Silver is said to possess holy properties and is known to be among the best means to combat werecreatures and vampires, who both fear silver and cannot make use of it themselves.

Cold IronEdit

Cold Iron is the name given to meteoric iron - that is, iron that reached Koldenwelt through meteorites that have crashed on the world's surface through the ages. Unlike earthly iron, cold iron possesses anti-magical properties which makes it the bane of fey creatures; Fae creatures are repulsed by it and feel extreme pain when making contact with it, which has led weapons made of cold iron to be considered the best means to destroy fairies. Cold iron is perhaps the most accessible anti-magical metal, though its efficiency is mostly centered around fae creatures as opposed to all magical beings.

AdamantineEdit

Adamantine is an extremely rare metal which is considered the most anti-magical of all elements. The greatest deposit of adamantine in the world was historically found at the Sea of Sand, which was almost entirely mined clean by the ancient Adamantine Elves during their existence. In the modern day, adamantine can be found in very small quantities across the coast north to the Sea of Sand at in localized veins across the world, such as the veins under the Umbral Refuge of the Derevar Elves. Adamantine has the properties of being extremely sharp and resilient, as well as extremely light (making it excellent for edged weapons and armor, but a poor choice for blunt weapons) and for being utterly disconnected from the Source - only the beings with the smallest souls such as the Adamantine and Derevar Elves can use adamantine reliably, for other creatures find the very contact with it uncomfortable at best and painful at worst. Adamantine is immune to magic and deals incredible damage to magical beasts as well as magical users, who have their powers disrupted by the mere presence of the metal.

Aurelian PlatinumEdit

Aurelian Platinum is another extremely rare metal found only in the deepest recesses of Koldenwelt's underground. Named Aurelian Platinum after the Aurelian (or Orichalcum) Elves who used a great quantity of the material in both armament and architecture, Aurelian Platinum glows with a brilliant light and can only be precisely cut and shaped into form with heliomancy. Much of the Aurelian Platinum used by the Orichalcum Elves was either swept away by floods or sealed away by the Shiarchon, and its modern value is considered extortionate as it does not perish or tarnish over time. It is of a similar weight to regular platinum, and when cut correctly is similarly sharp as both Adamantine and Darkstone. Aurelian Platinum is one of the few materials that can partially withstand the impact of Darkstone both conventionally and magically - and as it is driven by sun magic, causes extreme pain to dark entities. Despite this, it has no effect on Adamantine or no physical advantage over common metals. It was also apparent that void magic caused it to perish, although with some difficulty.

The magical force required to craft items from Aurelian Platinum incurred multiple, imperfect weapons to exist as such magical power was ultimately very destructive. These weapons, whilst imperishable, were only marginally useful against dark weaponry. Only a handful of perfect Aurelian Platinum weapons remain in Koldenwelt, as many of them were destroyed by the Shiarchon.

DarkstoneEdit

Darkstone is the stone of which the realm of Caligaduro Provectus is composed, which has spawned in Koldenwelt due to his presence in the planet. It is both extremely sharp and extremely heavy, being unusable by all but the physically strongest beings, and is naturally attuned to void magic rather than the Source. As a contrast to adamantine, Darkstone is all but invulnerable to conventional metals, but possesses an innate weakness to Source magic. Variations of the stone, such as the Demon Crystal of Ramainaualmari, are known to also exist.

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