~* The magic of the Conflux:
> The magic of the Conflux is just one type of magic organisation. Many realms have many ways of concentrating the concept and the Conflux (or the Confluence) is just one ideea, coming straight from the Land of The Morning Star. Only some general details are given here, whatever should be known about a way of magic.
> In short, it has: multiple levels of spells, multiple levels of magic and many more magic planes. All those influence the potence of the spells.
The level of the spells: from 1 to 10, but the last level only has one spell: The Epoch of Chaos (same as the blade Vraeslor), of Fire art, that can incinerate entire cities at once. The cost of the spells rises with the level, but the most expensive are the summoning spells and the cheapest - the attack ones.
The levels of magic: are three: the Halls, Crystal and Elemental, depending on the source and power of the spell. The Halls are yet with unknown source, and elder elves use it. Elemental is strictly for etereals and the very elementaly things, having two divisions: Bound (for the non-magic elementals such as Fight and Nobility, etc) and Arcantry (for the majority, of magic elementals, like Poison, Ice, Darkness, etc). The most used is, however, the Crystal level, based on phe'erha'a crystals, also in two divisions. It has the *arcan* part, based on prolonged studying, that grows in power as: Arcana - Arcane - Arcanor (final level). And the wild division, magic that is learned from generation to generation withouth books, practiced mostly by animals and free races. It is called Field, and the final level is named Shard. Shard and Arcanor are at real competition.
The magic planes: also called elemental planes, situated in the great elemental realm that is composed from over 100 types of elemental planes, primary, secundary and quasi. Primary are: Air, Water, Fire, Earth. Secundary are: Life, Light, Time, Mind, Illusion, Lightning, Creation (for Air); Ice, Healing (for Water); Chaos, Electricity (for Fire) and Nature, Night, Death (for Earth). Many more are quasi-called, such as blood, poison, wind, storm, depts, darkness, shadow, coldness, sun, clouds, sky, etc, etc. Between each of them is a fragile balance. Generally said, Fire opposes to Water (obvious) and Air (as up, which also has Life and Light) to Earth (as down, which has Night and Death). Each of the sub-elementals follow a similar patern, regarding the elements of origin or how the ones that form them combine (example: water+death = depending the proportion: ice, blood or poison). Each elemental has it's own symbol (though mostly known are the primary and the secondary ones; as some of the other arts and concepts), and each can be the target for an avatar/reprezent or elementalist/planeswalker - special magic classes.
> The basic source of magic, used in 99% of the cases (of the most common level, Crystal and it's divisions: the studying one or the wild one) is the phe'erha'a crystals. There are 9 types of basic phe'erha'a and plus other combinations.
See the exposition part of the library, at magic substances and artefacts for a more detailed post on phe'erha'a.
> An individual may choose a basic magic class by electing maximum 3 of the areas (in any way): Air, Water, Fire, Earth, Nature, Night, Death, Fight, Tactics, Nobility, Exploration. There can be even 3 of one sort. Each possible combination has it's names, as basic class and secondary, better, level. Those are the base magic classes. There are also special magic professions that give some adds to the magics of the individual (like nekorrim and druid, explained above, or the most common - avatar and reprezent). These two are also elements that influence the potence of the Conflux's spells. One may also choose an principal elemental that he is good at, elemental which will define his spell area, very important later, for spell and elemental relations (for example: Fire-based spells will do bonus damage to Water-based opponents, while an Earth-enchanted artefact will help all of Earth's sub-elementals).
> The ones that take a non-magic path still need attributes to help survive the spellcraft - as such, many resistances and bonuses to the natural abilities of the body were fixed. Resistance to a spell means that a percentage of the effect is reduced; 100% resistance = imunity (more is not possible). Other capacities assure that a spell has a certain chance not to be made a tall on a target or that a spell has a certain chance to miss its target after is was made. Phe'erha'a is still drained, anyway. Good reflexes help to avoid weapon strikes, while a strong will control prevent mind spells from affecting a target even if it has no any resistances to such spells. Advancing in magic classes is always helpfull, even if the class represents a non-magic element (Fight, for example, or Wars) because the natural attributes are gained, anyway (more resistances to different hostile magic elements, for example). Enchanted weapons and other magical artefacts can also be good add-ons to the ones that do not know how to make spells at all.
> Whenever an individual choses to follow an elemental and a path, it can also gain help from the rothserphins. These are dragon-like creatures that simply excel at some magics - their power being that great, that they can share it with lesser races. Due to their dragon size and aspect, some species accepted to be permanently protected by these colossi of magic.
They are not god-like creatures - as other realms may have a variety pf patrons, these are simply some larger creatures you don't want to mess with.
See the beings part of the library, at the bestiary, for a more detailed post on the 8 rothserphins.
> There is also a school of magic called The Conflux, where students may learn different areas of proffesion from 11 years starting, in a maximum limit of 10 years (11 - first year, 12 - second year, 13 - third year, etc). Untill they are 20, they have a better chance to choose the elemnt they like. This school has it's own type of organisation and methods of teaching (by reaching all of the possible preferences).
> As a conclusion on the Conflux - it's magics arts are as potent as any other realm's spellcraft, only it is diferently organised. It is strogly related to the great elemental realm (since spells must have the amprent of one elemental) and spells are made with the help of essence-crystals called phe'erha'a (when the points run out, the magic is over). Enchanted classes and professions are a must to survive that world. Might or Magic... the Conflux has it all.
Aceasta postare a fost editata de AlusenHasen ~AH: 27 April 2007 - 07:34 PM