Manifesto of Magicka

The Manifesto of Magicka is the full list of magic available to the magic user who casts his allegiance to the Elemental Union. It is divided into three categories, only the foolish meddle with the Dark Arts:

1: Standard Magical Principles: Open to all Magic Users.
2: High Magical Principles: Open to the Initiate of Higher Magic.
3: Divine Magic: Rare and Dangerous Magic that should be used with caution.

Standard Magical Principles:

- Beginners Principles: Also referred to as 'Lower Magic'
1: Elementary Magic: The basic principles of casting magic.
2: Rudimentary Magic: Also known as Hedge Magic, it is a standard list of magical tricks and effects.

- Contemporary Principles:
3: Elemental Magic: The fusion of will with the world.
4: Ritual Magic: The ability to control, and manipulate Ritual Sites and their energies.
5: Healing Magic: Overcoming wounds to the body through the power of Mana.
6: Spirit Magic: Magic dealing with Spirits.

Higher Magical Principles:

Beginning the study of these crafts requires, though is not mandatory, the development of the following Skill List, though without it, the Mage leaves themselves open to the detection, and persecution, of enemies beyond the mere physical.

Prerequisites:

1: Must have mastered (completed) two Contemporary Principles of Magic.
2: Must sacrifice 50 Experience Points within a Ritual Circle to become 'Initiated' into the Higher Magical Principles.

Initiates Skill List:

Level One: Knowledge & Power: The Mage gains +1 Mana Points to their inherent pool of Mana.

Level Two: Masking & Power: The Mage gains access to the Masking Ability, and also gains a further +2 Mana Points to their inherent pool of Mana.

Level Three: Tracing & Power: The Mage gains access to the Tracing Ability, and also gains a further +3 Mana Points to their inherent pool of Mana.

Level Four: Warding & Power: The Mage gains access to the Warding Ability, and also gains a further +4 Mana Points to their inherent pool of Mana.

Level Five: Fusion of Fate: Providing the Mage has at least 10 Mana Points available to them, though more is better, they may release all of their energy, to recreate the spending of a Fate Point, as per the Fate Point rules. The Mage can only do this once per event, as this drains them of all Mana for the remainder of the event, and leaves them so exhausted that they cannot regain Mana for at least forty eight hours after the use of this ability.

Note: Use of this ability requires Referee Consultation.

Magic Lists of Higher Magical Principles:

1: Portal Magic: The ability to open, close and manipulate portals.
2: Elemental Combination: The combining of Elemental Aspects in Magic.
3: Initiate of Lord Helios: Followers of the Divine Lord of the Sun.
4: Initiate of Lady Phoebe: Followers of the Divine Lady of the Moon.
5: The Chosen of Lady Gaia: Followers of the Divine Lady of the Earth.
6: The Priesthood of Lord Gorn: Followers of the Divine Lord of Fire.
7: The Disciples of Lord Arios: Followers of the Divine Lord of Air.
8: The Followers of Lord Morian: Followers of the Divine Lord of Water.
9: Lesser Orb Magic: A Basic Understanding of the Magical Orbs of Urutau.
10: Dragon Magic: Access and Understanding of the strange magical energies created by the Dragons.

Divine Magic:

In theory, in practice, and the reality and dangers…

1: Creation Magic: The power of creation itself.
2: Greater Orb Magic: True Understanding of the Magical Orbs of Urutau.

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