Magic Guide
Throughout history, a mysterious, fearsome force known as "magic" has been used on the worlds of Calamia and Israidius. With the passing of each age, this unique power has evolved and those that have mastered it have found new, wondrous, and even dreadful methods of unleashing it upon the world. Yet the path to harnessing even simple magical abilities is not a trivial one and only truly dedicated individuals are capable of mastering and unleashing the full potential of this art.
In the Dark World, magic is a part of the natural order and resides within every living being throughout Israidius and Calamia, from the enormous dragons to even the tiniest of Fey. Each creature contains a "life essence", commonly referred to as "life energy". Without this a person would simply cease to exist.
In its natural state life energy is confined within the body of each individual, and although it sustains each individual's body and soul it does nothing else. Through ancient arts, however, the people of Calamia and Israidius discovered a way to manipulate their life energy by using a rare prismatic stone known as "magite". By using this magite an individual can tap into their life energy and create the force known as "magic", and use it to try and reshape the world around them. These people would later be referred to as "magus".
The exact origin of magite is unknown, but many people believe that the veins of this rare crystalline stone derive from the very heart of each world. Although raw magite is an incredible source of natural energy, its power is bound within the rock and cannot be released by a common person or magic user. Only a few rare individuals throughout history have managed to utilize the power within raw magite, and only two races know how to unlock its energy via a purification process.
The first known beings to discover the hidden power of magite were the Dwarves of Calamia and the Evidae of Israidius. Over the centuries, these two races discovered a method of purifying raw magite stones and placed ancient runes upon them. These runes represent the unique type of magic the stone is capable of producing. (**These types are explained below in later sections.) Once a stone has been purified and has a rune placed upon it, it's ready to be "attuned" to the individual that wishes to use it. Purified magite stones are useless unless they are "attuned" to an individual. (Further explained below.)
An attuned magite stone does not grant its user instant power. Like all tools, it takes many years of practice to become proficient in the use of magic. The key thing that all magic users need to understand is that magic is not a separate force. When a magus prepares to cast a spell, the caster literally takes the life energy within his own body and filters it through the attuned magite stone in his possession. The magite acts as a converter, transforming the magus' energy into a type of "mana" based on the ancient symbol permanently engraved on the magite. The caster then, through a great deal of focus and concentration, shapes and forms the converted energy into what is known as a spell.
Every spell a magus casts will drain a portion of that individual's life essence. Should a magus be careless he could end up depleting most or all the life energy within his body, causing either magi-drain or magi-burn (conditions brought on by overuse of magite are further explained in the Magi-Drain and Magi-Burn sections). When a magus uses up all his or her life energy, they run the risk of severe injury or death.
Due to the inherent difficulty of learning to use magite, there are many people throughout Calamia and Israidius who are simply incapable of casting spells. They are either unable to grasp the concepts, do not have the patience, cannot properly convert their energy, or their bloodline (such as Kojintora and Gargoyles) physically blocks the use of magite.
In some special and extremely rare cases, magic does come from external forces. (See Innate Magic and Ritual Magic sections for further details.)
When a piece of raw magite is discovered, it must be purified and attuned in order to cast magic. Raw stones are very unstable in their natural form and can never, under any circumstances and/or by anyone, be used to convert life energy safely. The effects are catastrophic to the user and all those around them. Raw magite will completely absorb the user's life energy and destroy everything near them in a brilliant flash of light.
This is where the "purification process" comes in. There are only two races that can purify magite: the Dwarves and the Evidae. The secret art of purification is an ancient skill handed down to only a select few known as "purifiers". They are the only beings who can perform magite purification.
Note: Purifiers are restricted. Character applications for Purifiers will be denied.
Most of the purification process is a mystery but it is known that a purifier, through a lengthy ritual, shapes the raw magite stone and places one of the eleven ancient magical runes upon it. Only one rune can be placed on a magite stone. These runes are permanent, always visible, and are a key factor in the conversion of life energy into mana. The type of mana produced depends on the rune.

Before the purification process begins, a person must state which type of ancient rune is desired. Magite stones are not small stones; they are large in the jewelry spectrum and hardly go without notice. Anyone wanting a stone fitted for rings, bracelets, pendants, etc, have to have such items specially crafted. Occasionally some purifiers sell simple inexpensive jewelry settings to hold the stones. Common shapes are squares, diamonds, ovals and circles, though a specific shape may be requested, so long as the stone meets the minimum required weight and density. However, requesting the stone to have a specific unusual shape (hearts, stars, etc.) will not only make the process longer but will also dramatically increase the cost. A customer may also request the magite be dyed a specific color, for decorative purposes.

Once a magite stone has been purified, it must then be "attuned" to the person who wishes to use it. This is known as the "attuning process". Unlike the purification process, which is limited to Dwarves and Evidae, all races can learn how to attune magite stones. Individuals capable of attuning magite are known as "attuners".
Note: Attuners are restricted. Character applications for Attuners will be denied.
If a magus attempts to use a purified magite without having it attuned, they risk injury and death. Though purified stones are safer than raw stones, the side effects are quite potent and could potentially kill the user. The life energy of every individual has a unique signature. When a magus transfers their energy through a stone that has not been attuned to their unique pattern, the stone becomes unstable and absorbs more energy from the user than normal. This produces estranged magical effects and usually results in instant magi-drain or even magi-burn. This is where the attuning process comes into play.
In order for one to attune a magite stone, a purifier or a practiced attuner must teach the person (the one who wants to stone) the attuning process. The attuning process, much like the purification process, is a lengthy ritual that can require an hour or more to perform. Several key items are necessary to perform this ritual and the pre-attuned stone must be present throughout the entire process.
In order for the magite stone to recognize the intended user's unique energy signature, the Attuner needs a decent amount of that individual's blood. This is usually taken from a cut on the hand. The blood of the actual person is required. No substitutions. Once a magite stone has been purified and attuned, the stone is finally ready to perform magic.
Magite falls into three categories. The category is determined by the ancient rune symbol on the stone. The type of mana produced from the Magus' energy will always be determined by these symbols. For example, if a warrior uses a magite stone with a fire rune on it, then the life energy converted through that particular stone would only produce fire mana.
The categories are: Elemental, Astral, and Ethereal.
Magite under the Elemental type allows the user to convert their Life energy into a form of elemental mana. Ice, water, lightning, fire, wind, and earth are all of the Elemental type.
Ice Magite – Users of this category are able to summon the elemental force of ice to their aid. A rogue specializing in this type of magic could encase their body in a thick layer of ice or grant their weapon temporary ice attributes. A wizard could send shards of ice to impale his or her enemies or call forth a storm of snow.
Water Magite – Magi that use this type of magic can unleash the deadly elemental force of water. A sorcerer could bring forth a geyser of water, even in the middle of a desert, to crush his or her enemies or produce fresh water to quench someone's thirst. A warrior could form a solid blade/club of water from an object as simple as stick to be used as a type of blunt weaponry, or produce a layer of water over himself or herself to dull the blow from an enemy.
Lightning Magite – The fearsome power of the elemental force of lightning lies within the hands of those that specialize in this type. An astral archer could endow their arrows with electricity so that, when they strike a foe, a mild form of electrocution jolts the target. A warrior could wrap a cage of lightning around their body, shocking any enemies that strike them. A wizard could hurl deadly bolts of lightning from the tips of their fingers.
Fire Magite – The raging elemental force of fire. A warrior can call forth an armor of flame around their body, scorching those that dare come nearby, or super heat their weapon to add searing damage to those they strike. A wilder could, should their spell work successfully, throw a great ball of flame down upon a target.
Wind Magite – The mighty elemental force of air. A monk with this type of magic could knock a foe down with a raging wind. A wizard could create a blade of air to slice into his or her enemies. A rogue could use the power of the wind to extend their weapon and blast back an opponent.
Earth Magite – The awesome power of the elemental force of earth lies in the hands of those specializing in earth magic. Warriors can call forth armors and shields of stone and thorns and even transform a simple broom handle into a sword or mace made of stone. A magus could create a wall or barrier of stone, cause the very ground to tremble, or even call up a mass of vines to entangle those around them.
Magite of the Astral type delves into the energies of the mind, body, universe, and realms beyond that of Calamia and Israidius. Illusion, Creation, Spirit, Light, and Dark Magite are part of this category.
Illusion Magite – The mastery of twisting reality to make something appear real when, in fact, it is not. A trickery of the senses to make its victims see, smell or hear that which does not truly exist. All illusion spells fall directly under the stellar spell type. A clever magician needing a solution to get away from a band of brigands could make an attacker believe that he or she is a ferocious, demonic beast that looks, smells, and sounds real.
Creation Magite – The awesome ability to transform an object that already exists into something new. Creation magic is very unique and contains different properties from all other types of magic. Normally, a user sacrifices only their life energy, which is then converted into a type of mana. Creation magic, however, also requires both life energy and an existing material, both of which are then manipulated into a new object. A warrior, for example, could transform an ordinary stone or worthless lump of metal into a deadly sword or dagger. A monk could transform a piece of ordinary wood into a fine figurine. A wizard could permanently combine gold with clothing to make it more fanciful.
Most of the time, objects can only be temporarily transformed and the effects wear off when the caster ceases to supply a stable feed of energy. In order to permanently transform an object, a user must expend a great amount of life energy. Only individuals from the Magi classes – such as wizards, sorcerers, and alchemists - are capable of performing permanent transformations with creation magic.
To transform an object, either temporarily or permanently, a magus must be in physical contact with that item. It is possible to transform an object using creation magic purely with one's life energy, but only extremely powerful magi are capable of this feat and there is a very serious price. All magi who attempt to use their life energy in this manner suffer immediate and severe magi-burn.
Spirit Magite – Delving into the realm of the supernatural, and manipulating the mind and body of oneself or others are a part of spirit magic. Magic of this type varies greatly and is amongst the most commonly used. A necromancer uses spirit magic to raise the dead and/or call forth spirits from the realm of the dead to aid them for several seconds. A summoner could throw a blast of pure converted spirit energy at an enemy, serving as a non-elemental magic attack. A shaman could temporarily enhance his or her senses, increasing speed and reflexes, or even his or her strength. A crafty rogue could create an extension of his or her self, creating nearly invisible spirit-like appendages from their body to lift an object or objects of a certain weight. A bard could, for a short period, instill inspiration amongst the people around them through the combined use of their music and spirit magic (This does not always work).
Light Magite – Unleashing the powers of light. Light magic is not linked to the Gods nor necessarily considered of a "good" nature. Often magic of this type is used for beneficial spells for others, such as minor healing spells, but it is also capable of dangerous and destructive spells. A sorcerer could send forth a deadly ray of light upon his or her foe. A warrior could enchant her war hammer with the blazing power of light or enchant her armor to unleash a brilliant light to blind her foes.
Dark Magite – A magus who specializes in this field can call forth the powers of darkness. Dark magic is not linked to the Gods. It is not considered "evil" in nature and, while, it is often used for evil practices, it can also be used to perform good deeds. An Eldritch, for example, is capable of calling forth a blanket of darkness. A mystic could send forth a deadly orb of darkness upon his foe to deal damage or even use it to heal his own injuries. Healing with Dark Magite, however, is far more painful than it is through light magic.
The final types of magite are Holy and Shadow. These magite are an advanced version of Light and Dark magite and are actually blessed by either Evithanon or Molrivath. When the Light or Dark magite is blessed, it becomes Holy or Shadow, and the stone gains a natural glow to it. Only those truly dedicated and faithful to one of these Gods is capable of using these stones. No one can use both Holy and Shadow magic.
When a magus casts a spell from one of these types, they must pray to their God(s) while casting. The prayer can be spoken out loud, in any language and/or done privately in their mind- whichever the caster finds more functional. The magus then uses his own life energy in conjunction with energy provided by the God(s). This additional energy enables the caster to unleash spells of greater magnitude than the average spell from Light or Dark magic, but if the Gods fail to answer the prayer, the spell will fail. All spells from the Ethereal magite types are considered to be divine. Only classes from the Ethereal class – such as monks, bishops, and paladins - are able to use this type of magic.
Holy Magite – A magus calls forth the power of Evithanon and the Gods of Righteousness. A bishop could cast a powerful barrier to protect the people from an onslaught of fireballs or bring someone back from the verge of death.
Shadow Magite – A magus calls forth the power of Molrivath and the Gods of Malice. A cleric could cause great wounds to instantly appear upon touching a foe or could place a horrible curse upon another.
Spell casters can cast many different types of spells. Each spell is unique in its own right and falls into one of three spell categories. In the Dark World RPG these categories are broken down into: Stellar, Arcane, and Divine.
Spells defined under the "stellar" branch are the most common types encountered throughout both worlds. Spells in this category are never permanent, lasting for only a short duration. These spells are limited to modifying or adding to physical things that already exist.
A perfect example of a "stellar spell" would be a warrior with an ice magite. Should the warrior be in combat, he or she could cast a spell that encases their weapon in a layer of ice, forming an ice blade, or even encase their armor in a thick layer of ice. The warrior has cast a spell under the "stellar" category because they have modified/added to a physical item that already exists (by adding ice to their weapon or armor).
Another example could be a rogue with a spirit magite. The rogue could cast a spell and create an invisible, spirit-like appendage from their arm, then use that to lift a relatively light object, such as a dagger, a short distance. By doing this, the rogue has basically modified their own being and created a temporary extension of their own physical form.
Stellar spells tend to be the least draining spell type because they use physical objects that already exist. The kind of spells found in this category would be: moving objects, illusions, temporary weapon/armor/object enchantments, and temporary increases in strength/speed/sense, and reading magic scrolls.
Arcane spells, by contrast, are usually far more complex than those found in the stellar category. Unlike stellar spells, which can only modify existing objects temporarily, "arcane" spells can literally create "something from nothing" using the magus' own life energy. The effects of "arcane" spells can range from temporary to permanent and they're usually more potent than stellar spells. However, arcane spells cannot be cast when a user is wearing heavy armor. This is because arcane magic has a casting reaction to heavy metals, which will cause spells to either negate or backfire on the caster.
One example of an arcane type of spell would be a sorcerer with a fire magite. While in combat, the sorcerer could cast a spell that brings forth a great ball of flame and send it rushing toward his or her enemy. In this case, the sorcerer created the fireball from "nothing" by converting their life energy through an attuned magite stone. Their life energy literally becomes the fireball.
A summoner calling forth their summon would be yet another instance of an arcane spell. By using their spirit magite in combination with the type of element that particular summon is composed of, the summoner literally creates a tear in the fabric of the world with their converted energy that allows their summon to emerge. By creating that tear or "doorway" from nothing, the summoner has cast an arcane spell. Like the energy, however, the hole is finite and will eventually disappear.
A mystic who casts a healing spell on a comrade through the use of Light Magic is also considered to have cast an arcane spell. The reason for this is because the mystic is permanently transforming their life energy into flesh, bone, muscle, and/or blood in order to heal their comrade. Through creating something from nothing more than energy, along with the effects being permanent, spells that heal injuries fall under the arcane category.
Summoning, calling forth spirits and undead, simple healing spells (minor cuts/scratches), protective barriers, curses and hexes, and permanently transforming an object through creation magic are all arcane type spells.
The final category of spells is known as "divine". Spells of this type are unique in that they contain the properties of both stellar and arcane. Divine spells do not have the limitations of arcane and stellar spells. Heavy armors do not conflict with the casting of spells from the divine branch.
However, in order for one to be able to cast "divine" spell types, the magus must first have a special Light or Dark magite that has been blessed by one of the Gods. These blessed stones are known as Holy and Shadow magite. When divine magic is being cast, the user receives additional power from Gods. In order for any spell to be cast from this category, the magus must pray to their God(s). If the Gods do not answer the caster's prayers, then the spell will not work.
Only a select few character classes can use the "divine" spells, and those that can must also have a complete and undying faith in either Evithanon or Molrivath, as well as the Gods beneath them. If a magus loses their faith or not follow the beliefs of the God they worship, they will lose the ability to use "divine" spells until they redeem themselves.
An example of a "divine spell" would be a cleric casting an advanced healing spell (major injuries, etc.) upon their comrade through the use of his or her Holy Magite. Normally, this would be considered an arcane spell, however, because the cleric casts the spell using Holy magic (power granted unto them by their God), this healing spell falls under the divine category instead.
A bishop that worships Molrivath, and thus has access to Shadow magic, could bring forth a deadly curse upon his foe. Curses also normally fall in the arcane category, but because of the use of Shadow magite, and thus receiving additional power from his/her God(s), this spell becomes a Divine spell.
The kind of spells in this category would be advanced healing spells and barriers, and advanced versions of Light and Dark stellar and Arcane spells.
Each and every spell has a different level of strength. A wizard can cast stronger stellar spells than any warrior ever could. A paladin would cast far weaker divine spells than a bishop. A sorcerer can unleash mightier arcane spells than a summoner or alchemist. Because each class is different, different tiers of magic come into play. For each type of spell (Stellar, Arcane, and Divine), there are three tiers of strength.
Stellar Tier 1 - The weakest and most common form of stellar spells. Stellar spells of this level can only be used as beneficial spells and they affect only the caster and their equipment. Warriors and rogues are some classes that are restricted to Tier 1 stellar spells only.
Stellar Tier 2 – Stellar spells of this level contain all the benefits of Tier 1 but also allow the Magus to be able to cast beneficial spells that affect not only themselves but their comrades as well. Monks and clerics are some classes restricted to Tier 2 stellar spells only when using their Non-Divine Magite.
Stellar Tier 3- The strongest level of stellar magic. Spells of this tier hold all the benefits of Tier 1 and 2, but also allow the Magus to go above and beyond that of normal stellar spells. A Tier 3 magus can manipulate any object of his or her elemental magite (fire, water, earth, etc.) as long as they are connected to the physical element in some way and use it in the form of an attack spell.
For example, a Wizard who specializes in the use of Water magic and has his or her foot touching a pool of water could make the water appear to "come alive" and strike at any nearby foes. A Sorcerer specializing in Earth magic, so long as they are touching earth/dirt/rock could cause the ground beneath their foes to crack and move.
There is a limit, however, to just how far a magus can manipulate elements through stellar spells. Stellar spells can only manipulate an object within thirty feet of the magus. Beyond that, arcane spells must be used to strike a foe. Only Druids and those of the Magi classes are able to use Tier 3 stellar spells.
Although the nature of stellar limits the user, it does have an advantage over arcane spells. Because the user is in direct contact with the object, they naturally use less life energy than an arcane spell caster remotely manipulating the same element.
Arcane Tier 1 – The lowest level of arcane magic. Spells cast under this tier are simply weaker than average. A magus casting a fireball of arcane Tier 1 would produce a small orb of fire that can harm only one opponent. Summoners and Alchemists are restricted to using this tier of arcane only.
Arcane Tier 2 – The middle level of power for arcane spells. Holding all the benefits of Tier 1, this is the most common series of attack spells. Spells in this tier include a fireball striking a small group of people or a lightning bolt that can deal a decent amount of damage. Mystics, Animists, Eldritchs, and Mages all use this tier of arcane magic.
Arcane Tier 3 - The mightiest of arcane spells. Few people reach this level of magical strength, but when they do they can deal heavy damage. Raining fire down upon enemies, creating a storm of ice shards to impale foes, or a chain of lightning bolts are only a few examples of the Tier 3 arcane type. The only classes able to reach this tier are Sorcerers, Necromancers, Wizards, and Wilders (if they are lucky enough to successfully cast the spell).
Divine Tier 1 – Weakest tier of the divine category. Small holy or unholy bolts that temporarily stun or inflict minor damage, or minor healing and protection and beneficial spells are what can be cast. Paladins and Valkyries are limited to Tier 1 divine spells.
Divine Tier 2 – The average level for spells of the divine type. Has all benefits of the first tier but has more strength. Monks and Clerics both are able to use this tier. Holy blasts, causing moderate wounds to an enemy, moderate healing spells, barriers and beneficial spells are all a part of this type.
Divine Tier 3 – The greatest level of divine magic. Only bishops that completely and utterly dedicate their lives to Evithanon or Molrivath are ever able to reach this tier. Supreme healing magics, powerful barriers, and fearsome Holy/Shadow attack magics are all found within this tier.
Every time a magus casts a spell, they lose a certain amount of their life energy and, over time, this natural drain will cause exhaustion. In order to recover, all spell casters, regardless of strength or class, must rest. The size and amount of energy drained from the magus depends upon the grandeur of the spell being cast. A magus specializing in the use of fire magic could light a candle at a relatively miniscule cost in energy, while a fireball would require a noticeably greater portion of life energy to cast.
There are times, however, when a magus goes overboard, using nearly all of his life energy, and he experiences a severe case of exhaustion and illness. This is referred to as "Magi-Drain". The effects of Magi-Drain are not lethal, but will leave the magus in a severely weakened state until they have rested for twelve or more hours to allow their body to fully recover.
The usual signs of Magi-Drain are: a rapid decrease in body temperature, cold sweat, uncontrollable shakes, extreme fatigue, muscle spasms, blurred vision, dizziness, nose bleeds, nausea, vomiting and unconsciousness. Healers and capable spell casters can relieve the physical effects caused by Magi-Drain.
Most magi try to avoid expending too much of their life energy and are generally taught to know and respect their natural limits. If they don't, however, the consequences can be fatal. When a magus loses too much life energy, his body - unable to handle the tremendous strain - will begin to deteriorate at an accelerated rate. This deterioration is called "Magi-Burn". The effects of Magi-Burn are usually severe and quick. Many foolish spell casters simply burst into white flames, disintegrating instantly, and leave nothing behind but a pile of ash.
Should the magus be luckily enough to survive, other known symptoms of Magi-Burn are as follows (and often is a combination of three or more): Extreme fever, vision distortion or blindness, tongue swelling, severe welts and/or burns across the entire body, blood pouring from the ears, nose, and mouth, difficulty breathing, blackened fingertips as though they were burnt, loss of hair and/or discoloration, infertility, rapid heart rate, loss of bodily functions, seizures, and/or coma.
Any symptoms brought forth from Magi-Burn cannot be healed through any magical means. The magus' body must naturally heal. Usually the symptoms are long lasting or permanent. The road to full recovery from Magi-Burn is a long one, taking weeks or even months for the damage to heal.
Uncommon as it is, there are people on Calamia and Israidius that delve into the arts of Necromancy, bringing forth undead minions to aid them for whatever purpose the caster desires. Necromancy in itself is not necessarily evil and, in fact, can be used for good purposes. Raising and manipulating corpses and spirits and speaking with the dead fall under the Necromancer category.
What many people fail to realize is that there is not an abundant source of spirits and ghosts floating about Calamia and Israidius. When an individual dies on either world, they are either taken into the arms of Evithanon or damned to spend eternity in the Dark Abyss. Some souls, of course, fail to move on to the afterlife. These unfortunate souls, trapped in limbo, are unable to affect or communicate with the world around them.
At times, these lost souls may appear before someone for a few seconds or briefly move an object, however, they are incapable of harming or speaking to the person. Should an apparition remain stuck in this terrifying limbo for more than three hundred years, they will eventually cease to exist.
Only the powers of Necromancy can allow a person to manipulate and communicate with the dead. There are only two known classes that delve into the arts of Necromancy: the Necromancer and Eldritch.
In the Dark World there are a few select races, and in rare cases unusual individuals, who can convert energy into mana without the use of magite. This ability is referred to as Innate Magic. How these races produce innate magic is unknown. For normal people and magi, such a feat is impossible, yet these beings break the normal laws of magic.
The Fey and Mephits are the most widely known creatures that hold the ability to cast spells without magite. However there have been records of mythical beings and monsters able to do so as well**.
Fey and mephitis can only cast small, relatively harmless spells due to their size. There are many theories concerning the origin of their innate magic. One theory is that these creatures evolved the ability because they are born from the land and not through conventional means. There is no proof to back up this theory, but due to the way Fey and Mephits are born, many people believe this.
**For character creation, aside from Mephit and Fey, Innate Magic is not allowed unless otherwise approved by the GMs.
The life energy in living things is only one source of magic. There are unknown magical forces and energies throughout the world that many are simply unaware exist. Normally, these mystical energies and forces are inaccessible, but the use of Ritual Magic can potentially unlock these powerful energies and forces.
Ritual Magic is a delicate and difficult process. There are rare and complex documents containing information on Ritual Magics. What a ritual can do depends on documentation and method used**. Performing Ritual Magic is always taxing and costly process.
Due to the complexity and rarity of Ritual Magic and the fact that the materials and requirements tend to be unobtainable, many magi do not bother to use them because unlike spells, which can be practiced and mastered, there is no guarantee that a ritual will work and many complex rituals can be deadly to the caster.
Of the known Ritual Magic, the only one commonly used in current times is the Einhydal summoning process.
**Aside from summoning Einhydal, Ritual Magics are restricted and must receive GM permission before being used.
Most spell casters try to focus and specialize on a single field and some, after many years of study and practice, become masters of that field or element. This in turn grants them access to a library of spells. While these Magus' are often a force to be reckoned with, there are those who go above and beyond; prodigies who can mold magic in ways never imagined before.
These individuals are masters of manipulating and combining multiple types of mana (converted Life energy) to form a new type of mana. By fusing together two or more types of mana, the Magus can mold it into a unique and often powerful form of spell. Because this process has a much higher energy cost, some magi do not consider it worth the effort, but those who successfully master this technique can enjoy great benefits.
The scope of magic combinations and spells varies greatly and relies heavily on the Magus. One Magus could fuse fire with water to create a boiling geyser attack. Another could combine wind with ice and create a blizzard attack. A warrior could even combine earth with light to create blinding rock armor, receiving not only the benefit of the rock armor but also blinding their foes at the same time. So long as the caster has access to those types of spells, and with a great deal of time and practice, it can be done.
To further the benefits of combining magic types even more, a team of casters could actually combine their converted energy together and form a spell. This produces a very potent spell, containing the strength of two or more Magus'. The downside to this, though, is that the concentration to mold and cast the spell is extremely difficult. Only very experienced magi are capable such teamwork. Also, in order for a pair or team to combine their mana to create a magic fusion, the spell being cast must be able to be cast by all those contributing.
An example would be a Sorcerer and a Rogue. While the Sorcerer has access to arcane spells, the Rogue does not. Because of this, should they attempt to cast a combined spell together, they would only have access to stellar spells. In the end the combinations made are left to each individual magus. All that is required is practice and an imaginative caster.
For centuries, Israidian and Calamian scholars have documented the exploits of men and woman with the ability to summon unusual beasts. These magnificent creatures, referred to as "Einhydal", come from other plains of existence. Numerous lives have been saved using their power, but they have also been used to rain destruction across the land.
Any member of the Magi class, aside from Eldritch, can try to summon an Einhydal, but a special ritual known as a "Calling", must be performed. Some magi refuse to perform this ritual because no one ever knows what kind of beast might appear. Einhydals are summoned at random and their strength cannot be predicted beforehand. One Calling may produce an Einhydal of a kindly nature, while the next Calling brings forth a bloodthirsty and/or uncontrollable monster. Thus the risk of performing a Calling is always high.
To perform a summoning ritual, a magi must obtain several essential materials, including chalk, five candles, a vial of phoenix blood, incense and herbs, and diamond dust. They also need a sphere of magite at least the size of a man's fist. Using the chalk, the magus must inscribe a "Summoning Circle", an ancient symbol required for performing a Calling, onto the ground and place each of the materials at various points on the circle. This process takes around five to ten minutes and is very important since the summoning circle produces a barrier that will help protect the magi from the Einhydal.
When the Summoning Circle is complete, the Magus must then use an Elemental, Spirit, Light, or Dark magite stone that is attuned to them. Illusion and Creation Magite cannot be used to summon Einhydal. The magite stone is the key to a successful Calling and the type of magite used will determine the physical composition of the Einhydal.
For example, if a person performs a summoning ritual using Water Magite, then a water Einhydal will appear. If the person uses a Spirit Magite, a spirit or ghost-like being (it's not really a ghost, it just resembles one) will be produced.
A summoning ritual takes roughly ten minutes to complete. The ritual takes a great deal of energy and if a magus isn't careful they can pass out from the stress. Once the ritual is complete, a single, random creature akin to the elemental magite (earth, fire, water) used will appear. The nature of the creatures summoned varies, but most Einhydal are not pleased when a magus summons them.
Thankfully, the summoning circle maintains a magical barrier until the end of the ritual, but all the materials used to form it, except for the attuned magite, become inert once the Einhydal leaves. Fresh materials must be obtained to perform a second summon.
When a summoned Einhydal appears within the confines of the Summoning Circle, it will demand to know why it had been summoned. The Magus must quickly state why they've called the creature and what they wish it to do. The Einhydal, in turn, will either choose to do as the Magus asks or deny the request. If it refuses the request, it will return to its own plain of existence, never to be seen again. However, if it chooses to accept, it will immediately demand a sacrifice.
This sacrifice is never a small matter and tends to hold great consequences for the magus. For example, an Einhydal may demand a blood sacrifice, an extremely rare item in the magus' possession, limbs or body parts from the magus, or even years off the magus' life. Should the sacrifice happen to be a blood sacrifice, a magus cannot simply choose a person or group and let the Einhydal kill them. Rather, the magus MUST present the person or group before the creature, and if it deems them a worthy sacrifice, the magus must then slay that person with their very own hands.
If an Einhydal demands years off the magus' life, the number of years sacrificed depends on the average longevity of the person's race. The longer a race lives, the more years the Einhydal will demand. For humans, five to ten years is usually sufficient, while twenty or more may be asked of a Huvel. Races such as Elsyven, who live for extremely long periods, may require hundreds of years in order for the Einhydal to be satisfied. No matter what kind of sacrifice the Einhydal demands, however, it will usually be a sacrifice that the magus can produce immediately.
If the magus fails to provide the requested sacrifice, the Einhydal will leave, never to be seen again. If the magus does give the Einhydal the sacrifice, that creature will be at that caster's disposal for only a brief period of time. Because the Einhydal are not a natural part of Calamia or Israidius, they can only maintain a physical body within these two worlds for twenty minutes. No matter what the Einhydal is doing, once those twenty minutes are up they will dematerialize and return to their own realm and the magus cannot summon that Einhydal ever again.
Maintaining control over an Einhydal can be difficult and exhausting for a magus. The sacrificial gift provide by the magi does not guarantee obedience and many Einhydal, particularly volatile or neutral personality types, will resist a magi's commands. There have been many cases of Einhydal who have revolted against a magus and gone on a rampage. Some even attack the magus who summoned them. An Einhydal may also deceive the person after receiving their requested sacrifice. They may obey the magus' commands, but only in the most minimal sense and sometimes not in the way the magus expected.
The Einhydal come in all sorts of shapes and sizes. Each individual creature holds its own unique shape. Some hold appearances of animals or a mixture of several different animals. Others may hold a small amount of human-like traits. No matter the shape or appearance of an Einhydal, it can never be mistaken for a human and always holds distinct features that separate it from all other known races. Einhydal do note retain the ability to take on multiple shapes or grow in size unless done through temporary magical effects.
All Einhydal fall into one of three categories: weak, medium, or strong. A weak summon is incapable of offensive abilities and is merely used for defense and support (minor defense barriers, healing spells, etc.). Medium summons can be a deadly force, holding moderate offensive capabilities. Most men fear the strong summons, due to their tremendous endurance and perfect balance of defense and offensive abilities. Einhydal falling under the strong summon category aren't necessarily "extremely powerful", and overall are no match for the strongest of heroes or villains in the game. Einhydal are not immortal creatures and they can be injured and destroyed.
Whatever may be the strength of an Einhydal, just like any other creature in existence, they all have their limitations. Often novice magi make the mistake of believing Einhydal to contain a vast array of magical abilities. This is not true.
Even the best of Einhydal contain, at most, three magical abilities. These abilities or spells are never powerful, holding only minor damaging or beneficial effects. Also each time an Einhydal casts one of the few spells available to them, not only does it use its own energy, but also the energy of the person who had summoned it. This is due to the link that the Einhydal shares with the being that called it forth.
Another mistake novice magi often make is the false belief that an Einhydal is immune its own magic type. Fire can still harm an Einhydal of the element of fire and lightning can still harm an Einhydal of lightning. The only benefits these mystical beasts have against their own element are minor resistances, but never immunity.