(Excerpt from the Infinitale Fantasy Role-Playing Game Core Rules Book)
Magic is the practice of harnessing the Essence of Zohir (a ubiquitous force within all of creation) to produce supernatural effects through arcane rituals. These rituals consist of hand gestures, incantations, & special glyphs. It is a dangerous and unpredictable collection of esoteric arts.
Rediscovered by an unlikely alliance of Aelvar and fauns after being lost for ages, the original scripture was recovered from a hidden temple after an Aelvar king-consort sought the book for his beloved queen.
Though the original texts have long since been destroyed, the lessons found within them were adapted, and re-adapted, into a structured dialectic of instructional diagrams.
This section outlines the fundamentals of magic, in a modern approximation of what was contained within the The Book of Dragons.
Over the ages, magic has been codified into a collection of disciplines that require a lifelong devotion to master and maintain. The original practitioners were known as druids. When magic arrived from the Fae world, into the world of men, students of these disciplines became known as wizards.
After The Great Convergence, the surviving spellcasters formed a sodality of ostensibly allied covenants called The Order of Nemesis (or just The Order). Members, known as magi (sing. magus), are the few remaining practitioners of these world-rending, ancient arts.
The term wizard has since fallen out of favor and is often used as derogatory term for modern magi that lack the discipline to adhere to the The Order's rigid laws.
Spells are committed to text in a system of rota (sing. rotae) that combine across complex diagrams, mirroring molecular structures. These wheels contain glyphs read in a clockwise fashion (starting at the pole, or top). There are two types of glyphs: Cantrips and Elements.
Spellcasters study these rota to uncover their ancient secrets and cast the spells they contain.
Practitioners of magic must perform spells to breach the veil between the physical and the metaphysical. These performances directly manipulate the fabric of creation and bend it to the practitioner's will.
Spells are cast as a collection of stanzas -- formulas of sequential cantrips and elements spoken and gesticulated by the spellcaster.
Cantrips + Elements > Stanzas = Spells
Since the original teachings of magic on the Fae world of Esperia, the languages used to cast spells have gone through reformation.
All Fae beings originally cast spells in their native language of Slihrth (or Dragon's Words).
After magic's arrival to the world of Munidea, the languages of men were used to cast spells. Eventually, after The Great Convergence and the formation of The Order of Nemesis, modern spellcasting settled on the language of the old empires in the north - Andravari (or Scholar's Speech).
Spells not sanctioned by The Order remain in their original Slihrth writings. Those that explore these unsanctioned spells are branded Hedge Magi (or witches by the common folk) and are hunted by The Order and slain.
Cantrips are the special components that make up the various words, gestures, and rituals performed by all spellcasters. Most are actions and modifiers that are directed toward elemental components but there are a few exceptions to this. Nearly all cantrips are recited with a declaration of "I" before them ("I create, I control, I change, I destroy, etc.).
They consist of hand gestures, spoken words, and special glyphs all orchestrated into an intricately executed performance. The more complex the spell, the more cantrips and elements there are within it (and the longer it takes to cast).
The original spells were cast using the ancient Fae language of Slihrth. After the formation of The Order, modern spell scripture was written in Andravari -- a language once freely spoken in the fallen empire of Andravar on the world of men -- Munidea.
Ad in Andravari
Iqrat in Slihrth
This cantrip allows spellcasters to direct spell effects at another cantrip or element.
Ambiente in Andravari
Mkvm in Slihrth
The Surround cantrip is used to designate a targeted location for which a spell affects. It is used primarily to direct spell effects within a set location. Many spells containing the Surround cantrip are used for containment or those with an area of effect.
Confundo in Andravari
It’m’zig in Slihrth
This cantrip is required for joining with objects, including Materia or others, to draw upon a shared pool of Mana. All magi rely upon this cantrip to gain access to spell foci (props used to enhance spells) and Certámen (controlled duels between two magi within The Order).
Creo in Andravari
Any Yvtser in Slirhth
This cantrip is used to conjure matter from beyond the veil of the physical world, for manifesting tulpa (magical beings willed into existence that act as an extension of the caster’s soul), and for restoring that which was lost or destroyed.
Ex in Andravari
M in Slihrth
A cantrip used by spellcasters to distinguish a desired effect from a defined element.
Infundo in Andravari
Any Mzryq in Slihrth
This cantrip allows spellcasters to invest some of their mana into a target vessel (such as an alchemical phylactery). It is required for spells that remain active long after the spellcaster is gone.
Et in Andravari
V in Slihrth
The Link cantrip is used to combine two or more elements in a stanza. It differs from the "Communion" cantrip in that it does not involve linking the spellcaster with a target. It is expressly used for the combination of elements. When defining the action of cantrips, it is important to correctly assign them to elements. Otherwise, such poor syntax could result in undesired effects -- a Spell Botch.
Intellego in Andravari
Any M’byn in Slihrth
This cantrip is an active means to peer into a specific element or target. It differs from the element of Insight in that it is used in spells that require vision and comprehension and is not relegated expressly to the element of Insight.
Jaculo in Andravari
Any Yvrh in Slihrth
The Project cantrip is used as an augmentation for the Control cantrip and replaces it during spellcasting. Spells containing projectiles make use of projection.
Locum in Andravari
Zjah in Slirhth
A cantrip used to focus the effects of a spell, this cantrip is imperative for spell direction at a specific target (often transcending cantrips and elements).
Muto in Andravari
Any M’shnih in Slihrth
This is used to change the form and/or nature of a target. A Change cantrip can transform the shape of something or simply modify its existing qualities (liquid to solid, etc.).
Perdo in Andravari
Any Hh’virse in Slihrth
The Destroy cantrip is used in balance with creation. It is used for causing explosions, erosion, withering, and the complete vanishing of objects. Without destruction, creation would expand indefinitely.
Rego in Andravari
Any Sh’vilt in Slihrth
This cantrip is used to move and control a target. Any spells that deal with levitation, and movement of any kind, contain this cantrip. When applied to the Mind element, it may even manipulate the flow of one's cognition.
Tego in Andravari
Any M’gin in Slihrth
The Protect cantrip deals with the creation of wards. All barrier and aegis spells contain this cantrip.
Disciplines focus on three elements. Elements define the foundation of spells. Unlike cantrips, elements are taught separately and not all magi gain access to them through their tutelage. Cantrips, which are universally taught, are applied to elements to formulate spells.
Aeromancy revolves around the element of air and its many forms. The practitioners of this element focus on taming the winds, conjuring powerful storms, and/or mastering flight.
Aeromancy / Air
Aeris in Andravari
Awyr in Slihrth
The base element of Aeromancy is air. It delves into primal forces to conjure devastating vacuums and channels the power of flight and levitation.
Anemomancy / Wind
Ventus in Andravari
R’vih in Slihrth
Focusing on the currents of air, this element deals with storms and cyclones, as well as gentle breezes and shearing gales.
Astrapamancy / Lightning
Fulgur in Andravari
Berq in Slihrth
Astrapamancy consists of channeling the energies released from the air to strike with immensely powerful bolts of electricity.
Geomancy is comprised of all aspects of sand, soil, metal and stone. The element draws energy from the magnetic forces deep within the ground. Practitioners do not concern themselves with cleanliness as their craft often coats them in a thin layer of dust and grime – gifts of the land.
Geomancy / Land
Terra in Andravari
Kriq‘eh in Slihrth
The element of Land calls upon the primal forces of sand, mud, and the very ground beneath our feet. It is considered one of the most diverse elements due to the myriad applications of soil.
Metallomancy / Metal
Aes in Andravari
M’tekit in Slihrth
The Metal element deals with ores and alloys. Is is considered one of the most burdensome of disciplines as most ores and alloys have a natural resistance to magic. Skilled masters of these Metal spells needn’t ever swing a smith’s hammer to craft arms and armor.
Petramancy / Stone
Lithus in Andravari
H'vm in Slihrth
This element involves stone, crystal, and the unyielding might locked within them. Masters of this art wield the full might of the stones beneath them.
Psychomancy spells have been known to drive men mad with horrific mental trauma or calm a person from the most unbridled hysteria. This discipline also holds sway over dreams -- allowing practitioners to enter the slumbering mind theatre of others and shape them as they see fit. Despite popular belief that courage and honor are derived from the heart, it is the mind that holds sway over both.
Psychomancy / The Mind
Mentis in Andravari
Ahk’pit in Slihrth
This discipline encompasses a variety of spells that can soften the most petrified of hearts and instill a sense of bravery into the lowliest of cowards.
Memnomancy / Memory
Memoria in Andravari
Z’kryn in Slihrth
Reaching back into the dark recesses of the mind, this discipline may retrieve memories from events long since forgotten and even re-write them. What are we but a collection of our memories? Practitioners may make and unmake someone – one memory at a time. This discipline also crosses into the domain of dreams (known as Oneiromancy).
Skepsimancy / Thought
Sententia in Andravari
Hishb’ty in Slihrth
This discipline governs the realm of thoughts and emotions. One can plant the unthinkable within another’s mind and even convince them of a blatant untruth. Considered to be among the most dangerous spells within The Order, practitioners have been known to fill minds with all sorts of uncontrollable thoughts and desires.
Fytomancy Skills deal with all manner of flora. Practitioners have a deep appreciation for foliage and nearly everything green.
Fytomancy / Plants
Herba in Andravari
T’smym in Slihrth
Fytomancy focuses on the primal element of plants and the living energies within them. Practitioners are known to have elaborately crafted garments of living plants.
Xylomancy / Wood
Ligna in Andravari
'Ets in Slihrth
Wood and bark and provide many defensive and strengthening benefits. Some practitioners have been known to summon thorny staves and deadly projectiles with the flick of a wrist.
Chymomancy / Sap
Succa in Andravari
M'ver in Slihrth
Chymomancy focuses on the blood of plants – sap. Some spells are said to conjure sticky oozes to bind foes or rapidly extract all moisture from within a wooden object, reducing it to a fragile & desiccated shell. Masters of the Sap element have even been known to unlock the mysteries of photosynthesis and gain sustenance from the sun in the absence of other food sources.
This discipline draws its power from the realm of illusions and deception. Illusions can render a practitioner completely invisible or visually transform a peasant’s shack into a towering fortress. The power these spells have is completely reliant on belief.
Illusomancy / Illusions
Imago in Andravari
Ashlyt in Slihrth
This discipline yields the power to change physical appearances as well as cover one’s tracks to protect themselves from pursuit. The ability to manipulate something’s visual and aural representations can be extremely powerful when channeled by a master of deception.
Sonomancy / Sounds
Audio in Andravari
Qwill in Slihrth
This element holds dominion over sound and silence. Some practitioners can throw their voices great distances and communicate with others in lands afar. Masters have even been known to conjure powerful waves of sonic energy capable of blasting through solid stone with supernatural precision.
Clairvoyance / Insight
Acies in Andravari
By’y’nah in Slihrth
This element deals with perceiving things from the apparent to the hidden. Practitioners are capable of sight in complete darkness, dispelling illusions, hearing the faintest of heartbeats, and seeing through space and time.
Pyromancy is comprised of all aspects of fire, light and heat. Practitioners tend to prefer the company of open flames.
Pyromancy / Fire
Ignis in Andravari
A'shin in Slihrth
The base element deals with the primal element of fire itself. It can harness mighty columns of flame and even ignite flammable materials with a single gaze.
Fosfomany / Light
Lux in Andravari
Tav’rrih in Slihrth
Deriving its power from Light, this element enables practitioners to illuminate their way through complete darkness. It can also blind their foes with unimaginably bright conflagrations. Focused Light can even burn through objects with a searing intensity.
Thermomancy / Heat
Calor in Andravari
H'vm in Slihrth
The searing and soothing powers of Heat, spells with this element can melt metal and summon the warmth of the hearth in the dead of winter. Practitioners of Heat spells rarely eat raw food.
Hydromancy deals with the element of Water and the many forms it may assume. Practitioners prefer remaining near bodies of water to perfect their craft. Some forms of Hydromancy focus on frost and the cold while others bend the power of mist and vapors to their will.
Hydromancy / Water
Aqua in Andravari
Mym in Slihrth
The base element of Water consists of primal forces capable of summoning tidal waves and powerful deluges. It is also associated with both hydration and desiccation.
Pagomancy / Ice
Gelus in Andravari
Qu’errh in Slihrth
Pagomancy focuses on the frozen aspects of water -- frost and ice. It can conjure powerful cold snaps and biting frost. Since Water cannot be destroyed (it can only change forms), Ice represents the elemental powers of Water's solid state.
Atmosmancy / Vapors
Nebula in Andravari
'Enn in Slihrth
This element consists of clouds, vapors, and miasmas. Many practitioners shroud themselves in dense fog banks to conceal themselves when traveling in hostile lands. Rain can also be gleaned from Vapors - changing the state of Water from a gas into a liquid.
Somamancy deals with all aspects of The Body. Some believe practitioners have the power over life and death itself. Since The Body contains many mysteries, disciplines range from blood magic to transformative powers that affect the very bones of an individual.
Somamancy / The Body
Corpus in Andravari
Gwip in Slihrth
This discipline affords practitioners the ability to transform their flesh's composition into hides of different elements and forms. It can also change the size and weight of the The Body. It is a powerful element with many mysteries still left to uncover.
Osteomancy / Bones
Os in Andravari
‘Etsmwit in Slihrth
Bone magic harnesses the powers of the horn, tooth and claw. Practitioners often decorate themselves in bones and have been known to wield weapons forged from their own bodies (or the remains of others).
Aimamancy / Blood
Sanguis in Andravari
Dim in Slihrth
Aimamancy deals with blood and bodily fluids. Blood can become as hard as iron when congealed. It can also bleed indefinitely from magically affected wounds. There is a dark side to this skill as well. Those that have delved too greedily into the secrets of “blood magic” have been known to contract a deep thirst for it – a thirst so unquenchable that it has driven some to vampiracy.
Originally a subset of Somamancy, Zoomancy has developed into its own discipline from its original teachings from The Book of Dragons. Spells deal with all manner of animals – great and small. Its practitioners are prone to covering themselves in the hides and horns of their favored creature.
Zoomancy / Animals
Animalia in Andravari
Hy’wit in Slihrth
The base element of this discipline is comprised of various shape-changing and heightened animal senses for their practitioners. Additional applications deal with the conjuring of tulpa to do the casters’ bidding.
Theriomancy / Beasts
Bestia in Andravari
Bh’mit in Slihrth
Dealing primarily with large beasts and powerful members of the animal kingdom, this element is said to grant practitioners the ability to access the bestial mind and tame ferocious creatures. Spells include everything from shape-changing into beasts to gaining aspects of pack animals for better battlefield coordination.
Zoyfiamancy / Vermin
Vermes in Andravari
Shirt’sim in Slihrth
One of the least savory disciplines of magic, this element deals with all manner of vermin – anything that creeps and crawls in the shadows. Practitioners surround themselves with swarms of insects to force enemies to keep their distance and many allow their own bodies to serve as nests for a variety of bugs and small rodents. Spells range from summoning hordes of insects to the practitioner’s aid to temporarily transforming into a pack of bats for a hasty dispersion from danger.
Mageimancy delves into the very “Essence of Zohir” itself. Unlike the other elements, Mageimancy is linked with everything. The forces regulated by Mageimancy are ubiquitous and unseen -- relegated to only highly trained spellcasters. The Essence of Zohir is the fuel of creation. Practitioners of this element have dominion over souls and the very fabric of time and space.
Mageimancy / Magic
Vis in Andravari
Ma’etsama in Slihrth
This discipline deals with the energy and raw power unleashed from redirecting the flow of magic. Practitioners may tear through the fabric of reality to conjure impossible beings and even shift their physical bodies into different planes of existence, rendering them immune to mundane assaults.
Psychemancy / The Soul
Animus in Andravari
N'pish in Slihrth
Not to be confused with Psychomancy, powers over The Mind, this element deals with the soul and spirits. Everything in reality possesses a soul -- the Essence of Zohir.
Chronomancy / Time
Tempus in Andravari
Sha’aeh in Slihrth
This discipline focuses on all aspects of time. Practitioners hold dominion over age, the past, present, and future. Legends tell of the greatest chronomancer to have ever lived that died millennia before he was born.