McAnally's (The Community Pub) > Author Craft

Magic in my world

<< < (2/2)

The Corvidian:
Are the "White Necromancers" the doctors/healers of your world?

seekmore:

--- Quote from: The Corvidian on April 21, 2009, 06:30:02 PM ---Are the "White Necromancers" the doctors/healers of your world?

--- End quote ---

They are a magical equivalent of the profession, yes. They have extensive medical training and have a unique understanding of how the human body works.

"White Necromancers" also prepare the dead for burial, conduct funeral rites, and, when necessary, lay all manner of shades, spectres, and ghosts to rest.

How a "White Necromancer" goes about their duties varies from pracitioner to practitioner. Some contract themselves out to large cities. The city pays for the Necromancer's small living expenses, and the Necromancer provides their services to the people in general. Some volunteer to travel and work in the aftermath of wars and diasters, helping the poor. Others try to heal wounds to the natural world, brought on by progress, and forego contact with people. It's all about restoring and maintaining a balance in the world.

Roaram:
I really dig on the divinity angle for magic, I 'v been futzing with it for one of my own stories. and necromancy is never used enough as far as I am concerned.

my only concern is your description of the sorcery. I like the graphics description, the risk and the gain. even the total commitment to perfect concentration has a good amber resonance. BUT, instantly calling it the strongest? no limits other than your imagination and willpower? so, if I got this right, anyone who is stubborn, creative, and focused, can just auto trump gods? (three year olds can be awfully willfull and creative.....) maybe a little limitation would be a good thing.... that way your MC can't just become a god and bring everyone back from the dead with a riverdance if he WANTS it bad enough...

seekmore:

--- Quote from: Roaram on April 24, 2009, 07:31:43 AM ---my only concern is your description of the sorcery. I like the graphics description, the risk and the gain. even the total commitment to perfect concentration has a good amber resonance. BUT, instantly calling it the strongest? no limits other than your imagination and willpower? so, if I got this right, anyone who is stubborn, creative, and focused, can just auto trump gods? (three year olds can be awfully willfull and creative.....) maybe a little limitation would be a good thing.... that way your MC can't just become a god and bring everyone back from the dead with a riverdance if he WANTS it bad enough...

--- End quote ---

I suppose the way I described it above, sorcery seems to be limitless.

Let me start out by saying this: Necromancy is a rifle. Dangerous and requiring training and upkeep. It has a several different uses. Divine magic is a knife. It has some of the same uses as the rifle, but many more besides. Sorcery is a cannon. Effective,  but also limited in its usefulness.

Now, as to the second of your concerns. Sorcery requires more than a few years of training, both to acquire the mental acuity necessary to maintain concentration sometimes for hours on end and for the ability to create good rituals. A ritual isn't simply doing a little dance or whistling a tune. It's something specific. It begins the process of calling up the energy needed to accomplish your intent. The ritual establishes that intent and helps account for any barriers or variables that could affect how the spell works. The best rituals are created by a sorcerer himself. He could use another sorcerer's ritual, but it wouldn't be nearly as effective.

There is no power on earth that a mortal could attain that would enable him to become a god in such a way. After having created and completed the proper ritual, a sorcerer could level a city. He could reverse the flow of a river or cause an earthquake. He could create a fog that puts people to sleep, rain fiery death from the sky or any number of other things. He could not end the world, or kill a god.

There are a few fundamental rules that all magic-users must obey, one of them being that you can't resurrect things once they have passed on. A necromancer couldn't even do that.

seekmore:
Necromancy
Necromancy manifests as a combination of powers and actual magic.

Powers
Necromancers are able to absorb ambient life energy unconsciously to speed healing and keep in general health. A downside to this is that, if wounded deeply, the necromancer can lose control of this ability and draw too deeply from a single source, weakening and even killing it.

Necromancers are able to artificially bolster physical abilities(speed, strength, etc) by drawing energy from the world around them. Drawing too much, or too frequently without adequate rest, results in headaches of increasing severity. The headaches will eventually incapacitate the necromancer until the energy deficit is naturally replenished.

Necromancers have a heightened sense of awareness of those around them. He or she can feel recent wounds and painful points on the bodies of those near him. Prolonged contact with the same individual only heightens this awareness, allowing the necromancer to divine the type of life someone has led in reference to physical violence and to identify unknown health conditions.

Magic
Accomplished necromancers can summon and banish beings from beyond the grave and detect living creatures at a distance.

If prepared, the necromancer can cause intense physical pain to an opponent via eye contact or touch, or disconnect the conscious mind from the body, causing the person to lapse into a deep sleep. The latter power cannot be used often on the same person, as there is a chance the individual may not wake up.

He can influence the mind to ignore or heighten sensations of pain or discomfort, and actually drain life from any opponent.

By drawing from his own reserves, the people and other living things around him, a necromancer is capable of healing anything from small cuts and scrapes to potentially fatal wounds. Doing so drains the necromancer and rest is needed after using this power.

Any wound or pain a necromancer purposefully inflicts on another person will eventually be felt as a ghostly echo. This is a backlash for using his powers in such a way.

Divine Magic
Divine magic varies according to the god. In this example, I am using my character Rea. She is a cleric of the god of Law and horses. One thing that hold true is that most, if not all, divine magic must be channeled through a focus; an article of faith that has been blessed by an ordained priest of the faith. In this character;s case, she has two primary foci. The first is a pair of silver bracers she inherited from her grandmother, a former cleric of Law. The second is a silver mace.
Another thing that holds true with all divine magic users is that faith and devotion are directly proportional to power.

Divine magic manifests as a series of powers. These powers are a combination of the user's faith and willpower and the power granted by their god. It is limited by the imagination of the user and the scope of the god's domain(Law, Storms, the Sea, Fire, etc)

By calling on and focusing her faith, Rea channel stunning energy through her focus at the target it comes into contact with. It is more than enough to bring down someone who is unprepared or not protected from such an attack. If allowed time to concentrate, she can direct this power from a distance via her foci. A weaker version of this power can be directed outward from her person at any opponent in the immediate area.

By invoking the name of her deity, Rea can restore things going. Her power can set bones, but not mend them, realign tissues and capillaries, but not seal them, etc. She can restore tampered minds, as long as the damage isn’t too great or the result of something natural(i.e. birth defects)

By focusing her energy, Rea can project a sort of field around her that dispels magical attacks against her person. This is physically draining for Rea, and if she maintains it for too long, the effect is not unlike that of severe intoxication.

The law aspect of Rea’s deity gives her a degree of command over natural phenomena, greatly increasing her destructive capabilities under the right circumstances. For instance, she dictate the path of a fire, if the fire was started naturally, or fix the path of a bolt of lightning in a natural thunderstorm.

Because of her deity, Rea shares a special connection with creatures used as mounts, specifically horses. Such animals take to her easily, and trust her not to harm them. This connection extends not only to her own mount, but also to others'. While she can not actually speak with them, they gain a sort of intuition with her, allowing her to direct them against the will of their owners. Her own horse would enjoy heightened strength and speed, as well as a resistance to injury and an increased rate of healing.

I can give another example of a cleric's powers if this isn't clear enough.

I'm still working out the specifics of sorcery.

Navigation

[0] Message Index

[*] Previous page

Go to full version