Of Magic and Mages Part 2: Race Specific Magic
 

The limits and variety of magic are known to vary depending on who is casting the spell. Who, referring not only to the individual but the individual’s race. Since Attinite can take on three different forms depending on where it’s located – be it Kellashar, Derramira, or Vellanayle – it only makes sense that the groups of people who inhabit said locations will be most familiar in how to use the Attinite in that specific area. Thus it brings a wealth of new information, mactics (magical tactics), and of course spells themselves into the never-ending research that expands the knowledge of magic. But who can cast what? Does language matter? Are there any planar barriers? Is there anything that can’t be done?

 

Magic: The Races

In order to understand the boundaries of race-specific magic, it is first important to identify the races and the Attinite source to which they’re exposed to. Listed below are the dominant races of each of the three planes, the form that magic takes in each plane, specific mage classes that can only be learned by certain races, and specific spells that can only be cast by certain races.

The Plane of Kellashar: Gryphs, Mythics, and Humans

Attinite Main Form: Solid (Crystalline)
Most often found in the earth – and therefore trees and plants – with stray particles floating in the air and water. Because of this, earth and flora spells tend to be stronger in Kellashar than of the other planes. Of the three planes, Kellashar has the most variety of outcomes magic can take.

Specific Mage Class: None
There are no specific mage classes to the Plane of Kellashar, although there are far more druids in Kellashar then there are in Vellanayle or Derramira.

Gryphs
Highly prideful of their ancestral ties to the world of Kellashar, Gryphs believe that their magic is the strongest of the three Kellashar races. According to history books most of the advances made in magic are due to research done by Gryphs, and they are more likely to be successful at inventing and reworking spells than the other races on Kellashar. Since Gryphs are more ‘in synch’ with Attinite compared to humans, Gryphs tend to cast spells at a faster rate.
The most common mage type among Gryphs are arcanists, and Gryphs are more likely to be empyreans than humans are. There was once a time where nearly all Gryphs were sorcerers, but this time has long passed and currently a Gryph sorcerer is rare (though not unheard of).

Gryph-Specific spells
The Tradition (the art of transformation into a Gryphon) is the only form of magic that Gryphs alone can cast.

Humans
Though not as closely linked to magic as the Gryphs, humans have earned their place in history as commendable mages. How humans came to learn magic is unknown, as it was once assumed they were incapable of wielding such a force. Still the fact that they regularly practice and study magic, and have in fact made many advances and conducted astounding research in the area. Though the basic result of spell-casting is comparable to a Gryph’s, humans require a bit more concentration and time to prepare and cast their spells, thus producing a more powerful effect.
Most human mages are druids, as it is easier for humans to let nature be the focal point of fluxing rather than themselves. Human arcanists are common, but sorcerers and empyreans are very rare.

Human-Specific Spells
There are no known spells that humans alone can cast, though humans tend to be quite successful with earth and flora spells compared to the other races.

Mythics
While the country of Saxonia is said to be the only place where the violet-eyed Mythics roam, it should be noted that the actual Mythics of Saxonia only exist within the ten royal families. Being descendants of the legendary Attinians (from which Attinite received its name) it could be assumed that Mythics are powerful in magic…yet just the opposite is true. Due to the near extinction of the bloodline, the Mythics have only retained one spell that they can cast (though it is possible for them to be trained and learn more magic, many don’t). While this may seem odd, the spell it is referring to is unlike anything any other race in existence can cast (due to their lineage of the magic-based Attinians).

 

The Plane of Vellanayle - The Vimyr

Magic Form: Gas
Most often found in the air and therefore breathed by the citizens. Since air is a common element in blacksmithing, many weapons and armor have been infused with magic (note that it is not Attinite as Attinans did not exist in Vellanayle) in such a way that makes them resilient against magic, but this can only be done in Vellanayle.

Races
There are several different races in Vellanayle aside from the Vimyr, whom seem to be at the higher end of society. There are the common gogs, the shape-shifting cubi (succubi and incubi), and the cave-dwelling troglodytes. Because they all breathe the same air, there is no specific class that one race specializes in over the other, though the races lean towards certain professions. Gogs are likely to become arcanists due to its ease and availability. Masters of control, cubi favor summoning monsters though have a hand in sorcery and the haruspex (a darker, more controlling aspect of druidic magic). Living in seculded caverns and away from the light, troglodytes are likely to dabble in sorcery. Lastly, the Vimyr prefer sorcery and the art of the arcanist, but also specialize in becoming shaman.

Specific Mage Class: Shaman
Only the residents of Vellanayle can become shamans, a class of mage that can magically inflict physical pain upon others (such as the sensation of being stabbed) without the use of weapons or aggressive magic attacks. It is rumored that this is more of a mental manipulation than a spell, band only those of high status can achieve the power to become a shaman.

Vimyr-Specific Spells
Vimyr are the only beings that can teleport. They can teleport while standing, in midair, or while running. However they must be facing the direction they want to teleport to and can teleport a maximum of twenty feet. Due to this, many houses in Vellanayle have anti-teleportation wards.

 

The Plane of Derramira - The Tae

Magic main form: Liquid
Most often found in water supplies. The water is a key component of mote, a snow-like substance that covers most of Derramira. Being abundant in the water supply makes it easily consumed by the inhabitants, and therefore flows in their bodies at high concentrations. As could be assumed, the most common outcomes of magic are water and healing.

Tae:
Tae are said to be immortal, or to only live as long as they desire. Because of this, the magic available to the Tae is nearly limitless. They can learn and become masters of any class of magic, and all are widely available for them to learn. However, their dependency on water and mote is what fuels their powers for magic. Without it, they would certianly die off.

Specific Mage Class: Monk
Only residents of Derramira can become monks. Monks are mages who are efficient in the classes of both arcanist with empyrean as well as martial arts. Many monks do not use any weapons save for a staff that can hold spells. Very meditative and spiritual, monks tend to be both patient and effective in combat.

Tae-Specific Spells
Tae can fly indefinitely without tiring, and have the ability to shrink their bodies to fairy-size (about three inches). Although there are really no spells that are specific to Tae, they are the most powerful and have the most variety of spells in magical terms. They may have even been more powerful than the Attinans, though there is no way to prove this.

 

Language: Lost in Translation?

Nearly all spells require some sort of vocal order to command the Attinite on what it should do or what form it should take. In all three planes, the order is known as a chant. As there are three different forms of Attinite, there are three different languages in which chanting can be done: Gryphonese (now a dead language and replaced by Common), Fiendlian, and Celestial.

While the languages can intercross between the planes, each language was specifically created to maximize the conjuration of Attinite in each plane. Thus, while shouting a chant for a fire spell in Fiendlian while on Kellashar will still result in a fire spell, it will be a weaker fire spell simply because it is cast in a plane where the Attinite is solid and not gaseous.

Gryphonese
Gryphonese was the language of the Gryphs during their thriving age, and the original language of the magic in Kellashar. However, with the expansion of human empires, it simply became more logical to convert to the human language known only as “Common”, and as time passed Gryphonese was forgotten all together (though particularly after the massacre and the loss of nearly all Gryph sorcerers). Although chanting in Common does get the job of commanding Attinite done, if a spell was spoken in Gryphonese it would be more powerful.
While it isn’t difficult to find books on how to learn Gryphonese, it is a difficult language to comprehend and it also isn’t very practical to speak. Most mages don’t even bother with it, finding that they’d spend just as much time learning the language as they would be learning new spells. Those that do lean the language, however, benefit greatly.

Zarnich
The common language of Vellanayle. A coarse language filled with harsh letters such as k, z, x, i, and r. This rough dialect is useful when conjuring the magic-filled atmosphere and more likely to result in powerful fire and air spells, but only when used in Vellanayle.

Beonian
The common language of Derramira. A flowing language filled with smooth letters such as y, m, o, a, and soft c. This calm dialect is useful when conjuring the magic-filled water, which can be used in spells, as nourishment, or as a healing property when used in Derramira.

 

Summoners Across the Barriers: An Illegal Act

Simply put, and although this article may seem to assume otherwise, many people who live in one plane tend to stay in that one plane. Very rarely will a resident cross over from one place to another, mainly because they have little reason to. In addition, it is also very difficult to find open Monoliths to Vellanayle and Gates to Derramira.

However, there is a type of mage who can beckon creatures (monsters) from the other planes by creating ‘tears’. This is known as a Summoner, and throughout the three realms is an illegal practice.

(This should not be confused with druid summoners, who only call upon animals, birds, or insects that are native to the specific area. Nor the cubi who tend to summon monsters for attacking within Vellanayle. The summoners mentioned here are those that call upon creatures from the separate planes.)

Summoning works by a mage (usually a strong arcanist) who uses an illegal device called a Summoning Alter (most likely obtained through black markets). Using vast amounts of Attinite, specific chants and a sacrifice (preferably flesh, which makes it another reason to be illegal), they can use the magic to ‘tear’ into the other plane, thus opening up a portal. The Summoner then uses additional chants and sacrifices to ‘lure’ a specific type of creature from one plane to theirs. The summoner can then (sometimes) command the monster to do its bidding, be it for good, for protection, for power, or for evil.

So if it has the potential to be used for good, why is Summoning illegal? Well…

First, the sacrifice that is needed is often a life – usually of either an intelligent creature such as a human or a magical creature such as a Dragimal. Hypothetically, the reason for a sacrifice is that often a dead body draws curiosity from creatures, thus bringing them closer to the ‘tear’. Obviously, this alone should account for its illegality.

Secondly, it creates unsound links – the ‘tears’ – between the planes. Throughout Kellashar there are several Monoliths to Vellanayle and Gates to Derramira, but these were created by expert arcanists and sorcerers and have high means of stability. Many of the links created by summoners are weak and run the risk of consuming more magic than intended in order to keep them up and working for the time required to lure a creature. If the act of creating these ‘tears’ were to get out of control, it would likely cause nearby Attinite to lose its magic and thus ‘kill’ the area (remember, many plants and trees require Attinite to live, and without Attinite one cannot use magic).

Thirdly, the monsters (and at times, citizens such as Demons or Faires which have been rumored to enter different planes through Summoning) that are summoned have a chance to be more powerful than the summoner who cast the spell. This would result in a beast that would likely kill its summoner, and left to wreck havoc upon the area. (Note: The creatures summoned tend to be rather unintelligent, making them susceptible to blindly rampaging across the area either out of fear or fury.)

Fourthly, once a monster has done its bidding, it is usually abandoned by its summoner (most don’t bother with the stress of returning it to its natural plane). The creature is then forced to roam a plane which it most likely cannot survive in (and again, likely to rampage against). This is considered an inhumane act, and thus illegal.

In conclusion, Summoning – even if intended for good – runs far too high a risk that could ruin the magic or lives in one of the three planes and is thus considered unlawful. Those that are caught practicing Summoning will be judged by trial and placed in anti-magic wards.

 

Magic: The Impossible

While there are rumors that all of these types of magic do exist and are possible with Attinite they have yet to be physically proven. Remember that some races have an innate ability to do things, and while they may require ‘magic’ they are not necessarily considered ‘magical’ since it can be done without the presence of Attinite.

Warping - While Vimyr can teleport short distances, it is impossible for any other race to ‘warp’ any distance, whether it is several inches or across the world.

Mind reading/hypnotizing - Any magic that involves reading thoughts or directly controlling another’s actions simply cannot be done. The ability of a shaman is purely manipulation and has not been proven (or disproven) as a magical class.

Disinigrating/Vaporizing/Instant Death - Turning any object into dust or smoke in a single shot simply isn’t possible.

Cloning - While Attinite can take on human and creature-like forms, it is impossible for it to be detailed to the point where it specifically be mistaken for any living thing.

Controlling the dead - While Attinte can be used to ‘animate’ dead object, it cannot give them a mind or a will that can be manipulated by a single mage. At most a corpse or skeleton can be used as a simple puppet using force magic (that which an arcanist uses), but can’t do anything complex such as wield a sword or fatally hurt someone.

Resurrection - The dead are dead and they stay dead. No magic known has the ability to bring back life.

Shapeshifting - Remember that in the Cubi race, shapeshifting is an innate ability with limitations (for instance, one cannot change gender), as is the Gryph’s ability to transform into a Gryphon. No other race can magically do this.

Shrinking/Growing - Except with Tae shrinking their size to that of a large insect, one cannot change their proportions using magic.

Flying - Again, flying is an innate ability of Tae, Cubi, and Gryphons and cannot be achieved by other races.