Water Magic

It is that which we all have in common and that which binds us to each other. The common need for survival, the successful harvest that feeds a community, and also think of the water within us, blood, think how we are tied to each other by blood – Tovrik

Location: The Western Lands

Metaphor: Empathy – that which connects all life.

Water is the base element of all magic in the  Western Lands, which all comes from the teachings of Argahan. Water connects the Plain of Reality to the Otherworld, the supposed afterlife of the western cultures. When water is combined with the other elements it forms the Arts of Enchantment, Druidry, Sorcery and Illusion.

Enchantment

Water+Fire: Empathy combined with passion (Desire)

Enchantment is a fearsome art to possess. At its most powerful it can make the Enchanter feel like other mortals are like the pieces on this chess board; ours to command and direct as we choose – Lazarus

Where water meets fire it becomes the magic of Enchantment, which at its core is the ability to know and control the hearts of others. Enchantment is divided into three disciplines; Charisma, Elementalism and Fatalism. Few Enchanters can master all three disciplines. Fatalism, in particular, is a rare talent and Charisma does not come to those who are not naturally magnetic. Only Elementalism can be learnt through study alone and, for this reason, it is favoured discipline among all wizards of the west.

Charisma

Charisma concerns the ability to charm others into doing the Enchanter’s bidding. The nature of this charm can vary greatly from inspiring warriors in battle, bewitching a follower into complete slavery to persuading a room full of people to give in to their carnal urges.

Elementalism

Elementalism concerns the ability to charm the elements. A charmed fire does not burn its wielder, while charmed cold does not freeze while charms can be set upon water so that it does not yield under weight and can be breathed safely.

Fatalism

Fatalism is nothing more or less than the ability to change fate itself. This can manifest in extremes of good luck for the Enchanter and their friends or in terrible curses of ill fortune upon one’s enemies.

Druidy

Water+Earth: Empathy with living things (Harmony)

He was a druid by art but in practice was the antithesis of all a druid was meant to be. Where druids worked on remedies he had worked on poisons, where they sought to be in harmony with nature he had perverted it and where they had prolonged lives he had ended them – On Mabrey, one of the Council of Thirteen

Druidry is the oldest of the known Arts in the west and was known in those lands long before the cataclysm. The power of Druids is intimately connected to nature and they are masters of healing and herb lore. Druidry divides into three disciplines each connected with a different aspect of nature; Herblore, Hengelore and Bewitchment

Herblore

Herblore is connected to the power of remedies to enhance, cure and refresh as well as the properties of plants to poison and conceal.

Hengelore

Hengelore is connected to the power of stones and tides and the rituals of life that are of old were often held within the great, sacred circles. Herein also lies the power to protect from evil.

Bewitchment

Bewitchment enables the Druid to take on the properties of trees and stones and at times even communicate with them and learn their stories.

Sorcery

Water+Air: Empathy and knowledge (Intuition)

Foresight, Saglore, Sorcery or however you term it is less to do with deep feelings than it is the power of the mind to manipulate energy – Gideon

Sorcery, Sagelore, or the path of the Seer as it is sometimes known, concerns the connection of the wizard to the energies of the mind. The wizard of this Art will magnify these energies to a tremendous scale so that they can manipulate the physical world around them. Practitioners well-versed in this Art usually make the most effective battle mages but it comes with a price. Manipulating this energy takes an enormous amount of control for a migraine or a loss of temper to a Sorcerer can be a death sentence. Consequently, Sorcerers often develop somewhat aloof characters in their search for detachment. Sorcery comes in three forms; Telepathy. Telekinesis and Psychomancy.

Telepathy

Telepathy is the ability to see beyond the normal five senses to detect instincts and actions, sometimes happening quite far away. In turn, the Sorcerer can also use this power to implant thoughts in the minds of others.

Telekinesis.

Telekinesis is the power to move objects with the power of the mind and in some cases turn thoughts into things with physical properties.

Psychomancy

Psychomancy is the extremely rare ability to thoughts into elemental forces. The supreme Sorcerer can bring forth fire and lightning from within the essence of an object or even a person.

 Illusion

Water+Spirit: Empathy with the unknown (Imagination)

All Illusionists are tricksters making play with things that are not there  –  Tovrik

Illusionist use the power of dreams and the hopes and fears of our imagination to conjure sights meant to deceive the eye. Illusions come in three branches; Trickery, Phantasmology and Conjuration.

Trickery

Trickery is the ability of the Illusionist to fool with sounds and flashes of light.

Phantasmology

Phantasmology refers to spells that alter the Illusionist’s appearance by turning them invisible or seem to take on another form entirely.

Conjuration

Conjuration is the discipline of conjuring creatures and elements from thin air a giving them life to roam.