Elder Magiks

Each of these magiks harness power beyond that of normal spells. Because the source of the various energies, and their inherent difficulties in controlling them, normal magic is insufficent. Unless the caster has a connection to the ideology or source of the magik, they can not control or harness its' power or even hope to reach the powerful secrets of the cosmos beyond. In order to utilize Elder Magik, one must gain a connection to a source of the magik know as a Magik Insignia. These potent magicks harness the fundamental energies they represent, and therefore most are either as powerful or more powerful than what it is normally found within the cosmos.

## Elemental

These magiks derive their essence from one of the four great Elemental Planes.

### Smoldering

Devastating magiks that draw their power from the Plane of Fire, using existing flames or conjuring new ones to burn their opposition.

### Terrestrial

Powerful magiks that draw their power from the Plane of Earth, using stone around the caster or calling extra-planar materials to crush their opponents.

### Storming

Dangerous magiks that draw their power from the Plane of Air, using the air around the caster, or conjuring fresh storms to destroy the enemy forces.

### Aquarian

Menacing magiks that draw their power from the Plane of Water, using existing water or conjuring new water to drown and freeze their enemies.

## Entity

This dangerous and powerful duo draw their sources from the First World, and the heart of the Negative Energy Plane respectively.

### Wild

Fey magiks that draw their power from the First World and nature, capable of control plants, summoning creatures or allowing the caster to draw upon the abilities of animals. They can even enhance the natural healing abilities of creatures.

### Sanguine

Ill thought of magiks that steal their power from the body and blood of mortals. They can drain health, or targets vitality. Store blood stolen from opponents and even cause targets hearts to stopped. They can also take control of a creatures body, against their will.

### Necromatic

Undead magiks that draw their power from death and the Negative Energy Plane. They can be used to create many different undead, slay living targets or bring one to the peak of Lichdom.

## Constellation

This star and moon lit duo embody the power that comes from the bodies in the sky and the various planes connected to them.

### Astral

Blinding magiks that draw energy from the Astral Plane, where stars act as portals for this exchange. The spells are capable of calling down the wrath of the stars, teleporting great distances and opening portals. It can even mimic some properties of the vast space that surrounds stars.

### Lunar

Dark and mysterious magiks that call upon the energy of the various moons surrounding planets. More so, they can draw upon the dual powers of the Ethereal and Shadow Planes, which the light side and dark side of the moon act as conduits for.

## Intent

An ancient trio reflecting ordered arcane magik, arcane magik that is chaotic, creation and alteration opposed to consuming and twisting and the mortals bound between.

### Esoteric

Perfected magiks that draw their power from the arcane fabric of magic that is woven into everything. The very magic in the air itself, released by spell casters, magical items, creatures, anything that radiates arcane magic. They can be used to alter other arcane spells, unleash destruction upon targets or create things from raw mana. This magik is intrinsically lawful in nature and is the pinnacle of arcane magic.

### Fel

Consuming magiks that draw their power from the consumption of arcane magic, however instead of altering an existing thing, Fel spells consume it to power their own effects. They can drain health, summon proteans imbued with fel power and send out bolts of corrupted energy to damage targets struck by the emerald energy. This magik is intrinsically chaotic in nature and is the utter corruption of arcane magic.

## Paragon

The pinnacle of magical energy, this trio are divine light and shadow, holy and unholy, sanity and madness and the souls that shape this dichotomy.

### Radiant

Beautiful magiks that flows from the Higher Planes and Plane of Life. They can be used to heal, destroy undead and even resurrect those who have fallen. Their power is intrinsically good in nature and holds power over light itself as well.

### Void

Empty magiks that comes from the Lower Planes and the Void itself. They twist minds, inflict decay and consume everyone in their path in a miasma of panic and shadows. Their power is intrinsically evil and corrupts everything it touches.

### Soul

Rare magiks that utilize their the power of souls that the spell caster collects. The spells can be used to contain souls, drain away targets mental abilities, render targets unconscious and even create stones made from souls.

## **Ultra Magik**

When Elder Magik is entwinned and strengthened by normal magic it becomes Ultra Magik, being more powerful than traditional magik but requiring additional mana and skill to wield. It is strengthened by the personal will and intent of the caster.

## **Magik Insignias**

Shards of the sources of various magiks that become etched within the soul and mana of a spellcaster, forever altering their magical signature. They are difficult to create, barley understood and a closely guarded science of the Mishaian Church, more specifically the Pillar of Azure Flame, the Astarii, as well as the Imperium of the Western Kingdoms. What is known, is that by forging an insignia within oneself, a spell caster is able to call upon potent elder magiks. Attempting to form additional insignias when unable to sustain them has dire consequences, creating a primal event of the corresponding energy type.

### **Traditional Formation of Insignias**

#### **Entanglement**

Esoteric, Fel, Astral, Lunar, Wild, Necromatic and the Elemental Elder Magiks can be gained through Planar Entanglement. This process involves spending (7 x Cairns of the Entangled) material plane days on the appropriate source plane, bathing in its' energies. This time is again multiplied by three for outsiders. A soul may only have 1 Entangled Insignia for every 20 cairns they possess.

#### **Imbuement**

Radiant, Void, Esoteric, Fel, Blood, Soul, Wild, Necromatic and Elemental Magiks Insignias can be gained through Interaction with the Insignia of other beings. This requires the absorption or imbuement of an amount of the corresponding energy from a being, location or similar source equal to [(21 - Talent Modifier Number) x Cairns of Imbued] in order to generate their own insignia. This process must occur in an amount of time equal to no more than 6 seconds per 2 cairns the Imbued possess. A soul may only have 1 Imbued Insignia for every 10 cairns they possess.

#### **Empowerment**

Deities may empower an individual with an empowered insignia. A deity may only do this for magik that has (Magik hardness - 18) equal to or less than the number of domains they possess. A soul may have only 4 Empowered Insignias.

### **Special Insignias and Obstacles**

#### **Magical Lineage**

There lineages are connected to various insignias or greater powers through their heritage, history and memories.