Magic

Magic is a common term referring to two forms of arcane manipulation of the universe: transmutation and thaumaturgy. Transmutation is manipulation of the elements that comprise the universe. Thaumaturgy is manipulation of the rules of the world. Conduits are capable of using transmutation, while Forgemasters are capable of using thaumaturgy.

## Transmutation

Transmutation is manipulation of the elements. Transmutation is based on around motion: each element is a form of martial art and a philosophical study. Each of the elements are represented by a season, cardinal direction, and organ, with the exception of the unique life magic. There are five forms of transmutation, although only four are commonly considered.

### **Water**

Water magic is powered by change, flow, and motion. Water is the element of fluidity. The philosophy of water magic is based around beauty and community. Water is represented by the season of winter, direction of north, and the heart. Water mages are known as tide conduits.

### **Earth**

Earth magic is driven by might, stability, and will. Earth is the element of defense. The philosophy of earth magic is based around tradition, duty, resilience, and authority. Earth is the only element known to have a specific, independent subset: metal magic. Earth is represented by the season of spring, direction of west, and the stomach. Earth mages are known as stone conduits.

### **Fire**

Fire magic is fueled by life, emotion, and passion. Fire is the element of offense. The philosophy of fire magic is based around chaos, freedom, individualism, and destruction. Fire is represented by the season of summer, direction of south, and the lungs. Fire mages are known as heat conduits.

### **Air**

Air magic is fed by neutrality and meditation. Air is the element of evasion. The philosophy of fire magic is based around balance, discord, and transcendence. Air is represented by the season of fall, direction of east, and the head. Air mages are known as storm conduits.

### Metal

Metal magic is fed by determination and victory. Metal is the element of . The philosophy of metal magic is based around resolution, innovation, utilitarianism, and pragmatism. Metal mages are known as metal conduits.

### **Life**

Llife magic does not have a formal philosophy, or a representative season, direction, or organ. Life mages are known as soul conduits.

## Thaumaturgy

Quas - allows storm transmutation

Pyr - allows heat transmutation

Aeci - allows metal transmutation

Ciner - victim burns out, becomes aggressive

Kos - increases strength

Venator - enhances senses, strength, vitality, allows bloodsense

Nil - blocks transmutation

Vita - increases healing

Oblis - causes forgetting

Veritas - forces the truth

Concir - increases attraction and libido

Aeta - reverses aging

Vis - causes visions and revelations from the future

Lacrum - causes shadowy visions from the past

Rigas - causes victim to freeze

Timul - causes confusion and delirium

Cedat - causes susceptibility to lies and illusions

Cendi - causes heat resistance

Invris - causes cold resistance

Focus - increases focus and aim

Domes - causes link with animals

Exor - becomes explosive

Ardus - slows down area

Faciunt - stuns

Ignis - lights on fire

Caesum - blinds

Duros - hardens area

Furor - causes aggression and madness

Claron - causes loud burst of noise

Thaumaturgy is the inscription of runes. It is also referred to as enchanting, binding, shadowbinding, runebinding, forging, and inscribing. Thaumaturgists are known as Forgemasters. Thaumaturgy contains several symbols, which work in the following ways:

**Summoning** **Sigils** are forged in locations, allowing the Forgemaster to summon a spirit.

**Spirit** **Wards** are forged in locations, preventing spirits from crossing their thresholds.

**Soul Seals** are forged on objects, trapping a soul inside.

**Heart Locks** are forged on objects, burning anyone but the Forgemaster who touches the object.

**Heart Keys** are forged on objects, allowing the Forgemaster to bypass a Heart Lock.

**Blood** **Contracts** are forged between a thrall and a contract-holder. The thrall gains enhanced strength, durability, agility, and healing. However, they lose a piece of their humanity and sanity. Thralls become numb to emotions and desire, and instead are filled with a bloodlust. Contract-holders can wound and kill thralls, making the thralls completely subservient to them. Contracts are only fulfilled once the thrall has killed a number of predetermined targets. Contracts can be transferred. If a contract-holder is killed, their killer gains their contracts. If a thrall manages to kill their contract-holder, then their contract is fulfilled.

**Spirit** **Bonds** are forged between two voluntary participants. Bonded partners can astral project to communicate with one another, and feel each other's emotions and pain. Bonds last beyond death, and into the next life in the cycle of rebirth.

**Marks of Hunger** are forged on a victim, imbuing them with lycanthropy.

**Marks of Thirst** can be crafted, imbuing the victim with vampirism.

**Marks of the Undying** are forged on a victim, imbuing them with strength, speed, and aggresion. However, the victims quickly burn out and die.