Magic in Indratera

—A translated account of a Larawiyaki creation myth.

In Indratera, magic followed its own rules. **Mages** were simply those who could control the magic that flowed through the universe (known as the **Whirlwind**), though there were countless other names for them, differing by their path, doctrine, method, expertise, and whether or not you liked them. They were believed to have something called **cruor** in their veins; a special sort of blood that allowed them to feel the Whirlwind. Mages had many different ways of unleashing their craft, but broadly fit into several categories you will see later. Thus, the grasp, gift, art, or knack of magic was sometimes seen to be hereditary; it might lay dormant in a bloodline for generations, or it might manifest such that an entire family was powerful and magical.

## Culture and Magic

 —Vice Regent Fanakhati of the Verdis advises Machavellio Disforza that Born of Thunder is too scared of fighting the Luskans.

Of course, different cultures had different views on magic. For instance, the Larawak people revered those blessed with cruor in their tribes (they called these people **K'afó**, meaning 'wind wielders'). They were seen as shamans and leaders, sought for guidance, counsel, healing, blessing, or just as much for fortune in war.

## Silver for Monsters

to do: write about magic haters like the blackfeld abbey

## A Quick Note on Technology

 —Lamont Fuzzles, a dapper Fallonese harper and a stylishly notable wielder of tech.

If you want to play a magic user in rules, but not a mage in culture, you can use technology instead. Firearms and Electricity were, by the early or late 16th century respectively, widespread. Gadgets and gizmos especially befit those from Halcyon, the city of the future. Additionally, alchemy was a related but different discipline; as with tech, one could become an alchemist without really tapping much into the Whirlwind.

## Types of Cruor Manifestations

 —Professor T.E. Kalvark of the University of the Eastern Danderillon in Datria, lecturing on magic.

These manifestations broadly determined a mage's skill and path. However, the unpredictable and chaotic nature of the Whirlwind meant that every magic user varied somewhat, and few fit into the most perfect boxes. Even so, it is *highly recommended* that if you are making a magic user, you choose one, as it will help you fit into the cultures of the world better and interact more. *Plus, they are badass and give you a small but flavourful extra at will ability*. Don't fret if not all your spells can be slotted in; it's perfectly reasonable that a hypnotist might pick up the ability to conjure a *Fireball* just in case they got into a tough spot, it's just not their favourite or signature type of magic. You could even dabble in *multiple* disciplines.

 —General Kirigan, 'Shadow and Bone'.

My suggestion is to pick one *first* and then think about how to *theme* or *flavour* your chosen spells around the discipline. For example, a psychokinetomancer's *Hold Person* is easy; it might be a telekinetic invisible fist or invisible crushing walls. A hemomancer's *Hold Person* might involve locking up the target's muscles and giving them nerve paralysis. A mendaxomancer's *Hold Person* might involve a dangling pocket watch and a command to 'look into my eyes'.

## Manifestation / Doctrine List

Each Doctrine's page tells you a little about it, tells you the **small bonus ability you get** (usually a specifically tailored version of a thaumaturgy/druidcraft/prestidigitation effect, but for free rather than needing to spend one of your cantrips on it, or if you are a non cantrip caster like a ranger), and **some of the cultural views on your discipline**.

* Psychokinetomancy; moving, holding, or striking physical things with the power from your mind.
* Sapiomancy; magic related to the mind and its senses. There were several schools of practice:
	+ Somnomancy; the use of dreams and sleep magic.
	+ Mendaxomancy; the use of hypnosis, suggestibility, fear, words, commands, and the subconscious. It was looked down upon as deceitful.
	+ Circumspectomancy; the projection of the senses to talk to others with telepathy, to read minds, to see further away, to listen through sensors
* Videturmancy; illusion magic, making things seem different or real / fake. It was thought by some to be a type of Sapiomancy, but it was an artform in of itself.
* Fortunomancy; the manipulation of luck, fate, chance, visions, and perhaps even the future, to benefit yourself.
* Vivomancy; a broad discipline that covered magic to do with life. It was split into three schools of thought, with light more accepted, and dark more taboo.
	+ Percuromancy / Light Vivomancy; the use of magic to cure wounds, treat disease, empower, bolster, remove fear and sadness, etc.
	+ Hemomancy / Grey Vivomancy; the use of blood, vigour, body magic, and exerting your will through living beings.
	+ Necromancy / Dark Vivomancy; the use of magic to defy death, raise the dead, rot flesh, slow decay, wither plants... well, you already know what necromancy is, hopefully.
* Vectomancy; the use of magic by movement, transporting objects, teleporting, and relocating.
* Mutomancy; using magic to transmute, change, sculpt, alter and destroy the form of things or people; turning people to stone, mending, fashioning physical objects, turning skin to scales, turning water to wine, for example.
* Fabromancy; creating things out of nothing using magic (but not *specifically* extra*planar* summoning, that's Astromancy), creating objects, barriers, etc.
* Chaomancy; the purest form of magical chaos and controlling entropy; elemental magic like controlling flame, summoning lightning, freezing, dissolving with acid, etc. It also included intensifying existing effects to make them more chaotic.
	+ Incandomancy; the doctrine of fire
	+ Hivertomancy; the manipulation of cold, the suppression of heat
	+ Maelstromancy; the magic of lightning, thunder, rain, storms, the sea and its waves, and gusts of wind.
	+ Actaeomancy; The magic of the wilds; wood, trees, beasts, pixies, plants, natural senses.
	+ Geomancy
* Ligomancy; binding magic between tokens; use of sigils to bind objects, lingering auras, voodoo dolls, drawing circles, sanctifying places, etc. Paladins often learnt ligomancy, as it allowed them to make places consecrated and safe or unhallowed and full of bad energy.
* Astromancy; a more advanced discipline that covered planar magic; planar specific teleportation, planar summoning, communing with other planes, banishing, etc.
* Paxomancy; magic related to silencing, numbing, undoing, deafening, dispelling, countering, shielding, being defensive, and reducing or deflecting the intensity of something. It was in direct opposition to Chaomancy.
* Aeomancy; time magic, aging, slowing time, reversing, undoing, and influencing the flow of matter and gravity. Another very advanced discipline.
* Seiromancy; light magic, sun magic, radiance, the magic of many paladins, named for The Cradle's star.
* Umbromancy; darkness, night, and shadow magic
* Technomancy