Magical References
 

Ambient Energy - is energy, which is all about us at any given time. Ambient energy arrives from several known sources. First and foremost is the magical Weave and Nodes as well as the Leylines of power which connect them together. Secondy, from natural Magical Pools of energy. Thirdly, from the Residual Energy left from a spell. Lastly, there is the energy that a body releases upon the moment of their death called Life Energy. Those of the darker paths of the Art such as Necromancers and Blood Magi, generally use this type. From these sources, energy slowly drifts away much as water is evaporated from lakes and streams as well as the oceans over time.

The Weave gives off a constant flow of energy much as the sun gives off light to the world. The Leylines of power and Nodes are another source of ambient energy. The closer one is to a Node or Leyline, usually the greater the amount of ambient energy present. When a spell is cast, a part of the energy used in the spell is released to the area, which then becomes ambient energy. In areas where there have been large-scale battles of the Art, it has been known for the residual energy to pool together creating a natural Magical Reservoir of energy. Ambient energy will still drift away from these natural pools, increasing the total amount present in that area at the time. Lastly, when a body dies, there is a large release of Life Energy. Some have claimed this to be the soul of the person dying, yet it has not been proven as of yet. This energy is released to the area and remains as ambient energy. Some will argue that death energy, or Blood Magic has a different "feel" to it. Not being one to have tried it, I can neither validate nor disclaim this statement.

ArchMage - Equivalent of an ArchAdept of the Art.

Cantrips - are very minor spells requiring next to no concentration. One of the very first things an Apprentice learns is the cantrip for starting a fire. The energy from these smallest of spells is so minute that it is immeasurable. Any person with a hint of the Art can learn these spells.

Chaos - is the raw elemental energy from which all things were created. Little is really known of this substance because it is very unstable and unpredictable to work with. Chaos is always changing and for this reason, no rules apply to it.

Clairvoyance - is the ability to see into the future. Those with this form of Mind Magic have the ability to see into the future and the events that will happen there. The strength of the individuals gift will determine the accuracy of the vision as well as clarity.

Djinn - is an elemental creature made up of one of the four elements Earth, Fire, Water and Wind. Those who practice the Elemental form of the Art can call them to do their bidding.

Druid - is a practitioner of Earth Magic.

Empath - is a person who can sense the emotion of another being or place. This form of Mind Magic has various levels, which will determine the range and strength of the individual. Those of greater ability can actually alter a person's emotional condition at will. It is generally considered rude and immoral to do this without the other person knowing.

Enchanter - Equivalent of a Master of the Art.

Enchantress - Equivalent of a Master of the Art but of the female nature.

Fetcher - is a person who has the ability of Telekinetics. This gift differs from telekinetics in that the individual does not have to actually see the item. They only need to be able to picture it in their mind. Through the use of this form of Mind Magic, an individual can actually bring items to themselves. A good example of this would be that a person needed a book from another room, by using their gift, the book would appear before them. The strength of the individual's gift will determine the distance as well as size and weight of the object they are able to fetch to them.

Leylines - are lines of magical energy which crisscross the planet. Leylines can be found in almost any environment including the air, the ground and waterways as well.

Life Energy - is the energy each living thing, be it plant, animal or person generates within itself. It is widely believed that we as thinking beings produce the largest amount of Life Energy. One theory relates the amount of Life Energy generated directly to the thought process of every living thing. Interesting to note though is that plant life has a certain amount of Life Energy as well and yet they do not think.

Magical Pools - sometimes called magical reservoirs. These are areas where magical energy in a large amount has pooled together. There are places where natural sources of magical energy leak forth from the Weave as well as the planet. Those of the Art of sufficient level can draw energy from these pools. It has been noted that in the surrounding area of these pools the Ambient Energy is considerably higher as well.

Necromancer - is someone who uses the Life Energy form of the Art known as Necromancy. Though there is a white side to this particular form of the Art, it is well out shadowed by the darker aspects. A Necromancer specializes in the control of the dead.

Nodes - are the areas where two or more Leylines of magical energy cross paths. To the magical eye, it will appear as if there is a knot where the two lines cross. Nodes are great sources of energy, far above simple leylines. The largest known Node has twenty different leylines which intersect at that one point.

Residual Energy - is the magical energy that remains in the area after a spell is cast. It is a known fact that not all the energy placed within a spell is used by that spell. There is usually a part of it left behind in the form of residual energy. It is possible to detect this energy as well as gather it for later use. When detected, it may be possible to tell exactly which type spell was cast by the residual effect upon the energy. Though in the case where there is a large amount of residual energy from many different spells, the chances of determining what took place lessen greatly.

Savant - equivalent to the - equivalent to the Adept of the Art.

Sorcerer - equivalent to the Magi of the Art.

Sorceress - equivalent to the Magi of the Art but of a female nature.

Telekinetics - is the ability to move objects with one's mind.

Telepath - is a person who is Telepathic. They have the ability to send and receive thoughts. It is possible for a Telepath to project their thoughts into another person's mind. There are various levels of this gift, which will determine the range and strength of the individual. Those of the highest order can actually enter a person's mind and strip it clean of all thoughts and memories. Though there are different shielding techniques which can be used to guard against this type of Mind Magic, a Telepath of sufficient strength could break through the shielding.

Warlock - equivalent to a Hedge Mage. Also known as the male Witch.

The Weave - is a wall or net of magical energy which surrounds the world completely. It is widely held that all magical energy stems from this curtain. Those of considerable talent within the Art, usually an Adept or higher, can actually tap directly into the Weave for energy for their spells.

Witch - is a person who specializes in Earth Magic but who has received no formal training from an accredited Mage Academy.

Wizard - equivalent to a Magi of the Art.

 

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