Art of power
"It has always been clear to us who study magic that our limit is determined by the color of our soul, shown through our eye. The power to cast, protect, and alter reality through spells.
This is known as the Arts of Power," - Unknown Scholar
The Rune Wolf, also known as the Six Crests, represents magic and the Art of Power in the Whitefall universe and to the Raj.
Introduction
The Art of Power is narrowed down to the six classes of magic, represented through the Crest and an elemental affinity, then divided by two Types of Magic; Crest Magic and Nobleborn Magic. Each magic spell and style falls under one of these Classes; Restoration, Manipulation, Destruction, Illusion, Defense and Curse. The class is determined by the soul color; the eye color.
Each class rose from an element, but the element affinity is not determined upon the class. The arts of power vary in purpose and power, and can serve the user from day-to-day basis, or used to save a life. Their magic is drawn from an outside source, formed within their body with the Crest then cast out through various means as a spell. A Raj using the Arts of Power is called an Artist, while an Artist in training is called a Learling.
A spell is a potential bit of power that needs to be commanded to do something or a specific action. A spell is made from a will, a Crest and a source of energy. The variety of what a spell can do is nearly endless.
Each class rose from an element, but the element affinity is not determined upon the class. The arts of power vary in purpose and power, and can serve the user from day-to-day basis, or used to save a life. Their magic is drawn from an outside source, formed within their body with the Crest then cast out through various means as a spell. A Raj using the Arts of Power is called an Artist, while an Artist in training is called a Learling.
A spell is a potential bit of power that needs to be commanded to do something or a specific action. A spell is made from a will, a Crest and a source of energy. The variety of what a spell can do is nearly endless.
While each Crest is represented by an element, the elemental affinity may not always match. This means a Raj with a Restoration Crest may have an elemental affinity towards lightning. The Crest also shows where the magic is formed and created spiritually and mentally. The physical and mental connection to one's Crest is up to each individual and the spells are highly conceptional. This means there are more than just one way to make spells or solve a problem that requires magic. However, it can also be twisted. A Raj with a Restoration Crest can be able to heal wounds and make herbs more potent, but they can also use their Crest to increase a piece of metal inside someone's body to inflict damage, or to increase cells to spread illnesses.
If an eye color does not fit within a Crest, it's called an Abnormality or Wildcard. Such eye colors can be teal, red, pink, purple... But each eye-color still falls under a crest, but when it can't be determined by the eye color, the personality or elemental affinity may determine what Crest the user have.
Elemental Energy and Crest Endurance can both be restored by eating food. If both pools are empty, your wolf cannot cast or perform anymore spells until they've eaten.
If an eye color does not fit within a Crest, it's called an Abnormality or Wildcard. Such eye colors can be teal, red, pink, purple... But each eye-color still falls under a crest, but when it can't be determined by the eye color, the personality or elemental affinity may determine what Crest the user have.
Elemental Energy and Crest Endurance can both be restored by eating food. If both pools are empty, your wolf cannot cast or perform anymore spells until they've eaten.
Nobleborn and elemental magic
While all spells can lean towards an element, Elemental Magic is reserved only for Nobleborns; the Jarl and rulers of the provinces. Elemental Magic is second nature, and spells are not needed to use this magic. It is much stronger than spells, and can react and act on it's own to protect the user, or react if the user is in distress or in rage. The five elements are Ice, Water, Lightning, Earth and Fire, but the Fire Element has only one bearer left, as the Fire Nobleborns was completely wiped out in the year 901
Rune-Speak
Rune-Speak is the talent of being able to verbally cast spells without needing to have it written with them. They can be spoken in the ancient tongue or common-speak like a command. This skill can be acquired with a high stat for magic, and scrolls are no longer needed to be used to cast a spell.
Spells
Something all scholars and Artists have agreed upon is that these Classes, while each serves a purpose, are all highly conceptual and can be unique to each Raj depending on their thought process and limits. Each spell crafted must fit within the Soul class of their eye color. A Raj with Blue eyes cannot have a Restoration Crest, but they can lean towards different elements. Magic affects and comes from a Raj's mental, physical and spiritual state, and it is believed if one is not spiritual or have a spiritual connection they cannot perform spells properly. Some believe praying to certain spirits will improve one's Crest and connection to Magic.
Each Raj starts out with 2 Spells. To increase spell-slots, they can be upgraded in the Talent Tree. These upgrades are limited to what crest the user have and cannot mix-match. If a Raj has a Illusion Crest, they can only increase the Illusion Spell slots.
Magic Potent to create a spell is drawn from dead things, things that has passed or are passing. This can vary from dead plants, to a river that has dried out, a dead star or something they find dead in the forest. It is highly abundant, and usually never a problem to draw Magical Potent for spells. The potent is formed within their Crest, then given a will; an order. If the order is unclear, or the Raj is not properly trained, it will backfire and rebound on the user and cause harm.
A rebound spell is not uncommon. This happens if the user tries a new spell, tries to make and cast a spell outside of their Crest, or the user is just not skilled enough. This can seriously injure the user and even damage their Crest, making them lose the ability to use magic. If this occurs, health will be lost.
Casting spells drains energy of the user. To restore energy they need to rest and eat. Various recipes can be used to make meals to improve their Crest and ability to make spells. Someone who casts a lot of spells will often appear skinny.
When making a spell it is completely up to the user how they want to form it as well as the casting words used to cast the spell.
Each Raj starts out with 2 Spells. To increase spell-slots, they can be upgraded in the Talent Tree. These upgrades are limited to what crest the user have and cannot mix-match. If a Raj has a Illusion Crest, they can only increase the Illusion Spell slots.
Magic Potent to create a spell is drawn from dead things, things that has passed or are passing. This can vary from dead plants, to a river that has dried out, a dead star or something they find dead in the forest. It is highly abundant, and usually never a problem to draw Magical Potent for spells. The potent is formed within their Crest, then given a will; an order. If the order is unclear, or the Raj is not properly trained, it will backfire and rebound on the user and cause harm.
A rebound spell is not uncommon. This happens if the user tries a new spell, tries to make and cast a spell outside of their Crest, or the user is just not skilled enough. This can seriously injure the user and even damage their Crest, making them lose the ability to use magic. If this occurs, health will be lost.
Casting spells drains energy of the user. To restore energy they need to rest and eat. Various recipes can be used to make meals to improve their Crest and ability to make spells. Someone who casts a lot of spells will often appear skinny.
When making a spell it is completely up to the user how they want to form it as well as the casting words used to cast the spell.
Common Neutral spells - WIP
Magnetic
Will make an item magnetic or have magnetic properties. This helps to attach some items to a wolf without them needing thumbs. Can be temporarily, or for longer periods of time, such as attaching a ring to someone's ear, or attach a metal tool in a paw for mining or hammering in nails.
Will make an item magnetic or have magnetic properties. This helps to attach some items to a wolf without them needing thumbs. Can be temporarily, or for longer periods of time, such as attaching a ring to someone's ear, or attach a metal tool in a paw for mining or hammering in nails.