<img src="https://sb.scorecardresearch.com/p?c1=2&amp;c2=22489583&amp;cv=3.6.0&amp;cj=1">

Neptuian magic

Author's Avatar
old agent 12/09/19
4
2

Incantations and divination: A field guide to magic on Neptus

Magic is the collective word for events and actions related to the fourteen different realms of existence that bleeds into the mortal world. Spells, summons, familiars, augering, potions, enchantments, and necromancy all fall underneath this label. These are all acts of magic, but they are not the same. To use magic you must draw power from the different realms of existence using your Merìotosi (unicorn horn or similar organ) and chant your incantation. This will allow you to cast fireballs, speak with the dead, and breathe underwater for just a few examples.

The fifteen realms from which you draw your power from is each it's own domain. On these domains there lives otherworldly creatures known as spirits, demons, and celestial beings. They differ depending on which realm you draw your power from, but all of them are connected to your mind through your Merìotosi. Calling upon the energies of their realms will leave you exposed to these creatures and many of them will try and possess your mind. Spirits will feel like something softly pushing on your mind, easy to dismiss and repel. Demons will feel like a sword digging it's way into your skull, strong mental barriers are required to deal with them. Celestial beings will feel like you're drowning in a sea of fire, only the most powerful mages in existence can ward off these kinds of attacks.

The following information will go through each of the fifteen realm, the creatures that live there, what realm bleeding is, how magic is used, who can use magic, what different types of mages exist, and other phenomena related to magic.

Feràh

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

The scorched plains of Feràh smolder with intense heat and fire. The sky is a bright orange and spirits in all shapes and sizes bask in the red glow of the Unifying flame. Demons watch from the dark cliffs, their tails lazily flicking across the hot rock as they wait for a mage to call upon the energies around them. Above them all a figure looks down with glee as the flames bite the spirits and the heat consumes weak Plane-walkers foolish enough to enter the realm. Urma, a celestial being in the shape of a great fiery serpent, guards this realm and guides all those who seek to use her terribly destructive power. This is the plane from which mages summon their energy to cast balls of fire, melt metal, and burn down cities. It is the realm of destruction, and all who reside in it reflect this through their desire to set the world ablaze. You can find places where this realm bleeds into our world by volcanoes or where once cities stood, now reduced to ash.

Ocìc

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

A calm silence rests over this never ending ocean. Spirits in the form of fish sweep across the landscape in a playful dance and demons in the form of sharks chase them for a meal. The sky is a light blue with an eternally shining sun and all creatures swirl around the beams of light. The spirits of this domain care for little and will sometimes nudge the mind of mages that call upon its energy. The demons are aggressive and always seek out minds to corrupt and manipulate. Beneath them all there lies a sleeping god, a celestial being in the form of a giant squid. This being's name is Ygdras and his calm leviathan form reaches all corners of his infinite sea. He guides the mages that wake him to find inner peace and cast away their urges for revenge and blood. Ocìc is the realm from which mages summon great waves, gain the ability to breathe under water, and call upon sea creatures to help them out. You can find places where this domain bleeds into our world at old monuments buried under the sea or places where no blood has been shed for hundreds of years.

Ìryth

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

The never ending forest twists and twirls for all the creatures that dig themselves beneath the great roots of the trees and climb their way up for the high hills. The green sky sparkles with sudden burst of light and the sun showers the forest with light than penetrates through the thick branches. The spirits of this plane is no more than animals given ethereal forms. Glowing green rabbits and other critters rush across the forest on the hunt for food while their demonic counterparts laugh at their ignorance from the trees. The demons are in the form of birds of prey, picking off the souls one by one to corrupt it into a fellow demon. Overseeing all of this is a titan made up from an entire continent. His eyes are two gemstones, his beard is a forest, his arms great mountains, his chest a valley, his legs two oceans, and his hair is long wines that spread out all across the forest. This is Drax, guardian of Ìryth and every forest on Neptus. He is adamant in the death of those who would burn the forest and hates those who summon energies from Feràh or convene with Urma. You can find places where this domain bleeds into our world where old forests still stand or where primordial trees still live.

Wýnd

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

A world made from a never ending storm. The sky is hidden by a layer of swirling debris and what little light breaks through only show tornadoes tearing a broken world asunder only to fix it again. A never ending cycle of destruction tears through the spirits if the plane, their avian forms ripped apart by harsh winds before they're put back together with a laugh. The demons howl as they fight against the winds and take the form of great rocks to not be carried away by the storm, but it never works. This horrible storm rages and tears through all that is, only for it to stop. A soothing voice will fill the world and a soft breeze will heal the scared creatures of the domain. Then the storm will start once again and the voice will laugh as the demons and spirits of her domain cries out in agony. This is Helìa, the celestial being that governs the realm of Wýnd with an iron fist. She cares for her victims in one second and rips them apart with her winds the next. She lacks a physical form as she is the very storm that all mages draw power from when casting wind spells. She is known for tearing apart the mind of a wind mage only to put it back together, just so they learn that the wind is not on their side. You can find places where this domain bleeds into our world where great storms have occurred or where the chaos of destruction and healing have combined into one entity.

Èletrì

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

All there is a dark plain. Thunder suddenly breaks out across the sky and lightning tears the ground asunder. Spirits in the form of rodents cower from the never ending barrage of lightning in hollows underground and cry out in fear as the great bolts incinerate their neighbors. The demons laugh as they seek out where the next bolt of lightning will hit next. They feast upon its energy and their grotesque canine forms grow larger with each bolt they consume. Two watchful eyes observes this world as his lightning tears through the inhabitants of the realm. This is the eyes of Ori, a celestial being made from lightning that has never spoken once in his entire existence. His presence in the mind of a mage means he has sought out someone who can bring about traditional values and powerful magic. To reject his silence request is to have your mind ripped apart by a never ending barrage of lightning. Many say that Ori and Helìa are siblings, both part of the same storm, but this has never been proven. You can find places where this realm bleeds into our world where lightning has split a tree apart of where powerful lightning spells has scorched the earth.

Lýef

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Orange sand with a golden sea to its left id the first thing you would see. But as your gaze would travel up towards the sky you would bear witness to a mountain piercing the very heavens. The great rock hangs from the golden sky, and on its peak is a golden city sprawling with life. Beyond it you would be able to see Neptus, and a constant stream of golden shapes flowing away from it.  Spirits ascend from the sky and flock to the mountain before climb down its green visage. Their upside-down shapes crawling down towards the golden city like worms. Once they reach the city gates they enter a never ending street that leads to homes yet to be claimed. Demons watch the new arrivals from the city walls, clad in olden armor and weapons resting in their ethereal grasp. All creatures are in the shape of plants or bugs, their ugly blemishes erased once the city's golden light transform them into beautiful butterflies and animals. Markets exists all over this golden city and its greatest spires reaches the ground, piercing orange sand. A great golden butterfly watches over this city, her happy laughter echoing across the never ending streets. This is Herin, a celestial beings that blesses pregnant mares and fathers-to-be with good luck and watches over their children like a hawk. She is said to guide new healers on how to save lives and she even reveals valuable information to the best healers about anatomy and new powerful spells. You can find places where this realm bleeds into our world where people are taken to be healed or where powerful healing spells have been cast.

Dòra

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

The dark forest is quiet. The black trees died a long time ago and skeletons of animals litter the ground. The dark sky has no stars and only a red moon provides a little light to the dead world. Spirits have taken the form of wisps, small balls of light that travel across the blackened grass and overturned trees. They guide plane-walkers to locations where they can travel to Neptus and guide new spirits to their new home. Demons have taken the form of dangerous predators that lie and wait for mages to attempt to summon energy fromDòra. They pounce on anyone foolish enough to call upon the cursed energy and try to escape into their minds. In the middle of this ruined forest sits a giant skeleton draped in black cloth. His empty eye-sockets sees all and his bony appendages point to whom he wants brought before him. This is the celestial being known as Jalmar, known for judging all who has lived and ever will live. He only calls out to mages he knows will bring about a great deal of death, either through disease or military conquest. He is the patron of necromancers and give them souls to put into rotting corpses. Mages have a hard time warding off attacks from spirits or demons from Dòra, which is why is is outlawed to draw energy from it. You can find places where this realm bleeds into our reality where great battles took place or where disease once ravaged a population.

Lýra

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

An island that is always basked in light from a pink sun rest on top of a golden ocean. This island is filled with spirits and demons that glows with a soft pink light. They all bask in the light of the sun before playing around in the sand. A calm soft singing can be heard from beneath the waves as the spirits and demons play, their animal forms shifting every few seconds. No mage that draws upon power from this realm is at risk of possession, since the demons and spirits take note of the new presence for just a second before going back to playing. This calm world is upheld by a gigantic crab, it is from its mouth the soothing and calming song can be heard. This is the celestial being known as Yinna and she watches over the inhabitants of her realm like a hawk. She acts like an overprotective mother towards them and cast out anyone trying to hurt them. You can find places where this realm bleeds into our existence where acts of kindness have saved nations or where the light never stops truly shining.

Dèer

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

There is nothing but a black void. There is no sky, no ground, no life, and no light. Spirits glowing a soft purple rush past from time to time, but other than that there is nothing in the void. Should you stay long enough you will realize that there are cries in the void, cries from demons and spirits frantically searching for a mage's mind to possess or for a call of summoning. Drawing power from this plane will result in spirits and demons alike trying to assault your mind as they desperately try to get free from the void. Sometimes you would see a pony dressed in black robes, the only light in the entire realm flowing from his frail frame. This creature would push you out from the realm and tell you not to return. This pony is the celestial being known as Nyx, and he is the guardian of Dèer. It is his dark eyes that watch the demons and spirits run around in fear and it is his voice that guides warlocks on how they can become powerful. Nyx is a reclusive creature that rarely speaks with anyone however, so to gain his guidance you must prove yourself as a worthy summoner. You can can find places where this realm bleeds into our world where primordial demons have been summoned or where dark thoughts fester.

Rèlen

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Everything shifts and turns. You try to find balance but realize that up is left and down is quarter past north. The air turns into acid, the demons are cats but only when the sun turns black, and the stars are screaming. The spirits are grapes, harvested by a humanoid piano, except when the piano is a cello, then the spirits are rainbows from a distant memory. Rèlen is the realm of reality and all that it can be. It represents unlimited creation and destruction, constantly warping and shifting. Much like Mìndia it does not make much sense, but Mìndia has structure. The ground is down and the sky is up. Even in dreams you know this to be true. But when reality itself shifts you no longer know those concepts to be real. The creature that watches over this realm is in the form of a kitsune, bearing the face and body of a human woman with nine fox tails and two long ears. Her name is Cataclysm, an agent of change, and agent of chaos. She is where all things began and will become all things that died. Her realm is not to be viewed by mortal creatures, for in a world where reality itself shifts, where there are no rules, you will die. Using reality magic is heavily penalized because of this.

Mìndia

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

The world is a dream. Whatever you want to happen can happen. The land ripples as it turns into pudding. the clouds turn pink, and all realms bleed into this strange existence. The spirits take on weird shapes and their ghastly forms both terrify and soothes any mage that looks upon them. The demons take the shape of ponies made from a black liquid, their green eyes burrowing themselves into your soul. The mages who can manipulate the minds of others draw power from Mìndia and because of their unique minds they are unlikely to become possessed by any demon or spirit that reside on any of the realms. But there is one presence in this landscape that can possess any mind, and that is the celestial being known as Dya. She has taken the form of a dragon made from all kinds of substances and materials, making her look like the creation of a child. But she is far from it. This creature can shatter your mind and re-purpose it for her own needs. All mages that draw power from her realm have learned to appease the god like figure so she will leave them alone. You can find places where this realm bleeds into our reality at places where either large amount of studying is happening or where large amounts of creativity are required.

Seül

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

The sky is white, the ground is white, the air is white. Everything is glowing and you can feel nothing but bliss as you walk through this realm of inner peace. Spirits call to you with giggles and demons push you forward towards a bright light at the middle of the world. The shapes of the spirits and demons are that of ponies, but they lack any discernible features. This realm is what Soul-flayers, Warlocks, Necromancers, and Spiritborne most often draw power from. In the middle of this world sits a mare with a mane that glows a bright white. The strands of her hair spills out across the floor and reaches out all across the world. Her form is white and glows even brighter than that of the spirits and demons. Her eyes are golden and filled with care as she guides your mind closer to true divinity. This celestial being is called Narni, and she is often referred to as the goddess of soul. She guides all those who wish you heal the souls of other from corruption and mend those souls who are broken. You can find places where this realm bleeds through into our reality where a soul have been reforged or freed from its torment.

Forsis

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

An oppressive force pushes you from all sides and the world is lit up by a blue light. The ground is sinking before it becomes solid and you start to float before you fall down again. The spirits are shaped like blue waves of of magic while the demons have taken the form of red waves. There is a constant buzzing all around you before a gelatinous blob forms in front of you. It reaches two stories in length and it is wider than that of a brig. This is Hairan, a creature that controls all forces and defy the laws of science. He shifts around gravity like it is nothing and things you must faster than that of the speed of light. Herian guides all mages who wish to defy reality and he is said to teach anyone the spells to do so for free.

Týme

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

The world is a giant clock. Time ticks by, only to tick backwards and then suddenly five days have ed. The spirits are made from cogs and clock-faces, taking the shapes of ants. They work away to finish the great clock and the demons supervise from above. The demonic entities have taken the form of large felines, cogs and gears spinning around in their metallic bodies. When a mage summons power from this realm the great clock strikes midnight and a rift opens up in time itself wherever the mage cast his spell. The celestial being that watches over this realm is the great clock itself. It is indifferent to those who draw upon the power of its realm and it only cares about time. As long as the clock keeps ticking the realm will be calm. You can find places where this realm bleeds into our world where any time spell have been used. It is advised you stay away from such places however.

Spàcher

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

You are standing in an observatory with thousands upon thousands of telescopes. Spirits watch the night sky while charting out a map of reality. They have taken the form of ponies, yet their hollow eyes reveal what they truly are. The demons, also in the form of ponies, are teleporting all over the place, writing down information on pieces of paper. The realm is buzzing with activity as reality itself is written down on maps and papers. Every mage that wishes to move quickly through any space much draw power from this realm, upon which demons and spirits will try to possess their mind. Yet they are not doing it with the hopes of leaving their realm, they are doing to find out where the mage has been in their life so they can add it to the maps. The celestial being called Kül watches over this realm and he ensures that there is movement in everything. No nation can ever be too stable, no individual too happy. He is the movement of reality itself. His form is that of a small star, slowly burning away. You can find places where this realm bleeds through where many people have teleported or where they are in a hurry.

Explaining magical creatures and events related to the domains:

Realm bleeding:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Realm bleeding is the phenomena of tears opening up in reality. These tears leads to the different domains and the energies of that domain floods out of it, affecting the area around the tear. A tear will open up to one of the domains if an extremely powerful spell is cast that draws power from that domain or where a location best represent that realm or where an event linked to that realm happened. A great battlefield may have a tear toDòra but so may a still graveyard where the families of the dead mourn. A place where the sea is always calm might be linked to Ocìc while a cave where all kinds of plants grow may be linked to Lýef.

To close a tear in reality, therefor stopping realm bleeding, you need to use a mineral called Tordenrock. This mineral drains the magic from an area and weakens spirits. If you place large amounts of Tordenrock around a rift it will close and the energies it released into the area will disappear. Any spirit that was around this area of realm bleeding would also return to their realm once the rift was closed.

Spirits:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Spirits are souls that live on the fourteen different domains. They are partially made from the magical energy of their domains and can use spells because of this. Spirits are constantly looking for a way into our reality to experience mortal things and pleasures unavailable to them in their realm. Whenever a mage draws upon energies from their domain they can attempt to possess his mind or sometimes inhabit it. The difference between a possession and inhabitation is that a spirit takes full control of a mage's mind and body during a possession while it only lives within a mage's mind during a inhabitation. Druids train their apprentices by allowing a spirit to inhabit their mind and guide them in how to cast spells. When souls are summoned from their domain they take the form of a ball of light at first. Once the mage have transformed the spirit into a familiar it will take on whatever form it wants. If a spirit is strong enough it might even take on the form of a pony. The most powerful and ancient spirits, called great spirits, are found in the oldest ruins of the world where the domains bleed through into our reality. They have the power to shape reality around, and are therefor considered very dangerous to either encounter or summon.

Demons:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Demons are souls that have experienced much anguish in life or who was summoned by a necromancer and put through dark rituals. Demons feeds upon negative emotions or desire, which is why many of them take on the appearance of the mythical succubi or incubi. Demons can take on any form they want however, but all of them have glowing red eyes. When a demon find a mage they will have a much easier time possessing him than a spirit will, since they are more powerful than spirits. Spirits are like light brushes on the mind, demons are like swords. Demonic entities also have much more autonomy and individual thoughts than their docile counterparts. It is because demons are independent creatures that you must write a contract with them for them to do your will. Most demons will find loopholes in these contracts to cause mischief however. A Warlock's first time summoning a demon will always be riddled with mistakes and the demon will know this all too well. A weak demon is often referred to as an imp, and their form will often reflect that as they're the size of a house cat. Many warlock's first summon is that of an imp that they can have as an familiar. On the opposite side of the spectrum we have the primordial demons, the oldest demons of the domains. They have seen all and know every trick a Warlock will try to pull on them with their contracts. Only the grand masters of the Warlock order are allowed to summon primordial demons.

Celestial beings:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Celestial beings are the gods of their respective domain. The great fire serpent Urma and the colorful butterfly Yinna both belong to this breed of creatures and they are both considered some of the most powerful beings in existence. They take whatever form they wish, but they are always gigantic in size, discounting Nyx of the dark realm Dèer. Their powers are so great that not even the greatest of mages can ward of their mental assaults and they influence events in our world through their possessed mages, blessed followers, cursed critics, and acolytes. No one knows what the true goal is for any of these beings but many think it may be for the best to not dwell on it. There was once an attempt to summon one of these great supernatural deities by the ancient pony empire that existed long before the nations we have today. They said three-hundred and fifty mages bound their power together and tried to summon forth Nyx to bind him to their will. The only result was that all mages turned to dust as the amount energy needed to call forth one of the celestial was greater than anything the mortals could put together.

Summoning and binding spirits and demons:

Summoning circles and pentagrams:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

To summon a spirit you must draw a pentagram with chalk. This pentagram is a five pointed star inside a ring surrounded by fourteen small circles inside yet another ring. You must then write a ring of warding runes around the outmost circle of the pentagram to keep the spirit from fleeing the circle. A misspelled word or unclear rune is a crack in the ward that a spirit or demon could use to get free. Once you have prepared the pentagram you must recite the summoning incantation and indicate from which domain you want to summon your spirit or demon from. Once the spirit of demon appear you move onto step two.

Subjugating a spirit's will:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

When a Wizard or Warlock summons a spirit through the use of a pentagram they must force the supernatural being into servitude. The spirit will first appear as ball of light that will look for any crack in the pentagram. It will continuously look for a way to escape until you shock it with a bolt of magic. You must use magic tethers to bind your soul with the spirit before forcing your mind upon it. This struggle for control will end after a few seconds if the spirit is continuously weakened by blasts of magic or small pieces of Tordenrock. Once this is done you have successfully made the spirit obey you and it will only take orders from you until it is dismissed from reality to return to the realm it came from.

Contracts with demons:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

All Warlocks must write a contract before summoning a demon. This is the one rule all Warlock orders around the world drills into their students. You must know what kind of demon you are summoning, for how long you plan to keep it, and the name of your demon. Since no demon or spirit is born with a name you must come up with one yourself once the demon is summoned. The corrupted spirit can of course reject your name if they don't like it, but generally they will accept it. A demon will take the form they think is the most suited for you and what fits their given name. But all of this takes place only after you have written a contract with the demon and it has agreed to sign it. This magically binding document prevents the demon from turning against you and forces it to follow your orders, and in return the demon is allowed to stay in our reality as your familiar and experience mortal pleasures.

Demons are also special because unlike spirits you can enter into a relationship with them. This is not just done the usual way where you can become a couple, but rather through a ritual. This is called marrying a demon and it permanently binds your souls together, making it impossible to banish the demon or keep it out of your mind. But in return you can see into the demons mind and you are permanently safe from the dangers of possession.

Familiars:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Your summoned demon or spirit only becomes a familiar once you have signed the contract or subjugated its will. Once this is done you have now what is called a familiar, a magical being bound to your servitude. A familiar can do anything for you as long as it is doesn't break your contract or goes beyond what it is magically capable off. Familiars can take all kinds of forms, but spirits and lesser demons normally take forms that are no larger than a house-cat. Imps are a great example of this, as they often take the form of small bipedal creatures with goat legs and horns. Your familiar's name and abilities should also be written down during the time they are in your service, this is so other Warlocks may call upon them in the future if they need them.

Banishing a demon or spirit:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Banishing a familiar once you no longer requires it services or when you wish to obtain a more powerful spirit or demon is a relatively easy process. By fulfilling or terminating a contract with a demon it will return to its realm. Some demons may try to stay in our reality despite their contract being broken, which will lead to them likely attacking the mage that summoned them. Spirits on the other hand are easy to dismiss. Once you sever the connection between your soul and the spirit it will return to its home without struggling against it.

Killing a demon or spirit:

Neptuian magic-[BC]Incantations and divination: A field guide to magic on Neptus 
[C]Magic is the collective word for events

Should you demon refuse to leave our realm of existence and it grows aggressive it may be necessary to kill it. This also applies to spirits who appear by places that are exposed to realm bleeding, since they grow more aggressive when not bound by a mage. You can injure demons and spirits with silver weapons and weaken them with tordenrock, though it is suggested you also use spells from another domain to injure it. Demons and spirits are immune to spells derived from their home, but not from another domain. Once the spirit or demon is dead its soul will shatter and leave behind soul fragments. What you wish to do with these fragments is up to you.

Souls:

Souls are the thing you use when calling upon the different domains. Using your soul as a sort of key you unlock the veil between this world and the domains. This is what lets you summon demons and spirits and what lets your draw energy from the domains to cast spells. Souls are what spirits are made out of, and therefor scholars hypothesize that we become spirits upon death. But because this clashes with religious views and lacks evidence it has been dismissed by the majority of nations.

Buffs and de-buffs received from demons and spirits:

Blessings:

Blessings are gifts imprinted on your souls by spirits, demons, or celestial beings. They may give you greater affinity for magic, give you knowledge, lengthen your lifespan, guide you to the right partner, or heal an old war wound. These are just some of the things blessings can do. Supernatural beings does not bless anyone however, as it requires you to have either done something remarkable, helped the supernatural being, or helped someone the supernatural being cares about.

Curses:

Curses are punishments placed on mages by angry spirits or demons. They may vary but most if not all degrade one's life and health. They are seen as terrible things, yet there are a few who willingly gets cursed. The necromancers who wants to become Liches is one example of this. To receive a curse a spirit must place it upon you using every ounce of energy in their body, shattering their soul. Demons do not die if they place a curse upon someone, but they are incredibly weakened from the effort.

Guardian spirits:

A guardian spirit is created when you free a spirit from an object it may have been trapped in or helped it resolve something, like an event that has plagued it in a previous life. The spirit will become eternally grateful and either bind itself to your bloodline or a specific location you like. The spirit will then do its best to help guard your family or a place you love.

Etheral teachers:

An ancient practice by druids is to allow a spirit to inhabit their mind when they are young. This is to learn magic from both a pony who has trained for decades and a creature that is literally the embodiment of that very thing. Spirits who inhabit the mind of someone for many years and teaches them magic are called ethereal teachers. These spirits are often unwilling to leave the mage it has trained once they come of age, but as part of the rite to become an adult a druid must banish their teacher back to its domain and never call upon it again. This does not mean all druids do this however. Some never let go of their spirit and live their whole lives with it.

Spellcasters:

Types of mages:

Warlocks:

Warlocks are the summoners of demons and spirits. They are masters of their craft in making pentagrams and writing binding contracts for their demon familiars to follow. They provide services like augering, summoning the spirit of a dead family member, and soul-mending, repairing broken souls and enchantments fueled by soul energy. They also serve as the ruling class of the dark isles, viewing themselves as the only ones powerful enough to rule. They are outcasts in society and seen as abominations for summoning demons. A Warlock married to a demon, most times a succubus, is often ridiculed on the street. They are viewed as the reason for why possessions happen and many tribute the untimely death of a young mage to Warlock meddling. Warlocks draws power from Dèer, Feràh and Seül to cast their spells. Warlocks are outlawed in Silvelt and are on a tight leash within the Silfy empire. Cosea is slightly more open to them, but most stay away from them entirely.

Necromancers:

The art of raising the dead is a controversial thing on Neptus. Necromancers take a spirit from Dòra, Lýef, or Seül and subjugated its will. Once it is docile they will bond it to a corpse and force it to obey their commands. Spirits exposed to necromantic spells and incantations become demons. Necromancers also study diseases, magical and non-magical ones. They often use Lýef and Dòra to test diseases on subjects with the hope that they can find the best way to kill many ponies at the same time. Necromancers are viewed as evil by almost all societies and they are activly hunted on Cosea, Silvelt, and the hegemony of Frenlein. All forms of necromany is outlawed in every major nation.

Druids/shamans:

While not technically a mage, a druid or shaman draws power from the five realms of Feràh, Ocìc, Ìryth, Wýnd, and Lýef. They can communicate with spirits from all these domains and let them guide their lifestyle as they live on nature. Druids are immune to possessions through their training to seal of their mind to outside influences. This does mean a druid has seek out places where the realms bleed to properly communicate with spirits. Druids mostly live the lush forestess of the Silvelt republic, but their practices have spread to other nations as well.

Sorcerers/Sorceresses:

The wild card of magic s, these spellcasters are self-taught unicorns or magical beings who can rely upon their bloodline to cast magic. This is called nexus memory or hivemind memory. Many comepare it to magical muscle memory that down information to the magic from their ancestors. Sorcerers are viewed as unpredictable and dangerous and many nations have laws prohibiting them from casting magic spells at all. They often draw power from Forsis, Feràh, Èletrì, Týme, and Spàcher since they are the most versatile of realms.

Wizards/witches:

State-sanctioned practitioners of magic. They have a license to summon spirits and cast military-grade combat and utility spells. They taught at special schools around the world who practices safe and state approved magic. Wizards and witches are one of the few types of mages recognized by the state as legal practitioners of magic. They are viewed as scholars and protectors of the realm by the public. Wizards and witches draw upon the forces of Feràh, Ocìc, Ìryth, Wýnd, and Èletrì. They are also prone to have familiars and they use them as assistents when they must check spells or gather supplies.

Enchanters and Rune Smiths:

State-sanctioned practitioners of magic. Rune Smiths are crafters of arcane weapons and tools while Enchanters learn how to apply magical runes to tools and weapons. These mages spend their whole lives studying under other Enchanters and Rune Smiths to learn all the runes and how to properly enchant objects. Highly sought after in Silfy and Silvelt for their valuable services to improve army weapons. There are fewer Rune Smiths than there are Enchanters because of the incredibly long time it takes to become one. To become a Rune Smith you must learn not just how to enchant objects, but you must also learn smithing and how to work with Perifth.  Perifth is a special metal that only appears at places where realm bleeding occur, growing from the ground like a plant. The Rune Smiths require at least a decade more training to become proficient at their craft and because of this they're highly expensive. Being an Enchanter in society gives you a lot of respect for picking such a noble profession, while being a Rune Smith may mean you are granted a minor lordship. These mages can draw upon any domain to make runes, but tend to stay away from Týme, Spàcher, Dèer, and Dòra.

Healers:

State-sanctioned practitioners of magic. They study anatomy and Lýef for most of their life to heal injuries and diseases, making them natural medics and doctors. The most prestige filled jobs within the medical community is held by Healers and their great respect for all life means that they are pacifists. There has never been a healer who has taken a life, which is why it requires a great amount emotional control to be one. They hates necromancy because of how it perverts souls and the dead and by extension they dislike Warlocks because they have a tendency to hurt their familiars. Healers hold great respect across all of Neptus and their sanctuaries are neutral ground during wars. Healers often work as ambassadors between different nations during war time because of their neutrality.

Artificers:

Albeit an uncommon school of study, artificers exist across Neptus. They are the ones who create golems and moving metal constructs. Through the energies of Lýef, runes, and gears these mages bring common objects and materials to life. Artificers sees magic as an intricate web that holds unlimited amounts of potential and knowledge. They use the patterns within magic to replicate its effects and they use mortal creature as the base for their creations. While not a recognized school of magic by any state, Artificers sees themselves as master craftsmen and hone their craft whenever they can. Magical constructs is not the only thing they can make, as they create magical tools to help them and others in their work. While they are not shunned by society they are locked out of the magical community because of their practice of bringing things to life. Many sees Artificers as lesser necromancers.

Plane-walkers:

These mages uses Seül and Spàcher to move between realms. They are considered mad by the general population for entering the different domains, but they obtain ancient knowledge because of it. They can summon spirits from the Spàcher realm at will to guide their way and they are great cartographers. However, they are weak fighters and do not learn many combat spells. All their time is spent learning where they can enter the different realms and archiving all the information they have learnt for their scattered order in the Magnus spire. Because of their archiving and deep dive into the secrets of the world they are great lore keepers and historians. Plane-walkers are respected by spirits and demons alike while they are mistrusted and disliked by normal society for their practice of jumping into the domains.

Mind-readers:

While known for their ability to read thoughts and emotions, these mages are more famous for their ability to manipulate the mind by by drawing upon the energies of Mìndia. They can create new memories, remove old ones, and construct subconscious boxes to contain subliminal messages and orders. Mind-readers cannot affect other mind readers with their magic without the other party noticing it since Mind-readers' minds are like fortresses, even from birth. Only the most skilled of mind readers can forcefully read another mind-reader's mind. Mind-readers are viewed as some of the most dangerous kinds of mages and practicing this form of magic is outlawed. Society as a whole try to be more mindful about their mental defenses against other presences because of Mind-readers and they look down upon anyone willing to use their magic. That dosen't stop politicians and nobles from hiring Mind-readers however.

Time-meddlers:

Time-meddlers are those who call upon Týme to revert or speed up the aging process, create time loops, heal time-rifts, look into past events and predict the future. They are regarded as dangerous since using time magic can lead to the creation of time-rifts and therefor it is illegal to practice magic without state intervention. The penalty for using time magic is either heavy fines or imprisonment up to five years. Time magic can only truly be taught at the Silvelt institute of enchanted objects and spell-casting if a mage is looking for a benefactor to sponsor their research into the subject.

Soul-flayers:

While necromancers raise the dead by forcing spirits into a dead body the Soul-flayers use the spirits themselves to fuel their spell. They will summon spirits and shatter them, stealing their energy. Soul-flayers can use their own souls to cast spells but in doing so may kill their soul by drawing too much power from it. Soul-flayers can enchant objects using spirit energy, called Soul-shattering, something that is viewed as highly immoral by the rest of the magical community. Soul-flayers can can injure their opponent’s soul using soul-bound or spirit enchanted weapons that they have created using the energy of dead spirits. They are viewed the same way as someone who kills animals for fun, since they summon spirits just to kill them and steal their energy. A Soul-flayer will summon a spirit from any of the domains to cast their spells, so they do not focus on one domain over another.

ive mages:

Someone that taps into the other domains without a conscious effort to handle smaller tasks. Earth ponies being good at planting things is an example of ive use of magic. Actively growing stuff by drawing upon Lýef is active use of magic by earth ponies. Pegasi flying is active use of Wýnd while their ability to fly itself is a ive effect. Being able to see different kinds of places where realm bleeding is occurring is in fact a ive effect from merely being a creature able to tap into the different realms.

Spiritborne:

These mages are literally born from spirits, being half spirit and half mortal. They can draw power from their mother or father's domain at will and are extremely powerful because of this. Spiritborne are short-lived however, mostly only living to the age of forty before dying. They transform into spirits upon death and venture to the realm their spirit parent is from. From this point on they become what is known as a mortal spirit. They are neither a demon nor a full spirit, meaning they are something in-between. It is incredibly rare to summon a mortal spirit and no name of one has ever been found. Many have tried summon them using the name they held when they were alive, but this have never worked.

Magic and mages in relation to religion:

Magic and religion has always mixed on Neptus. There are cults worshiping the celestial beings of each realm and there are large religions that deem the entire use of magic as immoral. The faith of the Evening Stars view the domains and their energy as a gift from the gods while the celestial beings are guardians left there to protect that energy. Silfy belifs that their sun god defeated all the celestial beings in combat and threw them into the different realms of existence as punishment for claiming divinity. The Silveltians believe that each celestial is a shard of reality itself, locked away from the mortal plane to protect us from the leviathans that are the celestial beings.

Mages, who draw upon the domains' power, are treated differently depending on where you live. The Silfy empire conscripts all unicorns that are born into the army as battle-mages where they learn how to use their magical abilities for the betterment of the nation. Cosea forces all unicorns to at least undergo five years of education on how to ward of demons and spirits along with proper safe-conduct on how you use magic. Silvelt with its Magister elite sees mages as important political allies and leave the regulations and teaching of new mages to the Magisters. The Magisters themselves takes on unicorns they consider to have potential as personnel students while the rest serve the magisterium in secretary and janitorial roles.

Spells:

(Comment your own suggestion for spells down below so they can be added to the list. Come up with a name, what it does, and what domain it draws energy from.)

"Ìcti" - Weak levitation spell that only allows you to lift things that weight one kilo or below. Considered a novice utility spell by the magic community.

"Lùmen" - Weak illumination spell that can only give you enough light to barley read a book in the dark. Considered a novice utility spell by the magic community.

"Sperìs" - Short-distance teleportation spell for objects no larger than a pen. It can only travel to a place you can see and that is within five meters. Considered a novice utility spell by the magic community.

Likes (4)
Comments (2)

Likes (4)

Like 4

Comments (2)

There's so much text that it's slowing down my phone, but that just shows how much effort you put into it.

Read more
2 Reply 12/10/19
    Community background image
    community logo

    Into MLP: The Hidden Flame? the community.

    Get Amino

    Into MLP: The Hidden Flame? the community.

    Get App