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Magic

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The two primary planes of reality are the [[Physical plane]] and the [[Etheral Ethereal plane]]. The visual effects of magic becomes apparent when the two planes interact with each other and creating turbulence. Some scholars try to explain the interaction of the two by liken the physical world with the sky and the Etheral Ethereal realm of magic with the ocean. sky, and spells are much like the turbulence that occurs where the two interact with each other. During the [[Sin War]], [[Demon]] and [[Angel]] alike wrought powerful magicks magics that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which in this example would be the equivalent of a fierce hurricane.
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==Schools of Magic==
There are several types of magic, which depends can be categorised based on what type the source of source is usedthe energy. It's unknown exactly how it works, but it's likely to come from a representation of a power in the Etheral Ethereal plane, and that is where you channel it from. The bits and pieces of a spell can therefore be channelled as Holy magic, Prime magic or Elemental magic, for example.
* <b style="color:white;">[[Arcane magic]]</b><br>A group name for magic, but also the most advanced and powerful incantations. Can be used to manipulate the flow of time, and is considered highly volatile and dangerous.
Magic is an extremely powerful force and it has been studied my mages and scholars for hundreds of years, but the force is also very elusive and the power is never fully mastered. A "spell" is a magical incantation or kinetic movements that help weave and organise channelled [[Mana]] into a higher structure of useful effects.
The Forces of [[Order]] sought to preserve the fabric of reality by limiting the power of mortal manusing the [[Worldstone]]. This is why so few can wield magic, as much energy is lost in the transition of power between the two realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.
All schooled [[sorcerer]]s spend hours studying these spells to learn how to master them and to improve their efficiency or power. After years of training, they will be able to cast spells with less "wasted" Mana, and with greater precision, making the spells more powerful while using less Mana for the same effect.
Many of [[Sanctuary]]'s denizens can feel the aura that shines from spells, even if they can not interact with it. Hair rising at the back of your neck does not have to be a cold wind, it can be a reaction to nearby use of magic in sensitive people.
While a powerful man might accidentally use magic without spells, it's more of opening this causes a tap jolt of energy to rush forward from the Etheral Ethereal plane, and the "spell" is as likely to kill him as doing anything else. Organised spells can be very intricate and specific or used for general chaos, depending on the intended effect. More complex spells will not necessarily require a lot more Mana, but they generally do.
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===Magical Transportation===
[[Image:Horadrim_Sigil.jpg|thumb|right|250px|The sigil of the [[Horadrim]].]][[Sanctuary]] is an absolutely huge world, and travelling from one end to the other of the known world will take a considerable time. Magicians around the world have naturally done what they can to decrease the time they travel, even spending years in research on how to do this. The powerful [[Horadrim]] brotherhood were the most advanced magic users at the time and they deviced devised many ways to transport quickly without physically exerting themselves.
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====Waypoints====
[[Waypoint]]s are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appears appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from runed [[runes|rune]]-inscribed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.
The knowledge to create new Waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.
These Waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.
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====Town Portal====
The [[Town Portal]] spell seems to be closely related to the [[Horadric]] [[Waypoint]] network, and work with uses similar magical components to the [[Teleport]] spell, however. However, it does not seem to require the same type of runes as a physical component as the runed stone of like a Waypoint. The Brotherhood constructed numerous magical gateways between their mighty fortresses and settlements so that they could quickly concentrate their defences against any incursion by the [[Demon]]s. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart.
It's likely that there are Waypoints with additional magic infused into them to allow the use of a Town Portal spell to the vicinity of that Waypoint. A Waypoint located at a former Horadrim fortress or settlement site could be what enables Town Portal spells to bring you there. If this is the case, it might be possible for a [[Sorcerer]] with enough skill to use a similar spell to teleport directly to a Waypoint.
It The town portal spell could also be use a completely different set of teleportation nodes, besides to the actual Waypoint network, made specifically for retreating back to the nearest safe place, and nothing else.
Although the secret of creating these gateways as well as the Waypoints has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The [[Tristram Cathedral]] is built upon the remains of a Horadrim monastery, and has at least in the past harboured a portal gateway nearby.
====Teleport====
The [[Teleport]] spell is a way for trained magic users to traverse the [[Ether]], and materialise in another location with the speed of thought materializing in another location. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques to transport. The Teleport spell is only reliable for short distances, like teleporting up a few stories in your tower apartments, or to escape imminent danger.
It's unknown why the spell is only usable in short distances, but the likely scenario is that it becomes significantly harder to return to the [[Physical realm]], the farther away you try to re-emerge, and is why these beacon-like gateways have been made for Waypoints and Town Portal spells.
====Planewalking====
Somewhat related to this topic is that of beasts capable of traversing both the [[Physical plane|Physical]] and [[Etheral Ethereal plane]] at the same time. One example of this is the demon called simply: "the [[Hidden]]". Used by [[Diablo]] when he corrupted [[Tristram]], the demon is capable of phasing in and out of the Physical and Etheral Ethereal plane, essentially walking the line between them. He This creature will travel on the Etheral Ethereal realm until he can strike someone when they are is vulnerable, and then manifests on the Physical realm to strike at themambush. If wounded, he can phase back into the Etheral Ethereal plane to [[heal]] his wounds.
What is interesting is that he never truly leaves either plane, and although he is might be invisible, he's still possible to hurt with spells or effects, if you have an inkling to know where he is. Magical spells that target automatically can easily find them, as their power originate from the Etheral Ethereal plane, making the Hidden as visible as ever.
If Whether this creature is capable of travelling through the Etheral Ethereal plane in a similar fashion to the [[Teleport]] spell is unknown, and they have literary not been seen for the last 20 years in the physical realm, possibly extinct . They may have been hunted to extinction by the Hero who saved Tristram.
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===Magical Summoning===
There are different ways to summon companions, servants or familiars for [[caster]]s of [[Sanctuary]], it can be done with very different types of magic, and will produce very different types of summoned creatures. Everything from a small hellish [[Imp]] (that's harder to control than you might think), to a larger [[demon]], a divine [[Valkyrie]] of [[Athulua]], a pack of to nature spirits in wolf shapes or and the Holy [[Hammer of Ghrab Thaar]] can be brought into our physical realm with the right magical affinity.
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====Divine Interventions====
[[Image:Archangel Tyrael.jpg|right|thumb|300px|[[Archangel]] [[Tyrael]] doing something powerful.]]Divine summonings usually require not only affinity with supernatural powers, but also a great dedication to faith in the deity or other Divine power that is willing to grant intervention. [[Sanctuary]] is separated from other planes, and this makes it hard for extraplanar creatures and entities to affect our realm. It's similar to the [[Etheral Ethereal realm]], where magic is drawn from, and a lot of circumstances must be optimal in order to allow Divine creatures to manifest on our plane, or using any form of magic. For a magician, it's a matter of being attuned to magic, but a priest, cleric, Paladin or other believer must instead focus on their inner faith and believes.
Deities are much more fickle in about who who they want to will bestow their giftsupon, and but as long as the subject belongs to that deity in some level of faith, they can bestow powers or physical representation to protect their ward. The [[Amazon]] pantheon is relatively straight forward warfare society, and not particularly fickle. An Amazon warrior that who has spent a lot of training in holy studies and warfare might eventually be able to call forth an emissary of [[Athulua]] called a [[Valkyrie]]. They are the spirits of the greatest heroes from the Amazon people and the power to summon a Valkyrie is the greatest honour that an Amazon warrior can receive. It is believed this gift is a sign that your place beside the Goddess is assured when you pass from this world—perhaps even as a Valkyrie.
====Minions of Hell====
It's very possible to use the forces of [[Burning Hells|Hell]] against itself. The problem is the strong corrupting effect this have on the magician, as well as the fact that the entity or forces they summon will most certainly summoned usually want to take control of the caster. Strict discipline and observance is needed to attempt to summon even smaller demons. The act of making a pact with a [[demonDemon]]ic lord Lord or a [[Prime Evil]] is not a very clear or prudent one, and in most cases there will be loopholes in the pact to allow the demonic entity to take control of the mortal's soul without giving much back.
Demonic summonings work the opposite of Divine ones, and involves forcing creatures to our plane, and subduing them. They can also be changed and twisted to the shape that the summoner wishes, if he has the power to do so, and not be turned into a servant himself.
=====Creating Demonic Creatures=====
[[Image:Winged_Fiend.jpg|right|thumb|150px|A [[Winged Fiend]].]]A dark cabal of [[wizard]]s tried to use dark powers they attained through an arcane pact with [[Burning Hells|Hell]] in order to create a race of creatures as servants. They created a general form of bat-winged imps that they named ''[[Alae Nefastus]]'' to act as messengers and carrying to carry out deeds that were too trivial for themselves. Each of the wizards embedded power in them that reflected their own specialization on magic and the creatures were small, nimble and possessed an unnatural cunning.
The initial impression by the corrupt [[sorcerer]]s was that the experiment had been a success, until they realised that the Alae did not serve them as loyally as they had hoped. With their cunning, the creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. By this time, the sorcerers tried to undo their creations, but the [[Winged Fiend]]s had been secretly breeding outside of the sorcerer's domains and they banded together in swarms, killing their former masters.
Creating such a staff is very time consuming, and requires very expensive paraphernalia to properly imbue with spells. The design for these spell-casting staves is quite simple, however, and even an apprentice [[sorcerer]] with the right skill can replenish a staff by just channelling magic into it. While he might need a good knowledge in magic to refill a certain staff, he doesn't not need to know the spell in question. In order to use such a magical staff, the caster needs to have physical contact with the staff with both hands. The use of gloves is usually not a problem, as long as the sorcerer is actually holding the staff properly.
Infusing a staff with magic will give it what would appear as a will of it's own, and it can require a quite powerful magician in order to wield it's power. Some are simply too overpowering to even wield. A staff does not need to have active spells in it to be unruly to wield. Some staves have passive spells of less physical effect that constantly affects the user, enabling him to remember spells better or use more [[Etheral]] [[Mana]] before being spent.
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[[Image:Sorceress.jpg|thumb|right|200px|[[Sorceress]] wearing jewellery.]]Precious gems and metals make excellent foci for magical enchantments in addition to staves and is quite popular among any magic user, regardless of school of magic. The process of preparing these jewels into actually magical items is a long lost secret in the [[Western Kingdoms]], but is still used in some of the [[mage clans]]. A lot of items created in times long past can still be found, and as many [[monster]]s have an affinity for finding people with them, defeating the minions of [[Burning Hells|Hell]] can be a good way to get this treasure. Another good reason why they are so popular is that since they are so small and located on places such as hands and neck, they are unlikely to be damaged in combat.
Magical jewellery pieces have some sort of "maginetic" fields, and will easily be interrupted by other pieces. It's probable that this is because of their small size and relative high density magic in their physical shell. The effect is similar to that of a magnet, but not really. Holding two of these magical rings on the same hand, for instance, will completely cancel out both. Using more than one necklace at the same time will do the same. It might be a combination of the essence of the item, combined with how magic flows in the human body (even in the magically untrained), but there is no known studies made on the topic. However, the result of this is that only three pieces of enchanted fewlery jewlery may be worn at any one time: one ring on each hand, and one amulet around the neck.
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===Potions and Elixirs===
Creating [[Potion]]s and [[Elixir]]s is one of the magical arts that's still practised in the [[West]]. It's a combination of herbal essences and magical infusion to create draughts that for example can near instantly mend torn flesh and knit broken bone back together. The reason why this is still practised in the West seems to be mainly due to the more social uses, and them being perceived as "not as magical" in the view of the average person. Some of this magical power or magic healing power can be made through a combination of herbs that will funnel magic into the beverage. For more advanced potion, an Alchemist or magically skilled herbalist will be required. The two most common potions are [[Heal]]ing and [[Mana]] potions. Neither is common, but among potions with a magical nature, they are more common than others.
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====Healing Potions====
Healing potions consists consist of an unknown combination of liquids, herbs and magical infusion that will have different [[heal]]ing effects depending on the quality of the beverage. They are usually delivered in very small containers but with immense healing capabilities. The effect of a healing potion can bring a dying man to life within a few seconds, healing the wounds in a better way than the body itself can accomplish, presumably leaving less scar tissue. The availability of healing potions vary from place to place. This is the most commonly existing potion.
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===Waypoint Rune Stones===
The old [[Waypoint]] network created by the [[Horadrim]] still stands as a testament to their immense magical knowledge, and there is currently are no longer any mages capable of creating further additions to the Waypoint network. It A waypoint consists of large stone slabs in the ground, inscribed with magic through runes, and will transport anyone knowledgeable enough to use them to another stone that the user has previously activated for his personal spiritual pattern. In addition to this, the old [[Town Portal]] gateway system made by the Horadrim might be related, but with a slightly skewed focus, to avoid any Waypoint traveller be being damaged by an opening Town Portal.
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Ironically, some parts of the "traditional" Demonic magic that involves the manipulation of the dead has seemed to have almost no corruptive powers. The [[Priests of Rathma]], also known as the [[Necromancer]]s have shown no signs of traditional corruption, despite what many citizens of the world might think of them.
Druids shun the use of traditional magic and call calling it [[Dubhdroiacht]](black magic), and use another path that also seem seems to be impervious to the corrupting forces, namely [[Nature magic]]. If they use the name for Demonic magic, or any other form of magic than Nature magic isn't known. The [[Holy magic]] of the [[High Heavens]] and magic through the [[Amazon]] deities also seem to be more or less free of corruption.
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