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Magic
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==The Nature of Magic==
[[Image:Spells_n_Magic_Artwork.jpg|right|thumb|350px400px|Schematics and notes about Magic from the [[Diablo I Manual]].]]The primal arcane magical force that pervades [[Sanctuary]] is usually called "[[Mana]]". Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing. In Sanctuary, there are several divisions of magic, and great [[mage clan]]s dedicated to learning all the secrets about this force.
The two primary planes of reality are the [[Physical plane]] and the [[Etheral 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 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 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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==Types of Magic==
** '''Fire'''<br>It's relatively easy to form Mana into a flame, and to control it into a form, like a bolt, stream ball or wall. Used almost exclusively in a destructive manner.
** '''Cold'''<br>Drawing all heat out of a small area to create ice or frost. Used for damaging and chilling any would-be enemy of the [[sorcerer]]. Not as destructive as Fire or Electric magic, it can be more useful as a personal defence, or subduing an enemy.
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==Spells==
While a powerful man might accidentally use magic without spells, it's more of opening a tap of energy to rush forward from the etheral 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===
[[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 many ways to transport quickly without physically exserting themselves.
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====Waypoints====
These waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.
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====Town Portal====
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.
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====Teleport====
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.
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====Planewalking====
If this creature is capable of travelling through the Etheral 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 extict 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 nature spirits in wolf shapes or the Holy [[Hammer of Ghrab Thaar]] can be brough into our physical realm with the right magical affinity.
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====Divine Interventions====
Of all the types of summonings that are possible through Divine magic, they are usually "gifts" with set parameters rather than anything that's possible to manipulate or change (other than summoning a more powerful "gift"). Quite the opposite of Demonic magic.
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====Minions of Hell====
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.
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=====Summon and Subdue=====
Imps were later found in the battle for [[Mount Arreat]]. Aware that its size is a liability in battle, an Imp uses magic to teleport and attack an opponent at range, from a fortified tower position, or even while mounted on the backs of large beasts.
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=====Creating Demonic Creatures=====
Descendants of these Winged Fiends can still be found terrorizing the contryside with their great speed, razor sharp claws, hooked wings and magical abilities.
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====The Undead====
* Read more about it on the '''[[Undead]]''' and '''Skeleton''' pages.
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====Nature Spirits====
* '''Sentient vines''' are different types of plants induced with the spirits of nature, capable of some level of intelligent thought, and willing to help nature's guardian.
* '''Minor spirits of Nature''' are non-physical spirits that can join up with the Nature caster and improve aspects of himself, such as eyesight, smell, strength or endurance.
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====Other Summonings====
It's not impossible that Primal magic can be used for summonings, in which case it might be a matter of making dreams and thoughts materialised, but there are as of yet no proof of this. Summoning pure Elements contained in magic bonds such as Fire, Earth, Cold or Electricity might make it possible some sort of elemental servant (that isn't part of Nature spirits, or spirits of the dead, forces the [[Druid]]s, [[Necromancer]]s and [[Witch Doctor]]s use), but there have not been any known experiments of this nature.
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==Enchanted Objects==
Magic can be used by gifted people around [[Sanctuary]], but the effects are usually only temporary, or active only as long as the [[cast]]er is concentrating on the spell. If a magician imbues an item with a magical spell, then it's often possible to get a near unlimited magical use from it, or at least allowing the magician to use spells with significantly less personal expense of [[Mana]].
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===Itentifying Magical Items===
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object.
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===Staves===
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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===Jewlery===
Magical jewlery 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 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===
[[Potion]]s and [[Elixir]]s are one of the arts that are still practioned 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 practioned in the West seems to be mainly due to the more social uses, and "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 concsists consists 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 availibility availability of healing potions vary from place to place. This is the most commonly existing potion. <br><br>
====Mana Potions====
Mana potions are made purely for [[caster]]s, who rely on [[Mana]] in order to cast [[spell]]s, and will replenish their internal magical reserves. They are essentially cosisting of raw magical energy infused into with a liquid edible medium and can replenish energy in a mage that has expended their power. In most cases they will not bring the capabilities of a well rested magic user over his normal limits.
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====Other Elixirs and Potions====
Elixirs made by the greatest [[Horadrim]] alchemists capable of permanently affect the imbiber in different positive ways, including making them stronger, smarter or even more agile.
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===Scrolls===
When the magical keywords are read up in a proper way while focusing on the spell in the parchment, the energy of the ink and scroll will release in the shape of given spell and also turn the scroll into dust.
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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 no longer any mages capable of creating further additions to the Waypoint network. It consists of large stone slabs in the ground, inscribed with magic through runes, and will transport anyone knowledgeble 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 damaged by an opening Town Portal.
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===Shrines and Wells===
Most of the wells, and a lot of these magical shrines also slowly regenerate their magical gifts opens up for speculation that they might have been set here by ancient [[Horadrim]] mages to harness the ley lines of [[Sanctuary]], and further their power against [[Darkness]]. The fact that [[demon]]ic creatures and [[monster]]s generally never touch them also support this theory. The evil forces don't seem to have much problems standing near them, so it might just be a very simple protective spell making it untouchable, or invisible to dark spawns.
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==The Corrupting Force of Magic==
:: Proverb from Earth
:: - Lord Acton (1834–1902)
Any man, woman or entity in power are subject to being corrupted by hunger for power, or just being subject of losing empathy of "lesser" men, women or entities. This is naturally true with magic as well, and great magical power can be even more thrilling than great political power, as you can manipulate your emmidiete surroundsings immediate surroundings in an instant. Whether channeling channelling magic in itself will corrupt a person is unknown, but [[Demonic magic]] seems to have the ability to do so.
It might just be the fact that Demonic magic handles a lot more destructive components than other schools of magic, but many [[sorcerer]]s and [[sorceress]]es have fallen to the demonic lure, and turned against fellow man. The [[mage wars]] between [[Bartuc]] and [[Horazon]] is a prime examples of this, and one of the reasons the [[mage clans]] started concentrating more on [[Elemental magic]] instead.