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Magic

21 bytes added, 17:34, 24 November 2008
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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 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==
There are several types of magic, which depends on what type of source is used. It's unknown exactly how it works, but it's likely to come from a representation of a power in the etheral Etheral plane, and that is where you channel it from. The bits and pieces of a spell can therefore be channelled as Holy magic, Primal 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.
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 a tap of energy to rush forward from the etheral 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 exerting themselves.
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====Teleport====
The [[Teleport]] spell is a way for trained magic users to traverse the [[Ether]], and 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 immidiete 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.
Somewhat related to this topic is that of beasts capable of traversing both the [[Physical plane|Physical]] and [[Etheral 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 plane, essentially walking the line between them. He will travel on the Etheral realm until he can strike someone when they are vulnerable, and then manifests on the Physical realm to strike at them. If wounded, he can phase back into the Etheral 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 incling inkling to where he is. Magical spells that target automatically can easly easily find them, as their power originate from the Etheral plane, making the Hidden as visible as ever.
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 extinct 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 brought into our physical realm with the right magical affinity.
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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.
Descendants of these Winged Fiends can still be found terrorizing the contryside countryside with their great speed, razor sharp claws, hooked wings and magical abilities.
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====Nature Spirits====
There are many different forms of Nature-worshipping and spirits of Nature exists in such a wide diversity that they are inumerableinnumerable, allowing many different types of nature worshipping in a parallell parallel manner. Different Shaman, [[Witch Doctor]] and [[Druid]] tribes have spent long time attuning to Nature and can call forth spirits of nature to help them in their task of protecting nature itself. The summoning of spirits is more similar to Divine magic than demonic magic, with the difference that the nature magician needs to convince the individual spirits to join him, and they will personally stand and fall beside the protector of nature, not calling forth anyone to fight or serve for them. Nature magic is more upfront and personal.
Nature spirits usually come in three types: spirit animals, sentient vines, and minor spirits of Nature.
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===JewleryJewellery===
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 jewlery 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 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 are is one of the magical arts that are 's still practioned 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 practioned practised 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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====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 consisting 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====
While [[Heal]]ing and [[Mana]] potions might be the most "common" potions in [[Sanctuary]], there are also potions made to stop disease and poison, heating up a body affected by syndroms syndromes of Cold magic as well as improve physical stamina, and bringing new strength to tired bodies. Some of these potions should not be confused with the purely alchemical warfare throwing potions, that can result in explosions or poison clouds. Fortunately, they have a very different consistency and smell.
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.
===Scrolls===
Scrolls are specially prepared pieces of parchment that have runes scribed on them with magical ink in order to work as a focus for spells. When a spell is infused, a reader can cast the spell without using any of his own inherent mana, or even knowing the spell itself, much similar to using a magically infused staff. The writing itself is not the full spell. The spell itself is ''infused'' into the ink and parchment by scribing it and the actual runes on the parchment works like a keyword to cast the pre-prepared spell. Scroll scribing is a good way to store spells for later use, or for less experienced magicians to use in the case of immidiete immediate danger. They are less time comples complex and consuming to create, which makes them a popular alternative.
More complex spells need more complex keywords, and a high level of proficiency in reading these runes is needed to cast the spells from the most powerful scrolls. Even with a quite complex and cryptic writing, it would still be impossible for most mages to learn the acutal actual spell from the writing, or analysing the embedded spell. Any such analysis can't be made soley sole from the runes, but requires a proper analyse of the magical aura of the spell. This is something most mages would never be able to do.
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.
===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 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 damaged by an opening Town Portal.
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===Shrines and Wells===
An active adventurer of [[SancuarySanctuary]] will once in a while come across [[Shrine]]s and magical [[Well]]s erected in the heart of wilderness, or sometimes even in haunted caves or dungeons. These are speculated to be dedicated to some magical force, diety deity or natural spirit but the truth is that none actually knows their true function. Drinking from one of these wells usually restore physical [[life]] and spiritual [[mana]], as well as endurance, but it naturally needs to be a magically infused well, and not any regular waterhole. Paying homage to one of the shrines can invoke positive magical effects upon the believer, ranging from insight, regenerative powers or ability to run without pause for long periods of time.
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.
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.
The [[Vizjerei]] also formed the [[Order of Mage Slayers]] (also known as the [[Assassin]]s) to watch for rogue magi that may become corrupted by the forces of [[Evil]]. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption, and using macical magical or technological equipment rather than magic by themselves.
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 it [[Dubhdroiacht]], and use another path that also seem 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. [[Holy magic]] of the [[High Heavens]] and magic through the [[Amazon]] dieties deities also seem to be more or less free of corruption.
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