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Magic

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'''Magic''' is an essential part of [[Sanctuary]] and the planes surrounding the world. It is a force of the [[etheral plane]] that exists "under" the [[physical plane]] and can have turbulent manifestations when the two planes interact.
<! ==The Nature of Magic==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.  Magic is not commonly accessible by just any man, but some people can use a minor degree of magic power to do very basic things. A very small minority of people have the additional magical spark and the great willpower required to control magic in a way that is more significant in effect. The culture of the [[Western Kingdoms]] is more negative to magic than the [[Eastern]] ones, while they still hone the art of [[potion]]-crafting, which involves some magical components. Across the lands there are also remnants of old, and magical items like [[ring]]s or [[amulet]]s can still be found and used.  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.  ==Spells==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 man. 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 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.   The true essence of Fire lies at the edge of Energy and Matter. Magical fire feeds upon no earthly source, being fueled instead by the mystic energies known as Mana. While the heat of conjured flames may cause normal matter to combust and burn on its own, the flames themselves will burn as long they have Mana to draw upon. By carefully controlling the flow of Mana to a magical fire, its life-span can be extended well beyond that of a Firebolt or an Inferno.  The true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical Realms. While it is very efficient to transform Mana into electrical energy, it is extremely difficult to control. sometimes you can find that electrical spells can have a will of their own The caster is able to shield himself from the effects of these charges, but any creature - friend or foe - may be struck.  invoking the powers of the High Heavens and then infusing them with the essence of Fire - HOLY BOLT When cast, Mana courses through the body, instantly knitting broken bone, replacing torn tissue and reducing the effects of shock and fatigue. With time, this spell can be developed to the point that it can instantly restore even those on the brink of death.  ==Types of Magic==
Types of Magic:
* '''Holy magic''' - Magic Channeled from the [[High Heavens]]
** Electricity
* '''Spiritual Energies'''
* '''Natural magic''' - Talking to animals, plants and the weather (spirits of nature). command fire, earth, and the winds. empathy. language of the Natural spirits. spirit animals, sentient vines, and minor spirits of Nature
* '''Demonic magic
Etheral - Mystical - travel through  Magic use is wide spread. Many can use a little, or sense it. Few can wield it like a proper tool or weapon.Druids call traditional magic Dubhdroiacht
==Town Portal==
Magic = Powerful forceMuch studies - elusiveThe Horadrim constructed numerous magical gateways between the mighty fortresses so that they could quickly concentrate their defenses against any incursion by the Demons. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart. Although the secret of creating these gateways has been long lost, it is still possible to use the pathways that are already in place. never fully masteredEnchantments exude an aura - sensed A Portal opened by manyYears training required 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 exploit his point of origin. The Church of Tristram is built upon the Mana remains of a Horadrim monastery, and it is quite probable that pervades Sanctuarya gateway lies nearby.
etheral realm of magic (ocean)
physical world (sky)
Spells are turbulence btween the two when interact
Too much magic (like angel/demon Sin War) can tear fabric of reality apart - like a fierce hurricane
Order tried preserve reality by limit power of mortal mam.Only strongest will can harness more than the most basic of magic effect.Much energy is lost in the transition of power between the realms.==Staves==
Long time practicioners get more knowlegeble - greater effectsAny object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, efficienthowever, potentrequires intense study and an extensive knowledge of arcane materials and symbols. While none have mastered the ability to memorize a spell of this magnitude, the Vizjerei 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, endurance 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. Scrolls and use less mana/effectstaves have been crafted that can be used to Identify magical auras. 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.
 
Staves
long ago the Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused magical energy
creating staff = time consuming.
==Jewels==
Precious gems and metals make excellent foci for magical enchantments
Making of magical rings and amulets is unknown to most.
==Potions==
elixir brewing is still strong in the west. More acceptable social uses.
Various positive effects on imbiber.
Tristram Cathedral had lots of both. Clergy used them to care for sick and wounded.
Greatest of the Horadrim alchemists created elixirs capable of permanently affect the drinker in positive ways.
heal = red hue
mana = blue hue
pots to improve stamina or removing diseases as well as poisons or heating up a cold body
also purely chemical potions used for warfare, throwing.
==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 spell is infused, a reader can cast the spell without using any of his own inherent mana, or even knowing the spell itself.
The writing isn't the full power of the spell, which is infused in the ink and parchment, but mainly a keyword to use it. 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 spell from the writing, or analysing the embedded spell. When the magical keywords are read up in a proper way while focusing on the spell in the parchment, the enegy energy of the ink and scroll will release in the shape of given spell and also turn the scroll into dust.
==Notes==
[[Hidden]] feed of essence of fear. More demons do.
live in nightmares of children
wounded = retreat into the Ether to heal
while invisible - creature exists partially on the Physical Realm - affected by spells and weapons
 
 
Etheral - Mystical - travel through
Mana is your character’s spiritual essence
===Waypoints===
The world of [[Sanctuary]] is huge and often there are great distances between [[town]]s and their outlying regions. During the [[Sin War]], the [[Horadrim]] devised a system of magic waypoints to provide instant travel from one place to another. The magics at work have long since been forgotten as the Horadric Mages have all but disappeared. However, these waypoints remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.
Mana is your character’s spiritual essence
===other notes===
 
Gods
Gods
Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things.
Magic = corruptingDruids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather. More about power than magic?
Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.
 
natural magic
Order of the Light
 
 
==The corrupting force of Magic==
Magic = corrupting. More about power than magic?
 
[[Category:Lore]]
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