Ultima Stones
Atlas | Dragons | Hostiles | Library | Links | Spellbook | Who's Who


Ultima > Magic

Compendium Magica
The Spellcraft of Ultima

   Welcome ye worthy student of the Arcane Arts! This statement is not meant to belittle the more advanced mage that may use this book, but as any magic user knows the etheric arts are quite complex and the practiced mage is always and forever advancing the art through intense study and groundbreaking experimentation. In any event, the writer hopes this tome assists any and all in their research, exploration, or other etheric pursuits.

   The multiverse is a complex and, as some extensively experienced omniplanar enthusiasts have been known to say, "disturbing" place. Because of this, magic has come to know many incarnations and applications. Since the varieties are often confined to, and defined by the users in, a given dimension or world, the following material will be separated into sections by a corresponding realm.


The Nature of Magic

Creation
Utilization of Ether to create forms of matter or energy.
Destruction
Degeneration of matter or energy into Ether.
Transmutation
Using Ether as a medium to mutate or change one form to another.
Teleportation
Using Ether to fold space-time, to move a form between two non-connected points.
Communication
Telepathy, communication via Ether similar to as sound travels in air.
Summoning
Using the Ether as a lure or medium of communication to call on other creatures and transport them to the caster.
Banishment
Causing the Ether to repel or forcefully remove creatures from the caster.

Classification of Use

Duration of Effects

Scope of Effects


Morgaelin

(commonly: Pagan)

Magic in the realm of Pagan is ... complex in simplest terms. This is largely due to the outside influence of two (some say one) inter-dimensional travelers. For the purpose of orientation, here follows a quick history.

In the recorded history of the realm, a bodiless voice calling itself the Guardian spoke to the multi-deity worshipers of this world. It warned of an impending danger caused by another being it labeled "The Destroyer" who would come to the world and make of it a waste. A faction of these ancient tribes heeded the warnings and built, to the Guardian's instructions, a temple whose center housed a blackrock obelisk. These pagans, as they had come to be called, worshiped there constantly upon the basic elements: earth, air, water and fire. Such was their faith reportedly that the elements gained conscious thought and spawned beings known now as the Titans. The Destroyer came destroying the temple and the obelisk it housed, yet the Titans vied against it and after much global disaster drove the world-killer away.

With the destroyer gone the Titans lorded over the broken world. The only known bastion of civilization and consequently the only dimensional contact points exist in the shadow of the great volcano Morgaelin, hence the name of the world and the isle on which these peoples inhabit. Over time the Titans were brought under control (with or without their consent) by a few champions of this meager population. In each deal (or binding as the case sometimes was) was a new school of magic created. Only one stands alone and apart as a supplement to the other four.

Thus there are five schools of magic to choose from, or combine in whatever forms the caster sees fit within the limits of the ether and the allowance of the Titans themselves. These schools are Necromancy via the pact with Lithos, Theurgy granted by Stratos, Hydros' family-bound powers of Tempestry, the binding of Pyros' fire through Sorcery and Thaumaturgy-the purely ethereal art.

Necromancy

The Necromancers deal with death and the dead. They serve as morticians and caretakers in order to appease the Titan of earth, Lithos. So that they may serve Him, Lithos provides the necromancers with the means to cast spells of earthen magic. Necromancy is a unitary, pre-prepared, reagent based magic (reagents are mixed often well in advance of casting, a mixture produces one castable spell talisman or fetish). The reagents are all readily available solids and liquids found throughout Pagan. These are:

The type of reagents mixed together is fixed for each spell and only one unit of reagent is used for each mixture. Using more than one portion when mixing causes the mixture to fail and the reagents are wasted and become unusable, they usually dissipate into dust or nothingness. What is required to mix them is an enchanted talisman known as the Key of the Caretaker. The Key is provided to the "Scion" or apprentice to the Necromancer at the start of his or her pilgrimage to meet the earthbound shades of the ancient Necromancers. When mixed properly, the reagents form into fetishes shaped in a representative figure specific to the spell they contain. The creation of the fetish requires only the magic of the Key and that inherent in the reagents. Once created, a fetish may be used at any time to release the spell therein and then does it drain the users mana.

Necromantic Spells

Call Quake Kal Vas Ylem Por (Call a Great Matter Movement) [Icon of ]
This spell exists as one of the few ways the necromancer may actually call on Lithos directly for aid. The casting requests the Lord Lithos to shake his vast body in such as to upset and injure all on the field of battle save the caster. (Offensive type, instantaneous effect, area scope)
Create Golem In Ort Ylem Xen (Create a Magical Matter Creature) [Icon of the Golem]
Not all of Lithos' minions had corporeal life prior to their reanimated service to the Titan. Golems are amalgams of stone and sand, earth and mud, brought to tenebrious life by the power of Lithos. They have the strength of the mountains, but their speed and mental prowess are more akin to the worms oft trapped in their forms. Once created, they are controlled by verbal command and if left behind will simply wander off. (Utilitarian type, instantaneous effect, personal scope)
Death Speak Kal Wis Corp (Call on the Knowledge of the Dead) [Icon of the Speaking Ones]
As per the agreement between Lithos and Kalen the First, it became necessary to glean information from the passed Masters. So this is required as one of the first spells the initiate scion learns to begin his or her training. Cast on the corpse of an Ancient, this enchantment permits the dead to speak again in the role of teacher. (Utilitarian type, temporary effect, personal scope)
Grant Peace In Vas Corp (Create Great Death) [Icon of the Gravestone]
Necromancers not only deal with the dead and aide in the passing of the dying. If deemed necessary, they may commit a being to Lithos forcefully. If the caster's will stands vast enough, they may cease the life of almost any creature with this magic. (Offensive type, permanent effect, personal scope)
Mask of Death Quas Corp (Illusion of Death) [Icon of the Face of Death]
In certain lower stages of life, predators, especially those with a more limited intelligence, are often fooled into the belief that the prey they are hunting is quite dead and therefore, an unsuitable meal. The prey, often being the engineers of the deception, escape what seemed certain death after the predator loses interest. A similar principle guides the Quas Corp spell. Casted upon oneself, formerly attacking creatures believe the subject to have died and break off combat. (Defensive type, temporary effect, personal scope)
Open Ground Des Por Ylem (Downward Motion of Matter) [Icon of the Spade]
An oft required task of the Keepers of the Dead is to excavate or replace dirt and stone in grave digging and in the construction of catacombs. To that end, a servant of Lithos coined the spell to cause the simple manipulation of earth. "Open Ground" may be used to open gravesites, tumble earthen barriers, and, as is known to the apprentice initiates, to breach the gates of the Upper Catacombs in beginning the Way of the Necromancer. (Utilitarian type, instantaneous effect, area scope)
Rock Flesh Rel Sanct Ylem (Change to Protective Matter) [Icon of Stone Visage]
A necromancer's tasks and surroundings oft put a person under threat of loss of life and limb. Fortunately this spell provides, for a time, invulnerability to anything that may deem to cause bodily harm. Note: Similar effects are gained from the ingestion of the purple potions created by thaumaturgic alchemists. (Defensive type, temporary effect, personal scope)
Summon Dead Kal Corp Xen (Call a Dead Creature) [Icon of the Bones]
Necromancers are oft loners and found without companions for long periods. When physical conflict arises at these times, the caster finds a need for allies. The necromancer may call on Lithos' minions of the dead to aide in manners of combat. Casting causes a skeletal warrior to rise up and fight for the mage. Take caution though for the undead are simple minded and may turn on the caster when alternate opponents are scarce. (Defensive type, instantaneous effect, area scope)
Withstand Death Vas An Corp (Great Negation of Death) [Icon of the Fist]
Only applicable once, this powerful spell bars the selfish grasp of death only once to any caster. Could be cast any time and will remain in effect until the mage's life is compromised. (Utilitarian type, permanent effect, singular use, personal scope)

If you think this needs any changes, corrections, additions, please let me know!