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Magic

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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 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 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.
====Town Portal====
The [[Town Portal]] spell seems to be closely related to the [[Horadric]] [[Waypoint]] network, and work with similar magical components to the [[Teleport]] spell, however, it does not seem to require the same type of physical component as the runed stone of 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.
====Summoning Divine InterventionInterventions====
Divine summonings usually require not only affinity with supernatural powers, but also a great dedication to faith in the diety 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 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.
====Summoning 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 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 [[demon]]ic 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.
====Summoning the The Undead====
The [[Undead]] are mostly, but not always, Evil. Undead can be summoned both through Demonic magic as well as other forms of magic. The [[Priests of Rathma]] summons the spirits of the dead into corpses and skeletons, but remain untouched by Demonic corruption. It's possible that this is because Life and Death are not part of Holy or Demonic magic, but rather some sort of Spiritual magic enabling these "[[Necromancer]]s" to use the undead against Demons without falling to corruption.
====Summoning Nature Spirits====
There are many different forms of Nature-worshipping and spirits of Nature exists in such a wide diversity that they are inumerable, allowing many different types of nature worshipping in a parallell 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.
===Staves===
The [[Mana]] of even a very skilled mage is still limited to his personal abilities, as is his ability to learn the different versions of a powerful spell. The [[Vizjerei Brotherhood of Vizjerei]] discovered a long time ago ways to use a simple wooden staff as a container for focused magical energycreating staff = a long time consumingago.Recharcging staff = apprentice work by just channel magic energyThese staves can have pattern are also often used as a foci for regular spells unknown to caster, uses the charge and can substancially improve an Arcane user's ability to cast.need physical contact with the staff (gloves usually ok) to direct it's power, both hand grip.infusing a staff, it gets a will of its his ownspells. some can be complex to control unless magician is powerful.Can also be infused with passive magic force, such a make hits harder, or wielder stronger.long relied upon wooden staves as channeling foci
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 channeling 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.
===Jewels===Precious gems and metals make excellent foci for magical enchantmentsMaking Infusing a staff with magic will give it what would appear as a will of magical rings it's own, and amulets is unknown to most.Eastern mage clans know it can require a little, besides the ones quite powerful magician in the world, picked up by people or monsters.Jewlery pieces seem order to interfere with each other.If worn on one hand, wield it's similar power. Some are simply too overpowering to a magnet, still even wield. A staff does notneed to have active spells in it to be unruly to wield. Just cancel each other out completelySome staves have passive spells of less physical effect that constantly affects the user, enabling him to remember spells better or just one work, usually the use more powerful one.Only one (magical) ring on each hand, and one amulet about the neck.Rings rarely break, since they are under normal circumstances not involved in any fighting."In fact, only three enchanted pieces of jewelry may be worn at any one time[[Etheral]] [[mana]] before being spent."
===PotionsJewlery===elixir brewing 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 strong 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 westminions of [[Burning Hells|Hell]] can be a good way to get this treasure. More acceptable social usesAnother 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.Various positive effects 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 imbibereach hand, and one amulet around the neck.The most common  ===Potions and Elixirs===[[Potion]]s and [[Elixir]]s are one of the arts that are healing potions, which 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 togetherMana potions = raw . The reason why this is still practioned in the West seems to be mainly due to the more social uses, and "not as magical energy infused into with a liquid edible medium can replenish energy " in a mage that has expended their powerthe 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.  Tristram Cathedral had lots ====Healing Potions====Healing potions concsists of an unknown combination of liquids, herbs and magical infusion that will have different [[heal]]ing effects depending on the quality of boththe 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. Clergy used them The availibility of healing potions vary from place to care place. This is the most commonly existing potion.   ====Mana Potions====Mana potions are made purely for sick [[caster]]s, who rely on [[Mana]] in order to cast [[spell]]s, and woundedwill replenish their internal magical reserves.Greatest 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 Horadrim alchemists created elixirs capable capabilities of permanently affect the drinker in positive waysa well rested magic user over his normal limits.heal  ====Other Elixirs and Potions=== red huemana = blue huepots While [[Heal]]ing and [[Mana]] potions might be the most "common" potions in [[Sanctuary]], there are also potions made to improve stamina or removing diseases stop disease and poison, heating up a body affected by syndroms of Cold magic as well as poisons 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 heating up poison clouds. Fortunately, they have a cold bodyvery different consistency and smell. also purely chemical potions used for warfareElixirs made by the greatest [[Horadrim]] alchemists capable of permanently affect the imbiber in different positive ways, including making them stronger, throwingsmarter 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 isn't itself is not the full power of the spell, which . The spell itself is ''infused in '' into the ink and parchment, but mainly 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 it, or for less experienced magicians to use in the case of immidiete danger. They are less time comples 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 spell from the writing, or analysing the embedded spell. Any such analysis can't be made soley 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. 
===WaypointsWaypoint Rune Stones===The world of old [[SanctuaryWaypoint]] is huge and often there are great distances between network created by the [[townHoradrim]]s still stands as a testament to their immense magical knowledge, and their outlying regionsthere is currently no longer any mages capable of creating further additions to the Waypoint network. During 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 [[Sin War]]user has previously activated for his personal spiritual pattern. In addition to this, the old [[HoradrimTown Portal]] devised a gateway system of magic waypoints to provide instant travel from one place to another. The magics at work have long since been forgotten as made by the Horadric Mages have all Horadrim might be related, but disappeared. Howeverwith a slightly skewed focus, these waypoints remain as a legacy to the Horadrim's once-great power and the value of these devices cannot avoid any Waypoint traveller be denieddamaged by an opening Town Portal.
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