Magic

Basics

Magic is a universal constant in the Dominion’s Chain world, like the four elements (water, earth, air and fire). Magic could be interpreted as being the so to speak fifth element in the world. This universal constant extends beyond the borders of the physical realm (where our stories take place) to other realms, for example the home realm of the Kazdruk.

What differs magic are the various concepts of usage of Magic. If it is a Kazdruk succubus growing a cock, or if it is a Human praying to god, or if it is an Elven priestess healing a wounded one; all those are different concepts of usage and they thus draw from one and the same pool of energy (a pool that isn’t meant to run dry).

There are rigorous differences between those various concepts of usage with regard to

  • their power level,
  • the method of acquiring and incorporating Magic knowledge,
  • the race of the Magic user,
  • the catalyzer for empowering Magic (e.g. rituals, vampirism, books), and
    certain traits one is required to have to be a Magic user.

Some examples: A race like the Kazdruk have not only a natural ability to use magic (for details see the next paragraph below “Kazdruk Magic”), they have also utilized magic to create magically enhanced items, such as weapons, shields, etc. The Northern Elves for example have certain individuals, mainly priests and priestesses, who are capable of praying to their gods (yet another concept of magic usage based on one and the same universal constant) and using their deities blessing to channel magic power through themselves. A (blood-)ritual can massively empower a magic spell to open huge dimensional portals (think about how the Kazdruk got into the world in the first place), etc. etc. etc.

There’s an important thing to mention about magic users: A magic user does not necessarily need to be a sentient self-aware being. There are entities like the Dragons who have an inert and instinctive, thus limited, ability to use Magic.

The following paragraphs below will deal with race-dependent concepts of Magic usage in detail.

Ritualistic Combat

Kazdruk Magic

Kazdruk Magic differs from the styles of magica used by Elves and Humans.

The Kazdruk as a race, have an instinctive and natural ability to use magic. Their base abilities and susceptibility varies depending on genetic makeup or bloodline. All Kazdruk have the ability to learn and better hone their craft. It is usually seen more often in higher class Kazdruk and royal bloodlines, since the required rigorous training, text and knowledge can be hard to obtain.

Magic types range. The most common among Kazdruk are: Destructive, Manipulation and Deception. Although Healing magic can also been seen from time to time.

The user’s ability is usually drawn from within. Written texts and magical items may also be used for further effect.  The operator may call upon these spells and launch them fourth or upon oneself.      

Corruption grants users the same type of Kazdruk susceptibility to use of magic but much like their corruptors, they must train and learn to use the abilities to any kind of effect.

Anti-Magic: Some members of the Kazdruk society frown upon the use of magic. Especially if used in combat. Certain purebreds and soldiers hold these beliefs. They accept magic as an integral part of Kazdruk society but feel it’s use in combat as lacking honor. These types would rather place their muscle against one another than rely on frivolous sorcery.

The Mirror Portals

 

  • A mirror is a portal to a network of passageways which allow its user to travel within the Spire, or between specific locations outside the Spire.
  • Within the Spire, mirrors connect certain sectors to each other, such as Yuldasha’s personal sector to the Superior Personels Quartes sector. Each sector can consist of various levels.
  • The passageways can be used by high magic Kazdruk or by Kazdruk who have been granted the appropriate magic power.
  • All other individuals, such as slaves, helots, etc. can make use of the mirrors by wearing a specific artifact which opens the gateway.
  • Artifacts can grant access to the whole portal network, or can be limited to a minimum of one pair of mirrors.
  • Artifacts can have the forms of rings, amulets, neclaces, or any other accessoire.