Arcana and the Forces of Nature
Magic, also known as Arcana, is a force of nature in the world, just like gravity or electromagnetic forces. Magic comes from the Void, a parallel Plane from which all arcane and divine magic is formed. More technically, there are other Inner Planes, each ruled by a specific Hikai and each attuned to a specific Element. The magic from these planes, altogether, spills into the ethereal, arcanic and spiritual realm of the Void.
On the Material Plane, magic flows through what is called the Leystream. It is a magical enveloppe that interacts with the Void. During the Awakening, the Leystream came into place around the world, triggering the rediscovery of magic. Magic flows from the Void into the Leystream, then back into the Void. In many ways the Leystream is like a protective layer, which shields from the raw arcane energy of the Void.
Because of the Leystream, most mages in the current era cannot tap directly into the Void - it would require advanced scrolls and a powerful mage to directly draw energy from there. The Leystream itself serves as a pool from which to draw arcane energy. The magic in the Leystream is less powerful, but also less dangerous and easier to channel and process into spells.
Such a process - spellcasting - is done using Runes, one for each Element. As the magic of the Leystream is made up of all 16 Elements, much like white light is made of all other colours in the spectrum, Runes are the key to drawing just what is needed from the Leystream to cast the appropriate spell.
Spellcasting is not done by the runes themselves - they only filter the magic of the Leystream. To cast a spell the spellcaster still needs to physically channel said magic using their Chi energy, and "weave" or shape it into the actual spell. Most souls have Chi energy, but mages, who constantly use it to cast their spells, have a disproportionately higher pool of it at their disposal. Magic that draws from the Leystream is called arcane magic, as opposed to divine magic stemming straight from the Inner Planes - but we'll talk about it later.
Those runes are typically carved into Runestones for easier casting. However, magically imbued scrolls allow metamagic links between the runes written on it, which allows for more precise spells with different effects. Scrolls are expensive and time-consuming to produce, so many mages prefer using the cruder, but far more available Runestones instead. Mages still have to “weave” the spell after it is cast, and both spellweaving and rune-drawing form an important part of Arcane studies. Some mages prefer relying on scrolls, others, who need magic more often, will instead buy Runestones.
Outsiders and ancient Unseelie, as well as Elves, were known to use Vancian magic systems. However, the secrets of such spellcasting are lost even to the most eminent Ton'keena wizards.
Scrolls and Runestones
There are also scrolls and grimoires - special spellbooks whose pages consume each other after use - but the art of crafting a scroll requires not only perfect knowledge of runecasting and spellcrafting, but also the drawing of ley lines over magically imbued paper to link the symbols together, where a single misdrawn line can have catastrophic conseauences.
While the effects of a scroll can be far more varied than that of a runecrafting combination, the difficulty of making them and their single-use nature means scrolls are very expensive and require an experienced wizard to craft. At such scrolls are rarer and not as commonly used by adventuring wizards, even at a higher level of mastery.
Ideally, mages could craft their own runestones. However it is also quite time-consuming and requires skill in runecrafting, for each rune must be carefully and precisely carved. This leads to a thriving rune trade where master runecrafters and wizards sell runes to mages.
The more powerful the rune is, the more precise its carving needs to be and the purest the stone needs to be. Most mages also cannot really use the higher-leveled runes.
Common rune patterns are stored in spellbooks (not to be confused with the magically imbued grimoires) - every mage has one, where they write down their favourite spell patterns and other magically related information. Because the paper is not magically imbued, spellbooks cannot be used for actual spellcasting.
It is to note that because each channelling is unique to the wizard that practices it, the effects of a runic array can differ from mage to mage. This is to make up for the different interpretations the rune system can bring in gameplay.
Runestone Alphabet
Schools of Magic
Schools of magic are traditional ways to sort spells according to their effects or to the skills they require. The method currently in use is defined by a spell’s Core Rune (that is to say, the first rune to be activated, which defines the general effect) : at such, there are schools like Pyromancy ( fire-based spells ), Telekinesis ( motion-based spells ), Illusion ( based on the Phantasm rune ), Blood Magic, Void Magic, and so forth.
In ages past, and in other magical circles, other classifications are used : the Vancian Classification (Abjuration, Conjuration, etc), or the Seelen System (astral, enchanting, etc) were popular systems at some point.
Enchanting and Alchemy
There are various other ways of using arcane. Enchanting is the act of using a spell to imbue magical properties in an item, and there are master enchanters that have enchanted the highest tools of Imperial power. The warriors of the Matsuda family, a client family of the Yama, are known for their elemental katanas.
Some consider Alchemy to be magical in nature as it is all about exploiting the chemical and magical properties of plants and other materials. Alchemy is often taught in magic schools.
Magic and the Chantry
Traditionally, the Chantry and religious authorities tend to oversee magical research across the Empire. The Arcane Consort is the branch of the Chantry empowered by the Empire to oversee magical activities. It delegates its tasks to the Academies, which are the most centralized and prestigious universities of magic, and to the Mages' Guilds, which are more local organizations.
The Chantry makes sure that all magic is conducted safely. However it has proven repressive in the past : studying ancient Unseelie magic, for instance, is strictly controlled. Summoning Outsiders, while impossible using mere runestones, is forbidden through any other means. The corruption of the Ragondan mainland and the sheer evilness of Drows, sole survivors of the Elven/Unseelie wars of old, are enough proof that magic, in too strong doses, is far more dangerous than it is useful.
Chi energy is something every being in existence has in their souls. It is usually used to draw power from the Leystream, however doing so requires training, and mages, eventually, come to have far more Chi in their beings than any other being. The Chantry being that such unregulated potential can lead to disaster, and believes that there is such a thing as too much power. Too much Chi is said to "drown the soul". Many mages, especially Sorcerers, such as the Ton'keena High Manes breed, who do not need runes as they can filter the Leystream on their own, become insane the more Chi energy is stored into their souls. The same can be said of anyone that looks into the Font of Void, a Rune that allows to tap directly, if very inefficiently, into the Void itself. Besides, a lot of Chi energy can be used to draw Outsiders to it, especially those of the evil-aligned Shriek, which is enough to scare most of the Chantry.
Regulating all magical research and teaching therefore allows them to regulate who gets to train and expand their Chi, control mages and their advancement, put down mages that show signs of Void insanity, and make sure no arcane disaster or corruption occurs.
The Chantry used to hunt down High Manes in ages past. While many lost their powers due to not using them, some powerful High Manes formed secret societies and became powerful Sorcerers. Most of them eventually ran insane or, unchecked by magical authorities, sought to use their impressive powers to create unrest. Nowadays, though, most High Manes become sorcerers in Chantry approved facilities such as Academies or Guilds, which significantly reduces the risk of a sorcerer going rogue, not to mention they are easier to track down should they become mad - and many eventually do.
Recently, the Arcane Consort has considerably waned in influence over arcanic activities, and more Mages' Guilds now set their own agendas, usually revolving around a specific spell, rune, effect or field of study.
Learning Magic
While some mages are privately tutored, the school system is encouraged by Chantry officials. The Imperial Shrine of the Ki River, a shrine in the Totori highlands, is well-known for the quality of its mages; however the most prestigious school is on Sokomo Island : the Imperial Academy of Arcane and Wizardry is the nexus where all self-respecting mages meet, where the heads of the Chantry reside, and much magical research is done.
There are academies of magic in every major town or city, which are managed by the Mages' Guild and usually double-up as magical shops and places of general learning. There are also shrines in more remote areas where magic is taught.
To because a wizard, one can turn to these academies and shrines and will become an Apprentice. Early wizards typically cannot cast spells : instead they learn to channel magic, read runestones, and read ancient magical treaties.
Once the Apprentice is learned enough to safely and confidently use a runestone to cast a spell, though, they need to head to the Shrine of the Ki River or more ideally Sokomo Academy to continue their training. The Academy and Shrine, as well as the Mages' Guild, are managed by the Arcane Consort, the branch of the Chantry tasked with magical regulation and teaching.
The cost of training is very high and so several wizards stop at this stage and become either self-taught or privately tutored, though officially, they remain apprentices and at such are denied the facilities of higher magical learning facilities. However, in recent years, even Apprentice Wizards can access most Mages Guild facilities.
Once in the Academy or in the Shrine, the wizard becomes a Disciple. Typically, a learning cycle takes about four years. A mage must take all Core Classes for the first two years, though not all of them involve the practical use of magic. There is one exam session at the end of each year, and scoring an average of 70% is required to advance.
The core curriculum taught at either Academy include, for the two first years :
Upon reaching Third Year, a mage keeps four of the Core Classes and add four Elective Classes which will further specialize their training.
To complete their training mages must prepare a dissertation of a subject of their choice within their curriculum, which will be judged in the final exam session. This is why many mages wander the world at this stage in order to build their dissertation; in many cases it takes more than one full year as there really is no time limit. In addition to passing their exams, they must get a Commendation on their Dissertation, which then gets published in one of the five yearly issues of Arcane Unveiled, the peer-reviewed arcane sciences publication of Sokomo.
Past graduation, as a wizard grows increasingly more powerful, the Academy of Sokomo offers tutoring in highly advanced topics, usually taught by a world-leading magister expert.
There is no formal study of the Blood and Void runes; these are very high-leveled runes and understanding their element, as well as learning to cast Blood or Void magic, is a very difficult feat.
Once the Disciple has completed their training, they become Journeymen Wizards, are invited into the Mage's Guild after reciting the Oath of Loyalty to both the Guild and the Chantry.
A player character Wizard starting at level one would technically be below Journeyman level. Journeymen are typically level 7+ wizards. Sorcerers, knowing magic innately, do not require any formal training but might benefit from it, and so Sorcerers are also found in the Academy, usually learning non-practical magic subjects. Alchemists can have been studying at the Academy as part of their very class.
High-Manes and Sorcerers
High-Manes are a specific breed of Ton'keena. They display more feral traits and more importantly, are for unknown reasons able to innately cast magic, without needing the use of runes. High-Manes tend to be born more in certain lineages, but whether a child will be a High-Mane is still relatively random.
High-Mane children are usually found out in one of two ways. Typically their atypical, feral features are enough to tell; some Ton'keena actually found out by accidentally casting spells. Needless to say, this tends to come off as a bit of a surprise and at such many shrines offer to check potential High Manes. Such children are typically trained in the arts of Sorcery, though not all. Most children whose magical abilities are suppressed or neglected tend to lose their proficiency around mid-teenhood.
High Manes who train and properly nurture their innate magical skills become Sorcerers. Sorcerers become a force to reckon with. In the past, attitudes towards Sorcerers were mixed. At times Sorcerers were considered heretics and chased down. Since the Kitsune have moved in, though, Sorcerers are accepted in society.
There are quite a few Ton'keena Sorcerers, but the Chantry keeps a tab on them. It has been shown that as Sorcerers gain closer and closer understanding of the ultimate element, the Void, they can become more and more insane, up to the point of becoming a danger to themselves and others. At such, there is a Phylactery where vials of blood of Ton'keena sorcerers are kept, in the event said mages eventually go insane and need hunting down.
All Kitsune are born with the innate ability to cast runeless magic. It is to note that Kitsune Sorcerers do not show the same pattern as Ton'keena Sorcerers, as they do not run insane. It is surmised that because of their highly magical mature, Kitsune are more immune to what is called Arcane Corruption though ironically, it is their very land that has become corrupted instead.
Fonts of Power and Divine Magic
Despite the Leyspring being relatively constant (a “magical stew”, as Empress Kimeko calls it) there are places in the world where strong magic of a single element springs and flows. Those places are called Fonts of Power, and there are sixteen of them in the world (in theory – four have not yet been discovered), one for each Element.
Fonts of Power are different, as they completely bypass the Leystream. It is said that they anchor the elemental Inner Planes to the Void and the Material Plane, and therefore looking into them can grant powers directly from an Inner Plane, or from the Void. The magic wielded by somebody who looks in a Font of Power is very different than the magic used by typical mages, and even sorcerers. Magic that draws from the Leystream is called arcane magic while magic drawing from a Font of Power is called divine magic for it is supposedly given directly from a Hikai, or from their plane of existence at the very least.
Whether they have developed naturally or are the work of the Unseelie is a hotly debated topic. Whatever the truth is, relatively few people have the potential to receive them and most leave the Font empty-handed (or, in the worse cases, can even become insane). A Font is a very powerful treasure indeed; wars have been fought over them.
Magic, also known as Arcana, is a force of nature in the world, just like gravity or electromagnetic forces. Magic comes from the Void, a parallel Plane from which all arcane and divine magic is formed. More technically, there are other Inner Planes, each ruled by a specific Hikai and each attuned to a specific Element. The magic from these planes, altogether, spills into the ethereal, arcanic and spiritual realm of the Void.
On the Material Plane, magic flows through what is called the Leystream. It is a magical enveloppe that interacts with the Void. During the Awakening, the Leystream came into place around the world, triggering the rediscovery of magic. Magic flows from the Void into the Leystream, then back into the Void. In many ways the Leystream is like a protective layer, which shields from the raw arcane energy of the Void.
Because of the Leystream, most mages in the current era cannot tap directly into the Void - it would require advanced scrolls and a powerful mage to directly draw energy from there. The Leystream itself serves as a pool from which to draw arcane energy. The magic in the Leystream is less powerful, but also less dangerous and easier to channel and process into spells.
Such a process - spellcasting - is done using Runes, one for each Element. As the magic of the Leystream is made up of all 16 Elements, much like white light is made of all other colours in the spectrum, Runes are the key to drawing just what is needed from the Leystream to cast the appropriate spell.
Spellcasting is not done by the runes themselves - they only filter the magic of the Leystream. To cast a spell the spellcaster still needs to physically channel said magic using their Chi energy, and "weave" or shape it into the actual spell. Most souls have Chi energy, but mages, who constantly use it to cast their spells, have a disproportionately higher pool of it at their disposal. Magic that draws from the Leystream is called arcane magic, as opposed to divine magic stemming straight from the Inner Planes - but we'll talk about it later.
Those runes are typically carved into Runestones for easier casting. However, magically imbued scrolls allow metamagic links between the runes written on it, which allows for more precise spells with different effects. Scrolls are expensive and time-consuming to produce, so many mages prefer using the cruder, but far more available Runestones instead. Mages still have to “weave” the spell after it is cast, and both spellweaving and rune-drawing form an important part of Arcane studies. Some mages prefer relying on scrolls, others, who need magic more often, will instead buy Runestones.
Outsiders and ancient Unseelie, as well as Elves, were known to use Vancian magic systems. However, the secrets of such spellcasting are lost even to the most eminent Ton'keena wizards.
Scrolls and Runestones
There are also scrolls and grimoires - special spellbooks whose pages consume each other after use - but the art of crafting a scroll requires not only perfect knowledge of runecasting and spellcrafting, but also the drawing of ley lines over magically imbued paper to link the symbols together, where a single misdrawn line can have catastrophic conseauences.
While the effects of a scroll can be far more varied than that of a runecrafting combination, the difficulty of making them and their single-use nature means scrolls are very expensive and require an experienced wizard to craft. At such scrolls are rarer and not as commonly used by adventuring wizards, even at a higher level of mastery.
Ideally, mages could craft their own runestones. However it is also quite time-consuming and requires skill in runecrafting, for each rune must be carefully and precisely carved. This leads to a thriving rune trade where master runecrafters and wizards sell runes to mages.
The more powerful the rune is, the more precise its carving needs to be and the purest the stone needs to be. Most mages also cannot really use the higher-leveled runes.
Common rune patterns are stored in spellbooks (not to be confused with the magically imbued grimoires) - every mage has one, where they write down their favourite spell patterns and other magically related information. Because the paper is not magically imbued, spellbooks cannot be used for actual spellcasting.
It is to note that because each channelling is unique to the wizard that practices it, the effects of a runic array can differ from mage to mage. This is to make up for the different interpretations the rune system can bring in gameplay.
Runestone Alphabet
Schools of Magic
Schools of magic are traditional ways to sort spells according to their effects or to the skills they require. The method currently in use is defined by a spell’s Core Rune (that is to say, the first rune to be activated, which defines the general effect) : at such, there are schools like Pyromancy ( fire-based spells ), Telekinesis ( motion-based spells ), Illusion ( based on the Phantasm rune ), Blood Magic, Void Magic, and so forth.
In ages past, and in other magical circles, other classifications are used : the Vancian Classification (Abjuration, Conjuration, etc), or the Seelen System (astral, enchanting, etc) were popular systems at some point.
Enchanting and Alchemy
There are various other ways of using arcane. Enchanting is the act of using a spell to imbue magical properties in an item, and there are master enchanters that have enchanted the highest tools of Imperial power. The warriors of the Matsuda family, a client family of the Yama, are known for their elemental katanas.
Some consider Alchemy to be magical in nature as it is all about exploiting the chemical and magical properties of plants and other materials. Alchemy is often taught in magic schools.
Magic and the Chantry
Traditionally, the Chantry and religious authorities tend to oversee magical research across the Empire. The Arcane Consort is the branch of the Chantry empowered by the Empire to oversee magical activities. It delegates its tasks to the Academies, which are the most centralized and prestigious universities of magic, and to the Mages' Guilds, which are more local organizations.
The Chantry makes sure that all magic is conducted safely. However it has proven repressive in the past : studying ancient Unseelie magic, for instance, is strictly controlled. Summoning Outsiders, while impossible using mere runestones, is forbidden through any other means. The corruption of the Ragondan mainland and the sheer evilness of Drows, sole survivors of the Elven/Unseelie wars of old, are enough proof that magic, in too strong doses, is far more dangerous than it is useful.
Chi energy is something every being in existence has in their souls. It is usually used to draw power from the Leystream, however doing so requires training, and mages, eventually, come to have far more Chi in their beings than any other being. The Chantry being that such unregulated potential can lead to disaster, and believes that there is such a thing as too much power. Too much Chi is said to "drown the soul". Many mages, especially Sorcerers, such as the Ton'keena High Manes breed, who do not need runes as they can filter the Leystream on their own, become insane the more Chi energy is stored into their souls. The same can be said of anyone that looks into the Font of Void, a Rune that allows to tap directly, if very inefficiently, into the Void itself. Besides, a lot of Chi energy can be used to draw Outsiders to it, especially those of the evil-aligned Shriek, which is enough to scare most of the Chantry.
Regulating all magical research and teaching therefore allows them to regulate who gets to train and expand their Chi, control mages and their advancement, put down mages that show signs of Void insanity, and make sure no arcane disaster or corruption occurs.
The Chantry used to hunt down High Manes in ages past. While many lost their powers due to not using them, some powerful High Manes formed secret societies and became powerful Sorcerers. Most of them eventually ran insane or, unchecked by magical authorities, sought to use their impressive powers to create unrest. Nowadays, though, most High Manes become sorcerers in Chantry approved facilities such as Academies or Guilds, which significantly reduces the risk of a sorcerer going rogue, not to mention they are easier to track down should they become mad - and many eventually do.
Recently, the Arcane Consort has considerably waned in influence over arcanic activities, and more Mages' Guilds now set their own agendas, usually revolving around a specific spell, rune, effect or field of study.
Learning Magic
While some mages are privately tutored, the school system is encouraged by Chantry officials. The Imperial Shrine of the Ki River, a shrine in the Totori highlands, is well-known for the quality of its mages; however the most prestigious school is on Sokomo Island : the Imperial Academy of Arcane and Wizardry is the nexus where all self-respecting mages meet, where the heads of the Chantry reside, and much magical research is done.
There are academies of magic in every major town or city, which are managed by the Mages' Guild and usually double-up as magical shops and places of general learning. There are also shrines in more remote areas where magic is taught.
To because a wizard, one can turn to these academies and shrines and will become an Apprentice. Early wizards typically cannot cast spells : instead they learn to channel magic, read runestones, and read ancient magical treaties.
Once the Apprentice is learned enough to safely and confidently use a runestone to cast a spell, though, they need to head to the Shrine of the Ki River or more ideally Sokomo Academy to continue their training. The Academy and Shrine, as well as the Mages' Guild, are managed by the Arcane Consort, the branch of the Chantry tasked with magical regulation and teaching.
The cost of training is very high and so several wizards stop at this stage and become either self-taught or privately tutored, though officially, they remain apprentices and at such are denied the facilities of higher magical learning facilities. However, in recent years, even Apprentice Wizards can access most Mages Guild facilities.
Once in the Academy or in the Shrine, the wizard becomes a Disciple. Typically, a learning cycle takes about four years. A mage must take all Core Classes for the first two years, though not all of them involve the practical use of magic. There is one exam session at the end of each year, and scoring an average of 70% is required to advance.
The core curriculum taught at either Academy include, for the two first years :
- Runecrafting - the art of crafting runes
- Runic Sciences - the study of Tier One runes and the concepts that pertain to them, for one must understand the essence of an element to cast a spell of said element. Tier Two runes are studied in 2nd and 3rd years.
- Spellcasting - usually further specialized according to the mage's affinity, as dealing with a fire spell can be different from a wind spell, despite the similar channeling and casting itself. For instance a mage might learn not to burn themselves casting a fire spell!
- Botany & Herbology - the study of plants mundane and magical, and oozes
- Magical History - the study of history of magic, which in later years deals with the Unseelie and Elven wars
- Astronomy - the art of reading the movement of the stars (2nd year onwards)
- Potion Brewing - the study of brewing potions correctly. (2nd year onwards)
Upon reaching Third Year, a mage keeps four of the Core Classes and add four Elective Classes which will further specialize their training.
To complete their training mages must prepare a dissertation of a subject of their choice within their curriculum, which will be judged in the final exam session. This is why many mages wander the world at this stage in order to build their dissertation; in many cases it takes more than one full year as there really is no time limit. In addition to passing their exams, they must get a Commendation on their Dissertation, which then gets published in one of the five yearly issues of Arcane Unveiled, the peer-reviewed arcane sciences publication of Sokomo.
- Alchemy - the study of using magical compounds to create liquids and extracts of various effects.
- Ancient Studies - the study of the Unseelie culture, of ancient magical systems, and of the Awakening. It is to note that it is not a class about actually learning how to cast Unseelie spells - officially, such feats are unknown, except to the secretive Archivists which for the most part do not associate with the Arcane Consort.
- Animal Care - the study of magical animals and their care
- Arithmancy - the study of "metamagic", trigonometry and ley lines
- Biomancy - the study of magical medicine, usually based around a mix of medicine and Life/Light runic magic.
- Divination - the study of the stars to predict the future
- Ghoul Studies - the study of Undeath, which usually involves advanced Negate and Life runics and forbidden Unseelie magics.
- Magical Theory - the study of theorical magic, how spells and magic as a force of nature works.
- Outsider Sciences - the study of aberrations and outside planes.
- Philosophy - the study of mundane and magical fundamental issues
- Sorcery - the study of inherent magic, such as that of the Drow, Kitsune and high-mane Ton'keena
- Transfiguration - the study of imbuing magic into items
Past graduation, as a wizard grows increasingly more powerful, the Academy of Sokomo offers tutoring in highly advanced topics, usually taught by a world-leading magister expert.
- Apparation - the study of the Charge rune and its corresponding element, and of properly teleporting using portals.
- Enchanting - the art of imbuing magic into items to give them some extra effect. (Requires Transfiguration)
- Scroll Crafting - the art of drawing patterns and making scrolls. (Requires Arithmancy and Ancient Studies)
- Transmutation - the study of the Matter rune and of transmuting items.
There is no formal study of the Blood and Void runes; these are very high-leveled runes and understanding their element, as well as learning to cast Blood or Void magic, is a very difficult feat.
Once the Disciple has completed their training, they become Journeymen Wizards, are invited into the Mage's Guild after reciting the Oath of Loyalty to both the Guild and the Chantry.
A player character Wizard starting at level one would technically be below Journeyman level. Journeymen are typically level 7+ wizards. Sorcerers, knowing magic innately, do not require any formal training but might benefit from it, and so Sorcerers are also found in the Academy, usually learning non-practical magic subjects. Alchemists can have been studying at the Academy as part of their very class.
High-Manes and Sorcerers
High-Manes are a specific breed of Ton'keena. They display more feral traits and more importantly, are for unknown reasons able to innately cast magic, without needing the use of runes. High-Manes tend to be born more in certain lineages, but whether a child will be a High-Mane is still relatively random.
High-Mane children are usually found out in one of two ways. Typically their atypical, feral features are enough to tell; some Ton'keena actually found out by accidentally casting spells. Needless to say, this tends to come off as a bit of a surprise and at such many shrines offer to check potential High Manes. Such children are typically trained in the arts of Sorcery, though not all. Most children whose magical abilities are suppressed or neglected tend to lose their proficiency around mid-teenhood.
High Manes who train and properly nurture their innate magical skills become Sorcerers. Sorcerers become a force to reckon with. In the past, attitudes towards Sorcerers were mixed. At times Sorcerers were considered heretics and chased down. Since the Kitsune have moved in, though, Sorcerers are accepted in society.
There are quite a few Ton'keena Sorcerers, but the Chantry keeps a tab on them. It has been shown that as Sorcerers gain closer and closer understanding of the ultimate element, the Void, they can become more and more insane, up to the point of becoming a danger to themselves and others. At such, there is a Phylactery where vials of blood of Ton'keena sorcerers are kept, in the event said mages eventually go insane and need hunting down.
All Kitsune are born with the innate ability to cast runeless magic. It is to note that Kitsune Sorcerers do not show the same pattern as Ton'keena Sorcerers, as they do not run insane. It is surmised that because of their highly magical mature, Kitsune are more immune to what is called Arcane Corruption though ironically, it is their very land that has become corrupted instead.
Fonts of Power and Divine Magic
Despite the Leyspring being relatively constant (a “magical stew”, as Empress Kimeko calls it) there are places in the world where strong magic of a single element springs and flows. Those places are called Fonts of Power, and there are sixteen of them in the world (in theory – four have not yet been discovered), one for each Element.
Fonts of Power are different, as they completely bypass the Leystream. It is said that they anchor the elemental Inner Planes to the Void and the Material Plane, and therefore looking into them can grant powers directly from an Inner Plane, or from the Void. The magic wielded by somebody who looks in a Font of Power is very different than the magic used by typical mages, and even sorcerers. Magic that draws from the Leystream is called arcane magic while magic drawing from a Font of Power is called divine magic for it is supposedly given directly from a Hikai, or from their plane of existence at the very least.
Whether they have developed naturally or are the work of the Unseelie is a hotly debated topic. Whatever the truth is, relatively few people have the potential to receive them and most leave the Font empty-handed (or, in the worse cases, can even become insane). A Font is a very powerful treasure indeed; wars have been fought over them.
- Font of Wind
- Font of Water
- Font of Fire
- Font of Earth
- Font of Motion
- Font of Gravity
- Font of Phantasm
- Font of Growth
- Font of Negate
- Font of Light
- Font of Chaos
- Font of Life
- Font of Charge
- Font of Matter
- Font of Blood
- Font of Void