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Magic

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Magic in Annwn

 

            There are 5 main types of magic; fire, water, earth, air, and life. All other types of magic are ‘subsets’ of the main 5. The image below is a visual representation of the 5 main types of magic in Annwn. The main 5 types of magic are known as The Elements. Other than the main 5, there is also white and black magic which act as two sides of the same coin, so to speak. By this, I mean that white magic is simply the main 5 types of magic amplified and harnessed into a magic of pure good; while black magic is simple the main 5 types of magic amplified and harnessed into a magic of pure evil. So technically, there are 7 main types of magic, but given the rare use of black and white magic, most people consider there to only be 5.

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Magic and the People of Annwn

 

            There are three kinds of magic that people can have. These kinds are innate magic, innate individual magic, and learned magic.

            First, is innate magic. Innate magic is magic that is based on race. For example, all Arrain have innate water magic, meaning that because they are part of the Arrain race, they can use water magic. Innate magic does need to be taught to a certain degree, but those with innate magic only need to see the magic in their subset used once in order to use it. For example, a child Arrain can use a water magic spell immediately after seeing it used by another water magic user. The child would not need to practice using it; it would come naturally to them. (Note: Races that have no innate magic are still capable of using magic, there are just no magic abilities associated with their race.)

            Second, is innate individual magic. Innate individual magic is similar to innate magic, but instead of being dependent upon race, it is dependent upon the individual. Anyone can be born with innate individual magic, and can have any type of magic. For example, a Human can be born with innate individual lightning magic. This would mean that, much like the Arrain child used in the earlier example, lightning magic would come naturally to the Human, and spells would take little to no effort to learn.

            Lastly, is learned magic. Learned magic is magic that is not related to the individual nor their race, but rather magic that they have to learn. Learned magic is somewhat difficult for those that pursue it, but it is common for both those with and without innate or innate individual magic to pursue it. Learned magic can be any type of magic that the individual wishes to study, but it takes practice, dedication, and, depending on the spell, countless hours of study in order to acquire learned magic. Anyone can acquire learned magic, and many people will learn simple spells in every of the main 5 magic types for daily convenience. For example, many people learn a simple fire magic spell to assist in lighting candles and lamps.

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Magic’s Limitations

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  • Magic can be used to try to prevent birth defects, but it can’t heal them.

    • Example: Magic can’t ‘fix’ someone that is born blind.

  • Magic can be used to heal injuries/wounds/scars, but it can’t heal injuries/wounds/scars that are older than 1 month.

  • Magic can be used to heal illnesses, but it can only be used to start or accelerate the healing process.

    • Magic can’t be used as an instant fix for illnesses. Example: If someone gets the plague, magic can be used alongside medicine to prevent the person from getting worse, or it can be used to help them get better faster. But, magic can’t be used to cure them of the plague.

  • Magic can be used to bring someone back from the dead, but this only works for 1 hour after they have died.

    • Magic can be used to revive a fallen comrade that has just died. But, if it has been more than 1 hour, only necromancy can be used to revive them, and they will suffer the side effects of being undead.

  • Magic can be used to travel through time, but it can only be used to go back a few seconds at a time and will cause great bodily harm every time someone uses it.

    • A person can use magic to travel back or forward in time a max of 30 seconds, but every time they do, they will lose a body part. This is because the magic feeds off of the user’s body in order to accomplish time travel. The body part is completely random (anything from a toe to an entire arm), and it is only lost 1 minute after the time travel magic is used.

  • A person can soul-bind an object or person (or living thing) to them, but there are limits.

    • What soul-bound means:

      • You and the person/object will always know exactly where the other is.

      • You and the person/object will always know if the other is in danger.

      • You and the person/object will be able to sense the other’s feelings.

      • You and the person/object will feel drawn to each other; not necessarily in a romantic way, but in a way that it feels strange if you are apart.

      • Objects that are soul-bound will gain a type of sentience in that they will go out of their way to help/protect/comfort you.

      • Objects gain the ability to fly at their master’s command.

      • If the soul binding of a person is not done with specifications that both parties in the agreement will be on equal terms, the person that is not performing the rite (or someone the spell randomly selects) will become a slave to the other. The enslaved person will be unable to disobey almost any command given by the master.

      • Objects will automatically be unable to disobey almost any order from the master.

    • Limits of being soul-bound:

      • The master can’t command the enslaved person or the object to kill/hurt/destroy themselves.

      • If you die/get destroyed/get hurt the person/object does not also die/get destroyed/get hurt (and vice versa).

      • You and the person/object can’t read the other’s mind.

      • The enslaved person or the object is incapable of hurting the master unless the master commands them to.

      • A soul-binding on equal terms can only be lifted if the original terms of the contract are fulfilled, if one party dies, or if something both parties consider an equivalent sacrifice is offered.

      • A soul-binding on master/servant terms can only be undone with the express permission of the master and by the master giving up something of great emotional value to them.

      • The master can control the enslaved person’s actions, but they can’t control the enslaved person’s feelings, thoughts, or memories.

      • In a master/servant soul-binding, the master can be soul-bound to as many people as they so choose, however the servant can only be soul-bound to one person maximum.

      • In a soul-binding where both parties are on equal footing, either may be soul-bound to as many people as they so choose. 

      • In the event that a person is already soul-bound on equal terms, but they become soul-bound as a servant to someone other than the original soul-bound person, the original soul-binding will be broken and the new one will overwrite it.

      • Someone that is soul-bound as a servant to a master cannot have their soul-binding overwritten unless the master sacrifices something of great emotional value to themselves in order to transfer ownership.

      • A person can be soul-bound to as many objects as they so choose.

  • A person can blood-bind a ​​person (or living thing) to them, but there are limits.

    • What blood-bound means​

      • You and the ​person can read each other's minds no matter the distance.

      • If you die, the person dies and vice versa. 

      • There is no hierarchy, so the two that are blood-bound are considered equals in terms of the spell. 

    • Limits of being blood-bound​

      • You can't prevent the person from reading your thoughts and vice versa.​

      • The agreement must be mutual for the spell to be binding. 

      • Once it is done, it can't be undone. 

  • A person’s ability to do magic is affected by their mental and physical state.

    • Regardless of how much mana a person has at their disposal, their ability to do magic can and will be affected by their mental and physical state.

      • As for mental state, mild or moderate emotions do not affect the ability to do magic, but severe emotions do. The following is a list of a few basic severe emotions and their effects on the ability to do magic.

        • Severe Anger: Spells will have increased power but drastically decreased accuracy.

        • Severe Sadness: Spells will have a drastically higher fail rate (ie: the spell won’t work).

        • Severe Fear: Spells will have increased power but a drastically higher fail rate.

        • Severe Jealousy: Spells will have a mind of their own (ie: attack spells will attack anyone but the intended target, rain spells will turn into hail spells, and etc).

        • Severe Stress/Anxiety: Spells will have a ‘stutter’, meaning that when casting a spell, only half of the spell will be completed and the other half will randomly happen sometime later. This is especially dangerous when dealing with attack spells.

        • Severe Happiness: Spells will have drastically decreased power.

      • As for physical state, even mild ailments can affect spell casting ability. The following is a list of basic ailments and their effects on the ability to do magic.

        • Pain: Spells will have decreased accuracy depending on severity.

        • Tiredness: Spells will have decreased accuracy, higher fail rate, and decreased power depending on severity.

        • Disorientation (Experiencing an inability to gain a grasp on one’s thoughts or actions): Spells will not work.

        • Fever: Spells will have a higher fail rate and lower accuracy depending on severity.

        • Hunger: Spells will have decreased power and accuracy depending on severity.

        • Blood or Mana loss: Spells will have a higher fail rate depending on severity.

 

How to Cast Magic

 

            In Annwn, magic is cast with runes and magic circles. Starting with runes, to use magic, you must cast a spell, and to do this, you must use runes. Runes are typically used by writing them or drawing them in the air with a finger or wand while reciting a spell. If one type of spell or magic is used most often by a caster, they will often carry these runes on them by carving them into wands, sewing them into clothes, or creating pendants out of them. The most powerful magic users are typically the ones that constantly have all of the runes on their person; typically implying that they are capable of using all of them (if there are multiple runes on the person for different spells, these runes will automatically take effect and illuminate with the correct incantation or a powerful enough intent). Depending on the nature of the spell, you must use the runes of the elements you are using as well as the rune that corresponds to the spell’s purpose. For example, to cast a lava magic spell, one would need to use the runes for fire and earth and then use a rune to dictate purpose. A list of runes and their purposes is provided below (the runes for the elements are listed in the image of the magic circle above). (These are commonly used runes, other runes can be created, but the process is extremely complicated and requires divine assistance, typically meaning that only priests/priestesses or people of equal divine knowledge/connection are capable of doing so). These runes are good to know and reference for a more in depth rp experience, but if they seem too complicated for you, you can just imply that you use them.

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Fehu: Used for spells with the intent of achieving a goal; most commonly used in luck spells and wish fulfillment spells.

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Ansuz: Used for spells with the intent of communication or insight; most commonly used in divination spells and communication spells.

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Uruz: Used for spells with the intent of self strength or protection; most commonly used in self-protection spells, self-alteration spells (of either the mind or body), and self-empowerment spells.

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Thurisaz: Used for spells with the intent of attack or destruction; most commonly used in fighting spells and curse spells.

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Raidho: Used for spells with the intent of aiding travel; most commonly used in teleportation spells and spells to increase speed of travel.

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Kenaz: Used for spells with the intent of gaining knowledge; most commonly used in spells to search for lost or hidden things and spells to uncover the truth.

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Gebo: Used for spells with the intent of exchange; most commonly used in soul binding spells, spiritual offerings spells, and alchemy.

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Nauthiz: Used for spells with the intent of endurance and overcoming impossibility; most commonly used in spells used in desperation as a last resort.

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Wunjo: Used for spells with the intent of bringing happiness and harmony to others; most commonly used in entertainment spells, blessing spells, and spells used to help others.

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Hagalaz: Used for spells with the intent of karmic justice; most commonly used in karma curses and revenge spells.

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Perthro: Used for spells with the intent of problem solving and dealing with issues regarding fate; most commonly used in aiding divination spells.

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Eihwaz: Used for spells with the intent of defense or protection; most commonly used in protection and defense spells.

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Jera: Used for spells with the intent of providing hope and prosperity; most commonly used in spells to support civilizations and peace spells.

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Isa: Used for spells with the intent to stop or delay; most commonly used in protection spells and sabotage spells.

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Berkano: Used for spells with the intent of growth and new life; most commonly used in all life magic spells.

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Ehwaz: Used for spells with the intent of forming, strengthening, or breaking relationship ties; most commonly used in love spells, trust spells, and friendship spells.

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Laguz: Used for spells with the intent of dealing with illusions and tricks (creating or destroying); most commonly used in spells used to locate and uncover hidden things, charm curses, and illusion spells.

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Mannaz: Used for spells with the intent of dealing with issues regarding specific races; most commonly used in attack spells, inspiration spells, and soul searching spells.

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Othala: Used for spells with the intent of increasing personal gain: most commonly used in wealth spells, luck spells, and success spells.

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Ingwaz: Used for spells with the intent of balance (worldly, emotionally, physically, etc); most commonly used in family spells, home protection spells, and relaxation spells.

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Dagaz: Used for spells with the intent of progression in a task or towards a goal; most commonly used in wish spells and knowledge spells.

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Algiz: Used for spells with the intent of channeling energies; most commonly used in utility spells and spells with very basic motives (such as lighting a candle, producing water, and etc.)

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Tiwaz: Used for spells with the intent of self-sacrifice; most commonly used in protection, strength, healing, and attack spells that feed on the caster’s life force in order to get more powerful results.

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Sowilo: Used for spells with the intent of healing; most commonly used in healing spells, resurrection spells, and cure spells.

            Second, is magic circles. There are two types of magic circles, the pentacle and the pentagram. The pentacle is used for good intending magic, and the pentagram is used for evil intending magic. Magic circles are only used in ritual spells, or spells that require a large amount of magical energy (there are some exceptions such as wish spells, which always require magic circles no matter what). The images below are the magic circles used, typically with runes drawn along the outside in a ring.

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Casting Without Incantations?

            Spells can be performed without incantations (aka verbal cues that cause the spell to ‘activate’) if the caster wears the necessary runes on their person, and if they have extremely powerful intent for the spell to feed off of.

Wands

            Wands are not the source of magical power, but rather conductors of magical power. Wands are most commonly used to amplify magic power and to increase accuracy. Good intent magic is properly amplified with wood from trees (or branches) that have died or fallen naturally, while evil intent magic is properly amplified with wood from trees (or branches) that have been cut with the intent of making it into a wand; the difference is the taking of life for the purpose of magic.

Magic and its Effects on the World

            Magic is everywhere, in everything, and a part of everyone. The world which in ways is guided by the Gods, is also undeniably run by magic; magic is the lifeblood of Annwn. For people, even for those that do not practice magic, magic is a fundamental, inescapable part of life. In fact, the most powerful plagues, curses, and blights are ones that eat away at the magic inside people, as without magic, a person will literally wither into dust. Magic is so fundamental, that those that have been known to use magic draining spells, are viewed as the true scum of Annwn. The only magic draining spells that are viewed as acceptable are ones directed at the self, as they can be used by not especially powerful mages to drain their own magic slowly, (allowing it to replenish before taking more) so that they can perform higher level rituals without the help of others. But, too much magic is just as bad as too little; as too much magic will literally burn the person alive from the inside out. Those that do drain magic must have a place to store it all; for some this is inside of themselves (some people genetically have the ability to hold much more magical power, but these people are typically targeted for bodily possession and slavery), while for others this means storing the magic in stones, personal items, or even plants. Stored magic is very fickle, and even the most powerful mages are incapable of rationing it; for this reason, stored magic is typically stored in many different places in small amounts so it can be controlled. For those who hold too much mana and it affects their bodies and minds, they can wear enchanted bloodstone which will slowly feed off their mana. Bloodstone enchanted in this way is the only stone that can 'destroy' mana; it appears to destroy the mana, but in reality it simply releases the mana into the air (even air holds mana).

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Mana Ora and Mana Kaha

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            Mana is used to describe magic that exists in all things. Mana literally means “Power”. Mana Ora is the name for the magic that exists inside all living things. Mana Ora literally means “Living Power”. Mana Kaha is the name for the magic that exists inside inanimate objects (aka everything not living). Mana Kaha literally means “Dead Power”.

            The difference between Mana Ora and Mana Kaha is that Mana Ora can be used by anyone for any type of magic, while Mana Kaha can usually only be used by those that are attuned with the object (time required for attunement varies from object to object) and can only be used for magic that aligns with its natural properties. For example, a chain necklace may have Mana Kaha that can only be used for magic with the intent to restrict or stop. Another example is that a broom may have Mana Kaha that can only be used for magic with the intent of flight/transportation. One last example is that a pair of boots may have Mana Kaha that can only be used for earth magic spells. Generally, Mana Kaha is typically only used to supplement or amplify a person’s Mana Ora, but it can also be used on its own for spells.

            Mana Kaha can’t exist inside a living thing. A living thing can use and manipulate Mana Kaha, but if they try to absorb it, it will not work. If Mana Kaha is forcibly injected into a living being, the Mana Kaha will destroy the being’s body in an attempt to escape. Mana Ora, on the other hand, can be in anything, but for it to be in nonliving things, it must be placed there deliberately by a living being.

            Mana regenerates over time, but if a being’s Mana Ora is completely drained and/or they are killed, it will no longer regenerate. It is impossible to completely drain Mana Kaha from an object because there is always a bit of Mana Kaha left. This is because the last tiny bit of mana is impossible to drain, and will always remain in the object in order to assist in the regeneration of Mana Kaha. This undrainable Mana Kaha is called Mana Kore.

            When a living thing dies, the Mana Ora leaves their body and is replaced by Mana Kaha. This happens because Mana must always be present in everything. It is impossible for Mana to not be present in something. This is not to say that people haven’t tried to disprove this universal law, but it is theoretically and physically impossible (no exceptions).

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Mana Limits

             When a humanoid is born, they come into the world with a specified amount of mana. Over time, and with the practice of magic, a person can expand how much mana they have. However, every person has a mana limit that is based on genetics. Once a person reaches their limit, they can no longer add to their mana pool size. Meaning they can only ever cast a certain number of spells before they run out of mana, and they can never increase that number. They can however learn to use simpler spells in less mana costly ways. They can NOT do this for more complicated/stronger spells.

 

Magic items

 

            Magic items can exist naturally or they can be created. Technically everything can be considered a magic item as everything contains Mana. But, the common distinction is that a magic item is something that is crafted by a living being. Naturally existing magic items gain increased Mana Kaha in the process of their crafting. As for created magic items, they can be created two ways. One way is to simply use a created object to store Mana Ora. Another way is through Enchanting Magic where the person will use either Mana Ora or Mana Kaha from other things in order to charge the item with magic of a specific purpose.

            There are some magic items that are naturally charged with much more powerful Mana. The most common naturally charged magic items are gemstones. Gemstones are only capable of being used as magic items after they have been properly cut and polished. Trying to use a gemstone that has not been properly cut and polished will only release 1/8th of its potential Mana Kaha. Here is a link of some magical stones and their uses: http://www.witchipedia.com/main:minerals-and-crystals

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Expanded lore on ghosts and spirits

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            To expand upon the lore put forth by the lore of Lost Souls, it should be noted that Superior and Inferior souls that generally exist in either Tirnanog (the underworld) or Aequether (the spirit plane for Lost and inferior souls), can also become trapped in Annwn (the material plane) through curses. The power and extent of these curses dictates the level of connection to Annwn. For example, a weak curse will only bind the spirit so that it can be barely seen on occasion by normal people and the distance around the object holding them to Annwn may be very short. On the other hand, an extremely strong curse will tie them completely to the material plane, trapping them within a large distance from the object holding them to Annwn. In these cases, they can only be freed by breaking the object that cast the curse or the object that ties the spirit to the material plane.

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