This type of magic is based on giving mana an order to recreate a particular effect through incantations or rituals, which are required before casting it. This comes in the form of spells. It’s a very formulaic way of using applied, the easiest to reproduce and teach, and has increasingly become a commonly used form on Kaf and most other worlds. If a spell is prepared properly in a normal environment, then nothing unexpected can happen when cast. If a spell isn’t cast with it’s proper components, one of three things happens: The magic doesn’t work, it backfires horribly on you, or you invent some new magical effect and get to name it after yourself.
Ordered Spellcraft is heavily traditional, with most spells being developed through centuries of trial and error. The only people who break the rules are the maverick wizards and arcanists who wind up eventually discovering something new and/or blowing themselves up. Extensive experimentation is usually socially acceptable among mages, but the “Hey, you know what would be cool?” approach to things tends not to go over well with stuffy archmage councils. The advantages of using spellcraft is it’s totally reliable and, generally, more advanced than other types. When most people think of spellcasters, they are imagining some form of ordered spellcraft.
While Ordered Spellcraft is reliable, the problem is that it also becomes easily predictable. Most potent mages know it usually won’t be enough to defeat an opponent in a magical duel and that it must be combined with other types or more complex and ancient spells should be used.
Spellcasting and Preparation
When it comes to preparing or casting spells, there are various ways to go about doing it.
We often have to make a distinction between preparation and activation. Both still use the above the list of components, but some of them may only have a role in creating a spell, while other will serve as a trigger to make it go off.
Spells do not necessarily need to be cast as soon as they are created. If a spell for the user to hold onto a spell after construction to be used later, then it can have a construction method that takes very long and still allow for spells that are cast instantly when they are needed, or to be used for fast-paced magical battles.
Tracing a symbol or mark in the air, creating a path for ley lines and runes for mana to quickly flow through and activate when synchronizing with the caster’s will.
Physical movement ranging from simply pointing to grand sweeping movements. Specific gestures with a meaning or intention behind that resonate with the mana around the mage and deliver on it.
Require specific body movements and rhythms to be activated, often calling forth emotional drive from the caster to be in sync with the mana around them. Related to motion spells, the longer dances usually produce grander or longer lasting effects.
Geometric rituals, traced shapes and diagrams to function as a conduit for magical energy. Most symbols create a focal point of ley lines which collect mana into potential energy. Spells used for combat situations often are quickly prepared with the mage constructing the magic circle ward from light, called “instant runes”.
The material (or immaterial like sounds) ingredients you need to call forth a spell. The mana within certain matrials resonate with specific spells more than others, allowing for the to done quicker. However the object is often consumed, being directly converted into mana.
Words or a phrase, which must be completed in their entirety for the magic to activate. The length of the incantation generally corresponds to the power of the spell itself – a spell with a short incantation has a weaker effect, and so on. Mantras are primarily used as spiritual conduits, words or phrases that instill concentration in the mage to be in sync with the vibrations of the mana around them. Many mages use mantras as a focal point. The mantra can be any kind of phrase or even nonsense, as long it is a source of comfort and comes naturally to the mage.
A spell that works via music: playing a certain song or a magical instrument that causes a spell-like effect to happen, often calling upon strong emotions that link up and instruct the mana around them.
A focus is distinct from ingredients by being a reusable tool for doing magic, like a wand. Most often they have materials that resonate with vibrations in mana such as gemstones or contain the organ of an arcanist creature.
Hexing/cursing: Typically a curse or hex is a harmful magical spell that will develop slowly and gradually. A tremendous amount of energy is required for what is essentially the art of creating magical traps or for the lack of better word landmines. Magical diseases are included under the umbrella of hexing.
Repudiation/Meta-magic: a magic art that involves the manipulation of magic spells itself. It includes wielding spells that absorb, reflect magic, dispelling curses or removing the effects of magical items.
Restoration: These spells allow mages to return things to a previous state which often manifests as rebuilding broken objects. It is also used to heal and boost the injured and the ill. Dedicated clerics, mages who are inclined to healing, and bards are those who use techniques that employ a great level of refined magic control to simultaneously activate and maintain certain biological functions in a person’s body. Clerics and healers use magic on themselves or patients willing to accept their magic. The healing arts temporarily cause a body to draw from an active mana source to exponentially increase its healing capabilities and repairing itself by healing damaged tissues and bone structures, and conquering diseases and infection. Mages using this spell type cannot recreate tissue; if a finger is missing a mage cannot grow another one. If the finger is found and it hasn’t been too long it can be reattached. Magical healing requires significant rest afterwards and it is not uncommon for those healed magically to pass out for hours or days at a time. Miraculous as it is, speeding up the body’s healing process will exhaust the body. There is also speculation rapidly healing critical injuries, such as a damaged lung can shorten one’s lifespan by weakening other organs. The mage must be in close proximity to its target to effectively use restoration arts. The magical songs of bards can induce minor healing in willing targets and also encourage the release of adrenaline and endorphins in the body.
Mechanically speaking, restoration is form of necromagy but culturally is considered seperate. Similar to how bean pods, corn kernels, tomatoes, and wheat grains are botanically fruits but not considered so in daily life or cooking.
Reinforcement: Where mages can physically strengthen themselves by channeling mana into their own bodies. Mana also accelerates aspects such as agility, dexterity, reaction time and resistance in this manner.
Elementalism: controlling the classical elements of nature such as fire, water, air, sound, electricity, etc. Extensive use of controlling the element will leave the mage with magical energies that surround them for a while after use. Examples extensive use of elemental forces such as controlling the wind will leave a mage with leaves and papers fluttering around them, fire magic leave a magic hot to the touch, random sparks of electricity can shock others after a mage doles out lightning.
Summoning: Invocation is the art of calling upon the power of separate entities. Evocation is the act of physically summoning or manifesting such beings. Exorcism is related and essentially the art of controlling, or dealing with hostile spirits.
Mages can be “blessed” by their partner after making a pact with them. They can then use a portion of the beings’s power as their own. Commonly spirits are the beings summoned though other preternatural beings can be as well, a natural humanoid can even be summoned if the mage makes a pact with one. It is unusual for a mage to summon another member of their own species though.
This pact universally comes with a price, that is usually negotiated between the two parties. A price can include the mage providing the summoned with food, getting them a certain object, being temporarily possessed by the being whenever it wills it, to becoming a servant or lover of the summoned being. The recipients of those are collectively known as Summoners.
Mentalism: This is a school of thought regarding spells that are mind-affecting: divided into two subsections: Compulsion and Persuasion. Persuasion, affect the target(s) attitudes, making them act more favorable toward the caster’s suggestion. Compulsion can temporarily force the target(s) to act in a certain way or affect the targets’ emotions or affect the targets’ minds in other ways. The magical songs of bards can induce confusion on its targets and blood lust in allies. Illusion typically consists of manipulating the mind and senses of the enemy: Creating artificial sensations, altering a target’s sensory properties, creating insubstantial images which affect the minds of the viewers, and causing hallucinations.
Nature: This magic is about communing with the natural world and gaining the ability to manipulate the forces of nature connected to it. User is connected directly and can communicate, influence, manipulate and control nature: all living beings and plants and natural phenomena, such as the weather and geology of the planet, and the matter and energy of which all these things are composed. Because user can communicate with nature itself, they become instantly familiar with his surroundings, the connection is so deep that the earth can respond to one’s emotions and desires (blossoming with flowers and calming weather when happy, making skies stormy when angry, shifting the landscape to gain the advantage in a fight, etc.)
The user can purify, heal and generally influence the health of nature. And considering the fact that they’re helping the environment, plants and animals act favorably towards user. Users have access to near every living species of animal, plant, and similar being and can also draw strength from them and acquire their abilities.
Necromagy: Yes, Necromagy, although necromancy was specific to interrogating the dead, necromagy dealt with the full range from summoning spirits to controlling armies of rotting zombies. Historical and ethical attitudes of the practice has waxed and waned, revealing a possible two sides of the art. Necromagy was originally found as magic over life forces referred to as “positive energy” and the state that lacks this known as death. The main reason most necromagy has a bad rap is because it did lead to the an unnatural parasitic version called “negative energy” animating the undead that leeches of positive energy to sustain itself yet can be countered and negated when its opposite force is willing directed towards it.
Necromagy spells help or reanimate the dead. Zombies raised by necromancers have no will of their own or any memories of their former lives. They are simply animated corpses who are extensions of the mage who raised them. This spell allows for the mage to control the separate zombie bodies as though they were his own. The zombies are kept active by the mage’s spiritual energy.
A few, however, embrace the discovery that true necromagy involves tapping the powers of life as well as those of death and “undeath” and thus pursue it under the label of white necromages, life mages, or mediums. White Necromages are also specialists in the restorative arts, to the point where experiences ones can use the ambient mana to convert into and regrow certain amounts of tissue. Many also see it as a service or duty to help wayward spirits of any deceased to find peace and protect the living from them and vice-versa. The split between the focus on helping spirits versus healing led to the modern restoration spells known today.
Transmutation: Turning something into something else or altering its properties. As everything some amount of mana within it, spells that activate this can rearrange the atomic or molecular structure of the target.
Divination: Gathering information, sensing the future, immediately relevant events, or sending the senses beyond their usual range.