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Types of Spellcasters

There are plenty of spellcasters in Mundus Mutans, and so many ways to use magic! Here’s how we define different magical professions:


Alchemists

Alchemist magic centers using the weave of the Nexus on physical materials; for example, connecting two substances— one flammable and one not— and making the other flammable. This also includes changing states of matter. They are not just potion makers, they can cast spells by learning about the substances, until they develop unique abilities with their mastery of the craft.

Alchemists are often found as healers, chemists, or researchers, and often work alongside artificers. Their magic is rarely— if ever— combat driven, though the most clever alchemists are able to utilize their craft in all sorts of unconventional manners. Anyone can learn alchemy, and become a splendid alchemist, even if their connection to the Nexus is weak compared to others. This makes it a common practice, and devoted to practicality and innovation.

Alchemists are also sought after to transmute things into nigh mythical materials. However, transmutation is advanced and relatively dangerous, requiring an alchemist to brew and apply a salve to protect their hands as they work.

Famous alchemists include:

  • Dragon Lord Panoptes of Varbrim

  • Professor Dorelle Cannon, head of Scathe Academy’s Alchemist’s Sect


Artificers

An artificer is not only a designer or an engineer, but an enchanter. They carve runes into objects using Godspeech, or imbue power into them directly to create weapons of power. One of their most legendary feats is binding primal spirits to weapons or lamps to harness their power. They also are well known for creating mechanical constructs and machines powered by magic.

Artificers are often found working with alchemists to innovate and solve practical issues. They don’t require as strong of a magical connection as a sorcerer to practice their craft, but rather a sharp mind and a knack for logical reasoning. They also create channeling tools to help cast magic, especially for wizards and folk who may not have much of a connection to the Nexus either.

Their services are often sought far and wide by warriors, war mages, and other combat-inclined folk to create mystical weapons. This brings a lot of money in, but can also have unforeseen consequences, fueling conflicts and carrying a degree of responsibility. Some artificers have recently been experimenting with explosive projectile weapons, but only a few have made any headway, and none magically.

Famous artificers include:

  • Dragon Lord Aerious, former dean and current head of the Artificer’s Sect at Scathe Academy

  • Artificis, the Primal God of Gears and Mechanics, the Living Planet


Clerics

Clerics call on prayers for their gods to perform acts of great power, or imbue them with magic. They always carry a remnant of that magic in them and can perform minor feats without needing to pray. Because of the nature of their power, it can be unreliable and hard to judge, so they are often fervent in their worship.

The the minor intervention or application of will by a deity is called Divine Magic, and clerics who are able to forge strong connections with their gods are able to call upon the power of their deity more often and more reliably. Clerics and Paladins often work closely with each other, especially if they are of the same order of worship, and together can perform great feats of power in the name of their deity. Their innate connection and reliance on a higher power can cause fanaticism and— in some extreme cases— sheer insanity. However, if a follower asks too much of their god, or they go against the deity’s wishes, they and others associated with them are likely to be punished to an extreme degree. This is why many orders of worship also maintain the principle of restraint and humility in the face of power.

Clerics are more likely to forge a connection with their deity, such that the deity may appear before them or give them gifts in the form of artifacts or personal belongings.

Famous clerics include:


Druids

Druids connect spiritually to a location of nature that are generally infused with leylines. Their abilities are specific to that location or its connecting concept(s)— ie a druid of a forest grove will have more naturally- or primally-presenting powers. Their powers wax or wane with the power of their chosen anchor, so they often act as protectors to ensure the place they love— and their power— remains vibrant.

Certain beings of power are able to naturally use magic, as the energy of the nexus, world, or darkness fills their bodies. This power is considered their own, but the Founding God that it is conceptually linked to can negate it, or even take it away in some cases, and beings with such power are still susceptible to magic as a whole and have a limit. This is called Innate Magic, and druids draw upon it through their connection with their anchor.

Druids often study the innate magic of their anchor over the course of years, and come to have a deep understanding of the place to which they connect. This means they often know obscure histories, and form druidic orders to preserve their anchor and the secrets associated with it. Some druidic orders have remained steady through so much history that they have watched civilizations rise and fall, and witnessed their reality change while pursuing their mission.

Famous druids include:

  • Walen Wisestaff, one of the three Sorceria of Ithuan, best known for his published grimoire of the natural world’s wonders and secrets

  • The archdruid of Reshalon, a Wood Elf named Ethanor Riverkeeper

  • The archdruid of Isle Primordia, a Merfolk named Kel-daril


Inksages

Inksages utilize their natural connections to the Nexus to access psychic power from the Realm of the Unconscious. They use this to bring their imagination to life, painting with inks attuned to different elements to cast spells or create summonable, attuned weaponry. They often utilize tattoos, as well as traditional paper, to store these spells and weapons, bind creatures, or even create small pockets of reality. Their practices originated in Onmyodo.

Most sages have inherent talent for a certain element, determined via a colored marking appearing after a final test during basic training:

  • Water = azure

  • Fire = magenta

  • Earth = rich umber

  • Air = white

  • Light = yellow

  • Shadow = charcoal grey

  • Pure Arcane = royal purple

Pure Arcane represents talent in combining elements, and no proficiency in pure elements (ie water on its own). No talent glyph— rather, a stain from what would have been the glyph— represents the rare ability to conjure physical objects from ink, rather than simply manipulate ink to imitate the properties of spells or materials. These “Stained” sages are often able to store objects or even beings within their body via tattooed environments.

Most sages, however, utilize painted scrolls and special brushes to cast spells, store objects, or bind beings. Fountain pens can be used, but they are rare and harder to channel magic with.

Famous Inksages include:

  • High Warden Reyn Greylocke of Kerios

  • Líran Gustrend, human sailor from the West Isles turned High Sage of the Order of Air

  • High Sage Jorth Demitrin, Pho’nu Dragonkin and High Sage of the Stained Order


Paladins

Paladins pray to their gods to give them strength or power, but never to perform acts for them. In a way they’re similar to both warlocks and clerics, but they don’t usually cast spells as complex, nor do they need to sign a deal of sorts. They tend to value self-sufficiency while upholding their personal code or the scripture of their chosen god.

The the minor intervention or application of will by a deity is called Divine Magic, and paladins who are able to forge strong connections with their gods are able to call upon the power of their deity more often and more reliably. Clerics and Paladins often work closely with each other, especially if they are of the same order of worship, and together can perform great feats of power in the name of their deity. Their innate connection and reliance on a higher power can cause fanaticism and— in some extreme cases— sheer insanity. However, if a follower asks too much of their god, or they go against the deity’s wishes, they and others associated with them are likely to be punished to an extreme degree. This is why many orders of worship also maintain the principle of restraint and humility in the face of power.

Paladins are more likely to forge a connection with their deity such that the deity may elevate them in power permanently (ie becoming a demigod), or offer them the opportunity to work alongside them and empower themselves.

Famous Paladins include:

  • Red Scarletspear, co-lead of Combat Education at Scathe Academy

  • Lord Nazal the Thrice Slain, Lesser Fallen God


Onmyoji

Onmyodo is an art of binding the power of the supernatural worlds and forces to paper. This art is reliant on rare inks that are linked to the type of energy being captured. Rare metals and magic are key to the ink being infused properly. A master uses their skill to make their Shikigami paper talismans faster, stronger, and more complex. A clear mind with which to control the spells is key, otherwise they will inevitably fail. A variant of this magic is found in the practices of Inksages.

Onmyoji traditionally are taught by the Ryū of Furusato, but many apprentices begin learning from human masters before continuing their training under the great dragons. Each one teaches a different school of thought, resulting in some Onmyoji specializing in certain types of spells or methodologies. By adhering to these teachings, they are able to achieve even greater levels of power though sustained meditation to maintain mental equilibrium. Through mastery of these skills, they can even cross between the spiritual plane of Furusato and the living world, and can interact with the different beings that reside there or travel between the worlds.

Onmyoji are also sought out as religious leaders and advisors, since they are able to gain insight that many others are not. This means many Onmyoji find themselves in positions of political power that may challenge their teachings.

Famous Onmyoji include:

  • Master Pao, current caretaker of the Inksage Sect at Scathe Academy

  • Takahashi Nakai, Grand Master of the Onmyoji Orders, head of the Temple of the Six Ryū, and an advisor to the Emperor of Furusato


Seers

Seers are unusual beings in that they often can sense portions of the future. They see spectral visions at certain locations, or sense something just before something happens. The stronger their vision, the more advanced these powers become. The best seers are able to construct branching timelines from their various visions. Their magic is strengthened by various drugs that allow them to disconnect from the rest of reality, and by emotional attachments which help them target specific people or places.

Their abilities come from innate connections to Zek, the Founding Goddess of Balance and Time. They often are able to draw on portions of her power or can attempt to commune with her, much like clerics. However, unlike clerics, they are born with their powers, so no person who is not already a seer can naturally have visions.

There are extremely few legitimate seers in Mundus Mutans, but they are also considered valuable assets and extremely powerful even when untrained. Thus, fakes are common and seers are at risk of kidnapping and being trafficked and enslaved. While some choose to use their abilities for profit, many seers seek protections under religious or academic institutions, where they can exercise and develop their abilities with little fear.

Famous seers include:

  • Illandria Mythralheart, an immortal High Elf seer and head of Scathe Academy’s Divine Sect


Sorcerers

Sorcerers have a natural connection to the Nexus in and of themselves, utilizing Godspeech to cast various spells. Often the connection is linked to a specific element or concept in which they specialize, limiting them. A master sorcerer is defined by their connection and memory. That connection never grows stronger, only more efficient, and their knowledge of Godspeech is key to that.

Godspeech is the language in which the Founding Gods spoke what is known as reality into existence by creating concepts, and through those concepts, planets and life. In learning Godspeech and tapping into the Nexus for power, sorcerers are able to cause minute changes and ripples in reality, which in turn cause the effects known as spells. These changes are incredibly precise, and if performed incorrectly or by drawing on too much power at once, sorcerers risk causing bigger and more unpredictable effects that are easily harmful.

Similar to sorcery is Hag Magic, but instead of Godspeech the Hags use Faetongue, and instead of precision they create great waves of effects by tearing change after change into reality. They also tend to draw on innate magic, rather than the Nexus. Sorcerers absolutely despise Hags for disrespecting their craft, and many a Hag will kill a sorcerer without a second thought to utilize them in some monstrous experiment.

Famous sorcerers include:


Warlocks

Warlocks bind themselves to a non-godly patron. They are given a mystical connection by this being in exchange for servitude or something of that ilk. They learn the language of their patron and other aspects of it, specific powers opened up by the link to their master’s connection to the Nexus. This means that few warlocks are able to make contracts with multiple types of patrons. Warlocks can form contracts with:

Warlocks are uncommon in many places because of the superstition surrounding beings that are commonly willing to make contracts. Thus, they are also often mistrusted by common folk, so they tend to call themselves mages, as a generic term for a spellcaster. However, there are a select few warlock orders devoted to powerful patrons, often doing the bidding of their patron as a group to achieve more power in return. A less powerful patron is unlikely to permanently elevate a warlock for fear of that warlock becoming more powerful than themself, thus being able to demand more power for less or completely bind the patron.

Famous warlocks include:

  • Jessica Scarletspear, Assistant Dean of Scathe Academy and head of the Warlock Sect there

  • Hollace Darke, the First Vampire

  • Alvertos Darke, Baron of Nightport, Slayer’s Bane


Wizards

Wizardry utilizes tools like staves or wands to assist their wielders in connecting to the Nexus. This is the most common form of magic, and anyone who’s smart enough can learn it. A wizard’s imagination and ability to channel the Nexus is the determining factor in their power. A master wizard often learns Godspeech, or carves runes into their object of power to supplement their magic. They are often not limited by a certain school of magic, unlike Sorcerers. However, similarly to Sorcerers, they cause precise changes in reality to create spell effects.

Wizards are often tested after their basic training by forcing them to create their own wand or staff and— with the help of an artificer— imbue it with power. The deciding factor is not how effective their new channel is, but whether it is effective at all. However, by nature this allows wizards to learn and grow even if they cannot naturally increase their power. In being able to customize their tools, wizards are sometimes able to achieve a level of precision not even sorcerers can reach.

Wizards are the most common kind of pure spellcaster, but are still rare compared to warlocks, clerics, or other spellcasters that draw their power from beings more powerful than they. Still, they are widely regarded as knowledgeable and wise, and often are present in academic or political positions of power. There is a slight rivalry between wizards and sorcerers.

Famous wizards include:

  • Merlinous (Merlin) Castersoul, one of the three Sorceria of Ithuan, Founder and first Dean of Scathe Academy

  • Yalric Spellhammer, current Dean of Scathe Academy and former head of the Mage’s Sect

  • The Lord of Skulls, Neverdead, self named God-Emperor of Undead, and Scholar. Responsible for the War of Skulls on Kerios.