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#1 Maverick-Werewolf


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Posted 09 May 2017 - 03:20 PM

The term "magic" is used to encompass many different things. In the case of this thread, it is used to refer to the many different types of otherworldly powers that are little understood by the inhabitants of the mortal realm. In this thread, you can find further info about how magic works in-game and what it is like for those who wield it, as well as what is required to do so.


Please note that all types of magic (except for being a Berserker or Channeler) requires special permission, due to its rarity (especially in the case of the Gift) and the requirement of understanding its nature.


Arcane and Elemental Magic - "The Gift" or "The Condition"


For much more in-depth information, please read the Arcane Magic Wulfgard wiki article in its entirety. If you are planning to request special permission to make a Gifted character, you must do this.


Arcane magic is an extremely powerful force not easily controlled. Some are born with it, and they are the only ones capable of using its power. They are said to be born with the Gift - or, as the Inquisition calls it, the Condition - of magic. Some call them the Gifted, or mages. Any intelligence race can be born Gifted - everything from men, elves, and dwarves, to beastfolk, dryads, and vargs. However, this condition is extremely rare and only manifests in a select few individuals, often if they are born under strange circumstances (such as being the seventh son of a seventh son, being born during an eclipse, and more).


The magic used by mages is summoned from other planes of existence. Mages do not have control over existing elements in the world. They cannot manipulate natural fire, water, earth, etc. Again, for further information on how it works, please see the Wulfgard wiki article.



Divine Magic


For much more in-depth information, please read the Divine Magic Wulfgard wiki article in its entirety.


Divine magic is attainable by anyone, so long as they greatly revere their one, favored deity and follow all of his or her tenets. If anyone with Divine magic were to break the tenets of their god or goddess, they would lose their Divine magic and be punished.


Divine magic varies in nature according to your chosen deity. Whatever you choose, you MUST adhere to that deity's beliefs, pray to them, and work in their name. Since Divine magic comes directly from your chosen god, it does not manipulate the existing world, instead summoning the god's power directly into this realm.



Demonic Magic


For much more in-depth information, please read the Demonic Magic Wulfgard wiki article in its entirety.


Demonic magic is attainable by anyone, so long as they sell their soul to a demon. Almost no mortal is important enough to directly contact a Demon Lord personally, so users of Demonic Magic make pacts with various other demons of varying degrees of power.


However, if a character has demonic magic, they must put the Demon Lord of their chosen type in their Deity section of the character sheet. For instance, if your character made a pact with a Demon of Pain (Algos), you must put "Akhoman" as your character's deity.


In order to attain demonic magic, an individual must personally agree to the pact of a demon. No one can force them into this pact (not another mortal, or the demon himself, or anyone else), and no one can sign a pact "for" someone else. In order for the contract to work, it must be willfully and knowingly agreed upon by the individual, or the demon will have no power (and also cannot bestow power). By willingly and knowingly signing the pact, the demon is given power over that individual to grant them demonic abilities - at the price of their soul. For further details, as mentioned, please read the Demonic Magic article on the Wulfgard wiki.



Spiritual Magic


For much more in-depth information, please read the Spiritual Magic Wulfgard wiki article in its entirety.


Spiritual magic attainable by anyone; it is the ability to communicate with the spirits of the land, beasts, and even - to some degree - mortal creatures, including the souls of the dead. Wielders of Spiritual magic are often called shamans or druids; they can speak with nature and communicate with animals, sometimes even seeing through an animal's eyes.


When casting a spell, Spiritual magic calls upon these spirits for aid. It does not control them; it merely makes requests, and the spirits respond as they see fit. A practitioner of Spiritual magic, then, must maintain the good favor of the spirits, or his/her magic will no longer work, as the spirits will see no reason to lend their aid. For further details, again, please read the Wulfgard wiki article.





Berserkers are warriors who are imbued with the spirit of an animal of their choice, through both rituals and by wearing a magical skin (of that same animal). If you are a berserker, you must choose Odin as your deity on your character sheet.


By playing a berserker, you will be given various physical attribute bonuses in combat, increasing the more you give in to your rage. However, when you give in to your rage, you run the risk of losing yourself to your animal spirit. You must succeed Spirit checks - increasing in difficulty the more powerful your rage becomes, and the longer you use it - in order to maintain control of yourself. You must then calm down, and suffer some ability penalties that increase the longer you raged and the more powerful your rage was.


If you fail any of your Spirit checks at any point, you will transform either into a werewolf or a beastman - permanently. There is no way to reverse this.


You may choose any of the following animals to both wear a skin of and be imbued with their power:

  • Wolf (the most powerful of all animal spirits, but also the most difficult to control)
  • Bear (a powerful spirit; not as powerful as the wolf, but also not as aggressive)
  • Raven (possesses speed over strength; low spirit aggressiveness; considered an unconventional choice)
  • Ram (strong and hardy, but somewhat aggressive; not as powerful as wolves or bears)
  • Boar (a highly aggressive spirit that offers reckless power; considered a dangerous choice, though not as dangerous as the wolf)

If you wan to be a berserker of an animal that is not in this list, feel free to ask about it in the Errant Q&A thread. However, there are not berserkers of every kind of animal, and Odin only bestows this power upon those connected to animals from his home region of Northrim (i.e., you may not be a tiger berserker, or any other animal not native to Northrim).


Please also be sure to read the Berserker Wulfgard wiki article in its entirety, for far more detailed information.





Channelers are not truly "magical" at all. They are members of the Inquisition who tattoo themselves with ancient runes of power, thus imbuing themselves with the ability to absorb magic. This is an extremely useful and powerful ability, though it does not come lightly, and is not without some important


They absorb magic into their tattoos, and they must quickly expel the power somehow, or the runes could explode and kill or harm them. If a channeler attempts to absorb too much power, they could explode, killing not only themselves but wreaking great havoc to everyone and everything around them.


For more info on channelers, please read the Channeler section in the Inquisition article on the Wulfgard Wiki.


The process of becoming a channeler is very difficult; some are unable to tolerate the changes the body must undergo to have this power. Not everyone can become a channeler, which they might quickly learn if they realize they will not survive the strange and highly secretive process one must endure to gain this unique ability.


If a channeler ever chooses to leave the Inquisition for any reason, they will be stripped of their power. This is a very painful and traumatic process that can potentially cause permanent damage to the body, almost as dangerous as becoming a channeler in the first place. However, the Inquisition dictates this must be done. If a channeler were to ever defect from the Inquisition without undergoing this process, they would be hunted for the rest of their lives and become a criminal in the Empire.





For much more in-depth information, please read the Conduits article on the Wulfgard Wiki. If you are planning to sign up as a Conduit character, you must do this.


Perhaps one of the greatest mysteries in this realm or the next, Conduits are living connections between souls - and between worlds, the very veil that separates life from death. Known by many names (but only referred to as Conduits very rarely by certain members of the Inquisition with access to such heavily guarded knowledge), Conduits are those select few individuals born with an exceptional soul. Equally as rare as those born with the Gift, Conduits generally end up in insane asylums, prisons, or burned at the stake. They are those who "hear voices," who "know too much" about others, and who "see things." The majority of them are driven mad by their abilities as they grow in power over time, if they are not first killed by those suspicious of their abilities, behavior, or claims.


Conduits have no magical spells or innate access to any kind of magic (though this does not limit them from accessing other types of magic), but they have passive abilities that allow them to read the souls of those around them, particularly emotions and, sometimes, intent. They hear the voices whispering between worlds - lost souls and lingering energies that still languish, as well as those that have the power to reach out beyond the afterlife. A Conduit's own soul is exceptionally powerful, with abilities yet unknown and often unharnessed.


No Conduit can be born with the Gift.


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