Magic
The world of Quawnah is home to three kind of Magical influences
White magic
White magic is the most common magic in Quawnah, but not everyone can perform white magic. To be able to cast spells the apprentice must have at least some magical abilities, and must attend a magic school where he will learn the methods of spellcasting. The magic school is hard to get in, and even harder to stay in, so most of the adventurous souls seek out easier ways to defend themselves while in an adventure, such as using a sword or battleaxe...
Nature magic
Nature magic is not taught at the usual mage schools of Quawnah, nor anywhere in a public school, but there is a small guild of nature mages in the far province of Luringa. If a mage wants to learn Nature magic firstly he must find the way to the well hidden Shrine of Nature Mages in that province, and if considered worthy by the mages themselves he will be chosen to prove himself by completing a series of quests. After succesful completion of these quests the candidate will get admission to the nature magic course.
Nature magic is not easy, but it's very powerful, maybe because of this a lot of aspirants die in the quests to obtain the right to attend the school.
Black magic
Black magic is considered dangerous and it's forbidden in all the provinces of modern Quawnah. There are no known black magic practicants and the spells of this magic school are not taught at any school.
Casting
The typical flow of the spellcasting is the following: The spellcaster chooses the spell, and he can apply a magical word to it to amplify its result. Advanced spellcasters are able to combine multiple magical words for achieving the desired results, but for everyday common tasks, and even in the fights a few well known spells make their effects.
Well tried spells can be written to your spell book for easier access.
Just a few simple examples to make things easier to imagine:
Fireball
The mage casts the spell 'Fire'. In the ancient codex of spells it says, that this will create a fire ball in the front of the player. On this fire ball now the player can cast the spell 'Push' and as such, the fire ball will start flying in the direction the caster is looking. If the caster now uses the spell 'Haste' on the moving fireball it will speed up, and hit the required target causing some fire damage to it. Now, the player has seen, that vow... this thing works... let's write it in my spellbook (So to the spellbook actually goes: Tuh'Zes-N'mas-Sbeesg)
Ice arrow
The player casts the spell 'Water', and creates a water globe in front of him. Now on this water globe he casts the 'Shape' spell, specifying the line as shape modifier (as we all know, Shape can be cast on things that are deformable, on other things it has no effect... but water is quite deformable) and now on the resulted 'line of water' he can cast the spell 'Cold' transforming it to ice, and again Push and Haste... This is far more complicated, but once discovered by the player he simply needs to write it in the spellbook to be able to cast it later.
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