Magic of Agoroth (Lodestones)

=Magic of Agoroth=

There are various schools of Magic in Agoroth. Some of them give the user the ability to conjure monsters of mythical proportions and others can destroy the world in one fell swoop. All schools of magic are practiced, but not all of them are legal in all five kingdoms. In all of Agoroth's history, the Lord of Creation is the only known figure that practices all known forms of magic and the history behind him is a mystery to many of the people, save for a select few.

It is said that the Lord of Creation also helped bring the knowledge of the various schools of magic to Agoroth when he brought the first humans through the World Gate, teaching them about magic.

The Grand Arcanus is the only figure in Agoroth that learned almost every school of magic, but is unable to practice one school in particular: Oblivion magic.

With that said, let's begin with the Elemental and Spiritual Triads of magic.

-Elemental Triad- Fire: Being a pyromancer is a bit tricky as the Fire school is the most chaotic of the elemental triad. Most pyromancers, when they first start out, cannot control the flame within and it could make them combust into flames if they are not careful. Over time, however, they are able to conjure wildfires and summon giant balls of fire from the sky to attack their enemies. There is a risk to being a pyromancer, however. Ice magic has the ability to combat Fire and vice versa. Fire's dispel charm is known as "Quench."

Ice: Thaumaturgy, or best known as Ice magic, is the most laid back of the elemental triad. Practitioners of this school, known as Ice wizards, have the ability to summon giant walls of ice as well as summon blizzards. Winter fae are Prodigious in this school by nature, but there are Prodigious Ice wizards in the other races. There is a major downside to this, however. Fire magic has the ability to combat Ice magic and vice versa. Ice's dispel charm is known as "Melt."

Storm: This school is the most inventive of the elemental triad as many Inventors come from this school of magic. Being able to harness the power of lightning and the weather of Agoroth, Diviners have the ability to manipulate the air around them and conjure up lightning from their hands. In the Elven kingdom, Diviners are praised as if they had the power of God in their hands. Do not think that you are safe, however! Myth magic has the ability to combat Storm magic and vice versa. Storm's dispel charm is known as "Calm."

-Spiritual Triad-

Myth: Conjurers, or Myth wizards, have the ability to summon minions to aid them in battle and create strong dreams in both allies and enemies. Being able to harness the beliefs of myths is the core of being a Conjurer, but however, there are risks of doing so. Conjurers are primarily disliked in the Faery Courts, only in the Winter and Summer courts. If you a Fae Conjurer, you'd have better luck staying alive in any other kingdom than the Fae Courts. But even myths have to have a weakness. Storm magic has the ability to combat Myth magic and vice versa. Myth's dispel charm is known as "Reality Dose."

Life: This is one of the fun schools in all of Agoroth. Life magic, otherwise known as Theurgy, has the power (and full backing) of Nature at the practitioners beckon call. Being able to summon the might of Nature against their enemies and heal their allies, Theurgists are beloved by all the kingdoms and is freely practiced throughout the world. Many theurgists are doctors or medics in the warzone and are also extremely valuable in the battlefield due to them being able to sense magical attacks before anyone else does. Even life has to have a counterpart, however. Death magic has the ability to combat Life magic and vice versa. Life's dispel charm is known as "Choke."

Death: Otherwise known a Necromancy, Death magic has the ability to raise the dead and even kill their enemies in one shot (however, this is an ability given to very few Necromancers and they have to be Prodigious in the school in order to even realize they had the ability.) Practitioners of this school are known as Necromancers and are very disliked throughout all of the kingdoms. In some kingdoms, practicing Necromancy is illegal and can get you killed. However, Death is a natural force of life. Life magic has the ability to combat Death magic and vice versa. Death's dispel charm is known as "Natural Clock."

-Balance Magic-

Balance magic is its own category as well as its own school of magic as this school takes the strengths and weaknesses of all the other schools and combines them to powerful spells that can heal allies and obliterate enemies. Known as Sorcerers, Balance wizards have the ability to reset the Balance of the world of Agoroth in various ways. They have the ability to conjure shields that can deflect all other schools but their own school, use small healing spells to heal fallen allies on the battlefield, and even summon a sandstorm to defeat enemies. However, due to the fact that Balance has no opposite, there exists a powerful dispel charm. Balance's dispel charm is known as "Unbalanced."

-Creation Magic-

This category of magic is largely unknown due to the fact that the Lord of Creation has been seen using different types of magic that are not of the described schools of magic and the scholars of the Grand Arcanum are studying these schools to figure out their various abilities. From observation of the Lord of Creation practicing these types of schools, there are four schools of Creation: Shadow, Astral, Oblivion, and Time.

Shadow: The magic of illusions. Not much can be known of the extent of this schools' power except that this school seems to be a slightly weaker version of the school of Oblivion. Shadow's dispel charm is known as "Explosion of Light."

Astral: Composed of Star, Sun, and Moon magic, this school seems to have the ability to augment spells to increase their damage or their accuracy. There is no known Astral dispel.

Time: Otherwise known as Chronomancy, this school seems to have the power to manipulate Time itself and give the Chronomancer the ability to time travel. This seems to also be confirmed when we tested some historians and they had written precisely what had happened (or was it when it would happen?) Strangely enough, this school has three dispel charms that exist once the Chronomancer casted a spell. Time's dispel charm is known as "The Laws of Time."

Oblivion: Not much is known of this school at this point, but it was determined from the myths and legends of Agoroth that the Lord of Creation is Prodigious in this school and has used many Oblivion school spells in his immortal life. There is no known dispel charm for this school. There is also a great risk carried by the practitioners of this school as they seem to be embodiment of the Other Side and there is also a great corruption to the wielder of this school. The Lord of Creation seems to be the only known exception to this rule.

=Revision notes=

There are many ideas that fed into this magic system. First off, many of the schools in this roleplay server (Fire, Ice, Storm, Myth, Life, Death, Balance, Astral, Time, Shadow, and Oblivion) all came from my book "Fractured Worlds" and this roleplay server is based off the end of the First Arc (Title TBA) of that series. In actuality, the roleplay server is set in an alternate universe where magic and science coexist together and in the timeline, the known history of Agoroth begins roughly 20-30 years after "Fractured Worlds." Of course, there can be more schools of magic undiscovered in Agoroth that can make the server utterly unique from my books, but there are many ideas floating around in my head that make the story behind Agoroth that much more epic. For the sake of sating your curiosity, the book "Fractured Worlds" will be available soon (I revoked the publishing year of 2019 due to setbacks) and it ties into Kayen's backstory, which will make it a hell lot more fun (for me) to roleplay as his character from the books (since he can only be played by me, virtually).

=Lodestones=

Before you start your wizarding adventures in Agoroth, you have to remember that your character cannot start out as a wizard. This is to combat the over usage of Magic in Agoroth (as well as power/meta gaming).

The lodestones of Agoroth were created by the Divine Four to provide both structure and protection against the unnatural forces of magic that wish to destroy Agoroth. In all of the kingdoms of Agoroth, it is highly illegal (punishable by death) to destroy even a single lodestone. As well as it being highly illegal to destroy a Lodestone, all of them are heavily guarded night and day and anyone caught trying to destroy a lodestone by any means is to be executed without a trial.

Even though it is highly unnecessary.

The lodestones, in order to sustain the massive amount of magical Energy needed to provide the region, are indestructible. Kayen, the Lord of Creation, made it directly impossible to destroy or even crack a lodestone, even with Oblivion magic. Using his magical power, he imbued the four lodestones with enchantments that disperse all forms of magical Energy from being used on the lodestones. This made them indestructible by magic.

What he did next was even more unusual.

He made his own charms to prevent anything and everything from destroying these massive structures. In doing so, these charms exist outside of Agoroth's own boundary of magical knowledge.

Currently, the scholars and even the Grand Arcanus himself is trying to understand these charms and see if they could be applied to items and armor for the Grand Arcanum.

=Acknowledgements=

It goes without praise that I could not have made these revisions without the help of a few people. I'd like to give my thanks to Rem (Clockweiz) of Abreth and Liam (Paraduck123) of Abreth for helping me out with the magic revisions as well as Qwelled for giving me tips about the schools of magic and what needed fixing. Each of these lovely people provided feedback that is much appreciated for the world of Agoroth and there is one other person that deserves a special shoutout as well.

I'd like to give a special shoutout to Mike (Kriphos) for his awesome feedback and revisions to the lore of the lodestones. Make sure to check your inventory for a special item!

Anyways, this is the end of the Magic section of Agoroth. Make sure to check out the other sections of the wiki to gain a more deeper understanding of Agoroth's lore.