Ages Eternal [OOC] Magic and Religion

Lazzamore

WAAAAAAAAAA-
There has been a lot of questions thrown about as to terms and how Magic actually works in Ages Eternal. Hopefully this thread will solve any confusion that may have cropped up.

'Magic' is always a divine gift from more powerful entities; It comes in two forms, Traditional Magic and Gifted Powers. These two forms are really in no way related, but are still similar concepts.

Traditional Magic
Aether, the god of magic, gives it freely to any who try to harness it. this gift, however, comes at a clause: Aether has full control of How and When it is used and can invoke this right at any moment.

Magic that comes through this method is learned and exercised, like a mental skill, and tires the user. The effects of this method, when compared to other systems like D&D, for example, are similar to first-level spells at first and then up to third or fourth level spells to the Great Masters.

Worship of Aether is not required for this, but certainly doesn't hurt, considering staying on his good graces IS necessary.

Divinely Gifted Powers
Other gods can give powers similar to magic, but vary depending on the god. A few things are mostly common, however: Powers don't usually cost mental stress, are given at the gods discretion and not the mortals, and require worship of said god.

Below is a list of Religions other then Aether's your character might follow to do 'magic' and what powers they will have. If any gods are missing, please let there respective players let me know as it is likely due to me not knowing what/how exactly it should be written. Thank you!
Orc faiths (The Great maiden, sometimes H'mog)
At early levels, characters can receive dreams and visions of possible futures. At top level they can give minor commands to animals at the gods discretion, and move stone and earth. Requires direct divine intervention and worship/prayer.
Refcaskha
Fire-based powers, detirmination and strength. At higher levels this gets easier to utilize. This doesn't require direct intervention, just worship and conviction.
Eellae
Beauty and health. Increases according to dedication felt, requires active intervention (thus is unreliable) and worship.
The Six Evils
Induce powers based off of which evil deity is invoked, most often War is invoked, granting electrical powers. Requires dedication, worship, sometime sacrifice and whatever else strikes the evil's whimsy.
Somna
Induce Sleep, rest and mental healing. Requires Direct intervention, worship and often meditation.
Necromancy (Worm in Waiting)
As written by Horicabu

The Worm in Waiting draws power on all that pray to her, and so is quite lenient on who she gives power to. After all, a devotee is, in the end, a benefit. Thus anybody that pledges themselves to her has the potential to be a necromancer. Fervent prayer and faith towards the Worm will slowly grow one’s well of influence over the dead. However, one’s power, as a single mortal, is very limited even at its full potential.
 
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