Magic on
title

Mental Powers / Sorcery
Enchanting Techniques
Enchanters - past and present
List of Rituals
Sample Rituals
Types of Fire


 
Mental powers, Sorcery, Far sensing, Redaction, Coercion, Creation, Psychokinesis

All major mind powers in Eldahar can be classed into 5 catagories as laid out in Julian May's excellant Sci-fi series, "The Many Coloured Land". For more information, read these books.

These catagories are;-

Farsensing, Redaction, Coercion, Creation and Psychokinesis.

Other mental abilities exist, but are a lot more rare.

Anyone possessing mental powers is said to be using Sorcery, as opposed to straight forward magic.

All mental powers originate from the Seven races and those rebel humans who brought about the destruction of Sha'lean, the Qual homeworld.

See Metapsychics.


 
Mental Powers on Eldahar
Name of power / ability Description Rare sub powers
Far sensing A primary ability that includes telepathy (far speech), extended sight (far sight or clairvoyance), extended hearing (clairaudience). Far sensing also involves learning mental signatures of people / objects / places so that far-sensor can locate them again. Impeded by extreme heat (ie volcano's) or by strong magical aura's (ie protection spells etc), Far sensing is a must for any aspiring Sorceror.

As everything on Eldahar involves using spirit, far sensing is no exception. It is possible to send one or more mental senses out of the body (ie hearing and sight) to scry at a distance. It is also possible to send the entire mind out and project it somewhere else. Coupled with creation, a far sensor can "create" an illusionary or even seemingly solid image of his/herself (a form of spiritual projection).

Sense other planal / realms.

Deep sight (X-ray vision)

Sense psychic impressions, past and future.

Redaction The ability to probe something else's mind and alter what it contains (for good or for ill). Redaction can be passive or aggressive (to heal or to damage). It includes mind reading, mind alteration, memory erasure, personality alteration etc.

Whereas in Far sensing, the things projected to another mind only brush the surface of consciousness, with redaction, it is possible to plung into the unconscious mind, into dreams and even coma's.

Mind-stealing - Total absorbsion of another mind and all of its skills (usually results in madness)

Self regeneration

Split consciousness into independantly thinking parts.

Creation Ability of the mind to influence matter and energy. Includes the ability to generate illusions (insubstantial and otherwise), throw mind bolts, transform matter, produce lightning, light, fire etc. Certainly the most versatile of the 5 primary mind powers. Interpenetration - pass through matter.

Psychocreative shields (to protect against practically anything)

Coercion The ability of one mind to exert will / influence over another. Also called charm or presence. Requires constant effort. Domination - Ability to force another mind into doing anything.
Psychokinesis Ability to move matter. Includes levitation and telekinesis. micro-manipulation (moving minute objects)

 
Magic & Enchanting techniques 

When the Titans lost control of the World's Heart in the Yr 0 of occupation, the entire aspect of the World's Heart changed (wavelength / frequency) resulting in all Titan created objects relying on the Heart's energy becoming useless to the new settlers. The new settlers became a different Set in the World's Heart and began through discovery of Titan methods, new methods of their own, beliefs and exploration, to create their own Heart items.
Below are the methods so far employed.

Different types of energy transfer 

Plug in POW to use.
These items have a spiritual resevoir
that needs to be filled by direct contact with a living spirit. A sacrifice of POW is normally required to fuel the item temporarily. (for one charge) 

Self-charging and storing.
These items soak themselves in the natural energies existing on the astral plane and recharge themselves at different rates depending on the material used, skill of the
enchanter and ability imbued. 

Recharge necessary.
These items have no way of soaking energy back to recharge themselves but 
must unlocked, charged by ritual and then lockedagain to keep the charge in. 

Continuous charges.
These items have such an efficient rate of astral soak that for every activation
they regain back the same amount from the area and their own magical reaction. 

Continuous working.
These items have a very low energy consumption and are nearly always 
only able to work when fueling off a living aura or near an astral node. Items such as these
usually "tick over" on the aura-burn until the aura fluctuates in a defined manner; then the main functions fire-off. ie a Ring of Protection fuels itself when the person isn't being attacked. It may be  possible with some ROP's to burn all their energy, but usually when a person is under attack, their aura's are fired up far more than normal and a ROP will fuel itself very quickly.

Aura-activated.
These items come in different degrees of complexity. The simplest AA's are those where you just concentrate on the item and bingo. Next comes those AA's where you have to imagine a rune and fit it to a lock in the item's spirit. Then comes the AA where you have to think specific thoughts to fit a lock. Finally the AA's where POW has to be channelled directly into the item, requiring the AA and the activator to assume similar surface auras. 

Example of an Artifact
Types of Enchantment 

Runaic 122 letters of the Runaic alphabet.

Runes 154 base runes - variously interpreted.

Star-magic Elven - Pre-E-Har, derived from mental energy.

Binding of spirits within objects.

Divine Objects whose aura's have been completely displaced to an astral pool apart from the cord connection through which belief is channelled. These objects appear to have no spirit whatsoever, but infact have a resevoir of it floating high on the astral plane.

Will-imposing. Requires huge level of consciousness and self-belief aka "Mental-creation".

Technological. Different Set of belief in the World's Heart.

Titanesque. Different Set of belief in the World's Heart.


 
Runaic and Rune Enchantment times
For 10th level item, the best outcome is ;-
Level of Enchanter required
Quality of Materials
CONT INUOUS
18th 
V Poor + 2 levels
2 / rnd 
17th
Poor +1 level
1 / rnd
16th 
Average + 0 levels
1 / min
15th 
Good -1 level 
1 / 10 min
14th 
V Good - 2 levels
1 / hr
13th 
Unique - 3 to - 4 levels 
1 / day 
12th 
 
1 / wk 
11th 
 
1 / month
10th 
 
1 / 6 months
9th 
 
1 / yr
8th 
ie a 14th level enchanter, enchanting a 5th level spell into Good 
materials would at his best attempt be able to make the item 
Continuous working at only 13th level !
ie a 12th level spell in an item of unique materials would require 20th - 4, a 16th level enchanter ! For every level above or below 10th level, add or subtract a level off of enchanter required.

 
Enchanters, past and present
Census L'Bone of the Pentacle
Name Active / Speciality made examples
Soloman 1018-learning 1079 - 1676

Speciality in spell craeft, runes and wards.

15 artefacts 1107-1210 Need
1236-1273 Tower Bridge
1292-1310 White Ring
1413 Towers of High Sorcery
1543-1569 Ruling Ring
1590-1602 Sky-Staff (continuous work)
+ 9 other uncollaborated objects
(none less than 16th level)
Marvek energy transfer / AI items 21 wands (2 artefact),
30 rings, 7 chairs,
+ 16 other (3 artefact status)
Mavek's Rod, The Ode, The Mineral Blade.Vault of Marvek,
Twin chairs of teleport
Pendragon  planal items 11 Artefacts The Planal Key, ShadowHeart, ShadowThorn, The Bag 
of Holding
Sacaster, the 
DragonHawk
Spiritual summoning / binding 2 artefacts, 9 lesser Rod of alarm
Dakron 7 items (3 artefacts) The White sword
Ashar of Khur 6 spiritual items (all lesser)
Mekailo Khazarad active 181-196 2 artefacts Ankha's (his daughter)
soul-stone. Perfected soul-stone theory for Orion
Nodens 2 artefacts Crown of & Eye of Nodens
Dwyer of Elandia spell inlaid items
DOB 1690
active1736-1762, 
RIP 1762
5 artefacts & 36 lesser
Erizad
elven sorceress
mind creation items
DOB 2267, active 2300-2304, RIP 2356
Alexor the white Minor magics 103 lesser items
Rastifin Yueng of the Sung-mes.
suraanese
65 lesser
Yoki Sau of the Sung-mes, suraanese 26 lesser
Tabet of the Sung-mes, suraanese active 2310-2340 1 artefact, 29 lesser
Quoda-Ray, 
Wizard of the Sands.
Kymrrhrian
active 2038-2153 7 artefacts
Scionsha-Ion 17 mind created items the Aurial of Ion, the Pheonix Ring, The Advent Helm, The Greave
Moorum
the First Eternal
of Evermore
Active 915-2601 8 artefacts
Custos of Elandia tough metal objects DOB1670, 
active 1687-1710
Maleficent Crokas DOB2343, active 2401-2418 2 items
Dukal Kablu DOB199, active 410-? 19 artefacts, 203 lesser
Samael of the Sun active 598-606 using Soma's Thorn, 
9 artefacts
Sorbal Kransac Active 1343 - 1356 1 Artefact  The Grimoire of Many Evils.
Census L'Bone 5 items (3 artefacts created with Pendragon's aid)
Mirithandir 2 artefacts, 9 lesser
Maerledo 3 artefacts, 4 lesser Maerledo's censer
Rhodad Faile Active 2134-2599 56 Living Dark items
Ischandi 103 items (72 artefact status) ! including Slayer, ManSlayer, BeastBane, BeastSlayer, DragonBreath, DragonSlayer, FireSlayer, GiantSlayer, DuskBreaker, Yalen Yukri - SunderHeart, The shortsword "Shard", the Hailing Helm, LifeBringer
Samisan the Artisan of Mengale active 893-1444 on and off (aided by Scionsha after 1302) 6 artefacts Scionnara
Thalamar & Soloman 1457 1 Artefact The Keystone of Wan
Laylak the Wraith King spiritually enchanted 
5 artefacts, 
21 lesser
Cerverantes 2570 - 2591 4 lesser Amulet's of Protection
Lend active 1542-1678 5 artefacts 2 circlets of communication
Kitgar (Dwarf) Active 980-1300 3 Artefacts
31 lesser
The Phase Falcon
Tess Hardy Active 2595-? 3 Artefacts
290+ lesser
The ring of binding
Hollis
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