The World Of Khoras - Magic

Alchemy Alchemy deals with the natural essence in objects and Nature and the effects that can be wrought by combining these essences. An alchemist is interested in naturally occurring magic, in gathering them, purifying and using them. Alchemy includes potions, powders, elixirs, crystals, rocks, herbs and metals. Alchemy spells deal mostly with finding, analyzing, purifying, combining and/or creating such things.


Although not a true Discipline, this is the common name given to the practice of studying the heavens above with spells in an attempt to divine their nature.


A secret code of magical inscription used by the Black Sorcerers of Duthelm. This code has not been deciphered by anyone outside of Duthelm and so the Black Sorcerers are able to keep their spells and secrets safe.


Biomancy combines bioneural energy and the essence in the body to perform all sorts of body related spells. Healing, wound infliction, poisons, sickness and such would all fall under this Discipline.

Chaos Sorcerer

The common name for mages that draw their power and form their spells from the raw and unfocused energy of the blue dwarf star, Drellis.


Although not a true discipline, this is the common name given to wizards that dabble in dweomers that alter the flow of time.


This Discipline is closely related to ethereality, but instead of controlling energy, the mage controls matter. Creating matter and altering matter are the two main channels of this spell. With corporealism, a mage might summon a stone wall, turn lead into gold, change a cat into a leopard, make his horse sprout wings, cause iron bars to disintegrate and things of that nature. Corporealism and etherealism are opposite sides of the same coin.


Many cosmologists claim this to be the most powerful Discipline of all for it deals with the forces of the Universe itself. With this Discipline, a mage can affect space, time and gravity in a limited way. For instance, using cosmology, a mage might move an object through space telepathically, fly or levitate a rock (gravimetric distortion). He could teleport himself to a place of safety (wormhole) or teleport a boulder into a castle wall to blow it up (space folding). Invisibility by bending light waves falls under cosmology as does speeding up and slowing down time for limited areas. Cosmology is the most difficult discipline to master.


A specific area of magical study and knowledge. There are ten disciplines: Alchemy, Biomancy, Corporealism, Cosmology, Enchantment, Etherealism, Mentalism, Metamagic, Mysticism, Necromancy.

Drellis Effect

A cyclical fluctuation in the quantity and flow of essence on the surface of Khoras due to the rhythmic eclipsing of the twin suns.

Dreth Dreth was the primary magical coding script used by mages throughout the Traxx Legion in ages past.


The enchantment discipline deals with magic that is infused into objects. All magic items have some enchantment in them in order to make them receptacles for magic. All manner of automatons are enchanted as well : golems, zombies, etc


The common name applied to raw magical energy before it is used to form spells and affect the environment.


This discipline is often the most spectacular and most commonly witnessed. It deals with summoning and controlling pure energy in any form. Such spells might include bolts of lightning from the caster's fingertips, hurling balls of fire, controlling temperature, and summoning shadows or bright light


This was the predominant coding system used by Alliance Mage Lords of the Thullian Empire. To date, no one has deciphered this very complex code. At least, if anyone has, they haven't made that public knowledge yet. Most mages believe that deciphering this code would lead to a tremendous leap in magical power as there are many scrolls in many libraries throughout the world which are written in this code and are essentially unreadable.


A magical coding system used by the dwarves in both dwarven city-states - Urmordia and Ulkran. . This system is also used in Uthran, Vorrik and Normidia. It is easily recognized by its square, blocky symbols.


The magical writing system used by the Irenni League long ago which is still in use by Corvenian mages today.


Classical coding system used throughout most of eastern Ithria including the Rukemian Empire, Kitar, Ormek and Mercia. This system is based loosely on the Thullic and Ranyku systems that preceded it.


The magical writing system used by the mages of Anquar.


The common name for the phenomena of shaping essence into spells and altering the environment.


Mentalism is the study of thoughts and the mind. Mentalism allows a mage to read thoughts and control thoughts, erase and plant memories, and feel the emotions of another. He could also create illusions in the mind of another that only the victim can see. He might also make himself invisible by masking his presence from a guard's mind.


Metamagic is a special discipline that is often used by all mages from time to time. Literally, this is the study of casting magic on magic. This basically means altering and manipulating the very fabric of spells. This includes augmenting range and area of effect, enhancing spell effects, redirecting spells, making magic permeable to other forms of magic, merging two or more spells, breaking a spell down into its component parts, dispelling magic, disenchanting a magical item, disrupting the flow of magic, placing spells in stasis, containing pure essence and much more. Metamagic is used extensively in magic item creation and spell research. It is sometimes used out in the real world to overcome warding glyphs, defensive spells and the like


Also called Divination. This Discipline involves peering into Fate and the probabilities of Nature. It involves understanding and seeing the threads of reality woven from the infinite possible, through the probable and into the concrete now. Prophecies and fortune telling are a part of mysticism, but these spells are difficult because the future is always changing. Mysticism can also tell the present. Viewing distance places, hearing distant words, divining the true nature of things and calling upon knowledge all fall into mysticism. This is a difficult Discipline to understand, let alone master. Many mystics have gone mad when they became too powerful.


Necromancy deals with the essence of the body as does mysticism, but more with its connection to the universal essence field. Necromancy spells would include : obliterating the essence in a living creature (killing not only the body, but the spirit as well), severing the connection between essence and body (in effect, killing the creature), summoning spirits, communicating with spirits, locating and analyzing spiritual essence and the like

New Kartese

A modern variation of Old Kartese which is used today by the priestesses of Chaddamar, Vaullian rune masters and Saridian sorcerers.

Old Kartese

Kartese was the dominant annotation system used by mages of the once great Kytohan Empire in what is now Aggradar. Now known as "Old Kartese", this ancient system is no longer taught. It is essentially a dead system. There are some historians and scholars who study it yet because many moldy scrolls scattered about Aggradar are written in Old Kartese.


The elvish writing system for inscribing spells. It is used, not only by the elves, but several other areas in western Ithria including the free cities of Ithell and River Gate.

Pralmat Pralmat is the most widely used magical writing system in western Ithria.


This is likely the earliest of all magical coding systems. It was used by the Order of the Ranyku during the Age of Dawning. It later was used by common mages in the Thullian Empire. Ranyku is a "dead" system and not used anymore. It can only be found these days on moldy scrolls in libraries.

Roeda A crude magical writing system used by orcish shamans.


Sarsutic is a highly complex magical system used by the Sybrenar Imperium. It is a very rigidly mathematical coding system.


The magical writing system of the mages of the Padashan Empire. It is taught in all imperial universities and wizard schools.


The common name for a member of an group dedicated to technology. The name mimics the terms applied to true spell casters.


A standard quantitative unit of essence used by some mages in certain areas. The thread is the smallest possible amount of essence that can exist. Sometimes called a kron, named after the mage that discovered it..


This is the common magical system used throughout the Thullian Empire by "common mages". It was based heavily on the old Ranyku system. Thullic was wide spread during the days of the Thullian Empire. Much of the magical literature found in modern libraries will be written in Thullic. Most mages in Ithria learn this ancient coding system. It is fundamental to most arcane schools in Ithria.

Wild Mage

Another common name for Chaos Sorcerers


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