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Ayslish Magic: The Towers of Knowledge


The view of magic as it is known in Aysle is formed by observations made at the mage academies or towers of magic. For those unfamiliar with this magic (if any still exist), I will make a short summary.

The Academy of the Two Towers study the Mixed Forces; Inanimate Forces and Living Forces, the most practical and useful of the knowledges.

The Academy of the Three Towers study the Principles; Darkness, Light and Magic. This academy is torn by strife and accused of swaying to either Honor or Corruption because of the ethical implications of it's magic.

The Academy of the Four Towers study the Essences; Death, Life, Time, True Knowledge. It is the most prestigious of the academies due to the far-reaching and long-lasting effects of their powerful but difficult spells.

The Academy of the Six Towers study the elements; Air, Earth, Fire, Metal, Plant, Water.

The Academy of the Seven Towers study the seven kindred; Aquatic, Avian, Earthly, Elemental, Enchanted, Entity, Folk.

Aysle is so far the most magically active reality known. It is quite possible that other cosms with a higher level of magic exist, but our knowledge of them is almost nonexistent.

Aysle is in many ways the measure by which the magic of other cosms are observed. Almost anything that can be done with magic as we know it is possible in Aysle, and Aysle also has a flexibility and variety in it's magic traditions that allows knowledge from other realms to be assimilated. Thanks to the many young curious mages traveling the world collecting knowledge our own lore of magic is increasing during these times of peril.

Summonables

Almost anything the sorcerer can conceive can be summoned in Aysle, as the range of available netherworld is immense.

Limitations

Ayslish magic is quite formalized, most spells are quite similar and utilize the theorems of concentration, contagion, similarity and voice. Some magicians use other styles, especially those not educated at the academies, but the centers of learning and education that has created so many brilliant mages also result in a certain sameness, the work of most academic magicians have a similar feel to it.

An Ayslish mage cannot cast spells if he cannot speak, gesture and use his props. It is thus quite easy to put them out of action.

Common Schticks

Animal (Animal Friend), Blast (Acid, Animate Object, Animate Water, Barrier, Bullet, Cold, Conjured Weapons, Crumble, Fire, Lightning, Paralyze, Polymorph, Sleep, Steam, Telekinesis, Withering), Communication, Conjuration, Divination, Enchanting, Fertility, Flame, Heal, Influence, Movement, Sand, Sea, Summoning, Transformation, Weather, Wind.

Rare Schticks

Animal (Animal Totem), Technomancy.

Areas of interest & further research

Magicians from all realities flock to Aysle to study, and this brings us great fortune and quite a few storm knights who occasionally help out, as well as more than a few agents of the other high lords. Most cosms could benefit from our extensive knowledge, but solutions that work in Aysle may not work in less fortunate realities, and it is important not to forget the native magical tradition of one's home cosm when studying here, a thing often overlooked in instruction.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update 99-05-29.