Spell Casting is the activation of magical power in that moment; it is the most common form of Casting. The effect of a spell may be held for a particular duration depending on its intent, or it may only be a sudden release or burst of energies at once.
It is possible for Sorcerers to instinctively activate magic without realizing it, which is known as "Instinctive Magic." Instinctive Magic is still considered a form of Spell Casting, though it comes very close to the nature of how an Adept works.
Rituals are spells that must be prepared before they are cast, and which rely on the combination of many forms of magic to produce their effect. Rituals range greatly in complexity and power; anywhere from mundane changes to legendary world-shaping effects. Some require only a few minutes of preparation, whereas others may require several master Shamans bearing rare components during a unique astrological event for which the ritual was created.
Since the potential power available to a properly crafted Ritual is nearly infinite, Rituals are considered to be the most powerful form of magic available. Those who can craft Rituals are known as Shamans. They are considered amongst the most powerful form of magic casters in the world, particularly any Shamans that are Seers or Avatars.
Unlike Spell Casting, Rituals cannot be performed with Sorcery; the nature of Rituals inherently implies that it is taking advantage of advanced metaphysical knowledge that extends beyond Sorceros. However, acquiring the appropriate knowledge can take a lifetime.
Prime is used during the preparation of a Ritual, to ensure that the appropriate energies can be channeled during the Ritual's activation. Rituals must be carefully constructed to function properly, as their power can greatly exceed that of a typical spell when performed correctly.
Prayer is considered a form of spell casting due to its similar nature. Prayer is simply an intention made, supported by words and gestures, that seeks a particular result. It is often accompanied by ritualistic symbols, preparation, oils, repetition, or done in prayer circles with others. The mechanisms between prayer and magic are essentially identical, though prayer usually has a stronger relationship to spiritual assistance.
Even without knowledge of magic, prayer often unintentionally taps into the spiritual powers; often aided by spirits. Most spirits don't have enough power to influence the Terrestrial Plane on their own, but they can often assist in smaller degrees with the energies that prayers provide; particularly if they are accompanied by other spirits or if the prayer is particularly powerful.
Spirits will typically only react to prayers that align with their nature. Some believe that prayers are being answered by Gods. The following of specific practices and behaviors in one life does tend to strengthen the power of prayer, as does the level of faith or devotion one has in their alignments.
Most prayer effects are usually too subtle to really notice on an individual scale, since their impact isn't targeted in small areas. Prayers generally affect a large area, so the effects are spread out. The overall effect that an entire church or congregation can have can be significant, but is still a largely distributed effect. This can be very useful for rituals, and one of the reasons that rituals often employ prayer and ask for the assistance of spirits.
Those who possess high positions in religious or spiritual orders are often capable of much greater control over prayer, and the impacts of their prayers may work much closer to active spell casting. This is because worship of an individual grants them energy, as well as acts like a harness for prayers. Those who worship a church are either intentionally or unintentionally also worshiping those who lead it, and such individuals can harness the power of that faith to stir spiritual activity to aid in their goals.
Alchemy involves the creation of products that channel magic, such as magical artifacts and potions. A deep and thorough knowledge of Prime is required to work with alchemy. Alchemy is the most sought-after magical skill in the world, but is also arguably the most difficult and time consuming to work with. Unlike other forms of magic, alchemy can be used to produce permanent magical effects. Very few magic users can aid in the creation of alchemical assets due to the extraordinary complexity of the process.
Potion Brewing is the most common form of creating magical consumables due to the benefits of using liquid rather than solid food. A liquid base makes preparation easier and strengthens the power of the magic being sustained. Solid foods are typically prepared for taste and luxury. Wealthy nobles and members of elite society will pay high sums of money to indulge in magical food.
Most potions can be crafted with a large number of different alchemical components, though the process of extracting and preparing the energies that's most difficult. Magical plants make the ideal ingredients, particularly when preparing magical foods.
Magical consumables are one of the easier forms of alchemy to learn, but also the easiest to accidentally kill or ruin someone's life with. Since the magic is being fused directly into the body, any flaws in the potion can have terrible repercussions. Young potion brewers typically work as apprentices to master alchemists to help mitigate these risks.
Potions are most powerful when tailored to specific individuals; this also allows the potions to be safer. Tailored potions require the alchemist to study the individual's essence, often through blood and direct contact. General-use potions can be brewed in larger quantities, but requires excruciating attention to detail to avoid catastrophic side-effects for whoever consumes the product.
Creating new potions is perhaps the most dangerous practice; it requires a great deal of trial and error. Many well-established potions were initially created by psychotic alchemists that ran horrific tests on live subjects. Divination is typically used as much as possible, though at some point there are limitations to what it can achieve. Most alchemists will stick to well-known recipes or slight variants rather than trying to produce their own.
Artificing involves the creation of magical artifacts; it is the most sought-after magical talent in the world by those with the resources to afford it. Artifacts are items that are permanently endowed with a magical ability or effect. Such items must be created, at least in part, using magical or legendary materials. They are very rare, very expensive, and the truly powerful artifacts can inspire major feuds or wars.
Powerful artifacts typically require an active commitment of energy, though some artifacts can function without it. Artifacts are commonly produced by several Alchemists or Diviners working together, each of whom are highly trained with a particular aspect of the process. Artificers working alone rarely possess the skill necessary to produce the truly impressive artifacts.
The powers possessed by an artifact typically relate heavily to the nature of the item. A magical pair of boots would be good at improving one's speed or allowing them to walk on walls, but terrible at conjuring fire or speaking with spirits. Any artifacts that act against their nature in such a way are considered "unnatural" and will be unable to utilize much of their potential. Unnatural artifacts are rarely created, though nearly all cursed artifacts are considered unnatural due to their obstruction of the item's nature.
It is common for the most powerful artifacts to be created using legendary items that were unintentionally (or in some cases intentionally) primed through the nature of their use or the power of their history. When an item achieves a legendary history or becomes part of folklore, it also becomes a natural force of magical power in the world. This empowers the process of magical fusion and gives the item a magical personality that reflects how it was used. The swords of legendary warriors can possess much greater power than one never wielded before.
Bind Artificing is a type of artificing that involves binding the artifact to a specific energy; such as a person or a location. The binding process adds a layer of complexity to the process, but it can enhance the power of the artifact; particularly if the energy it binds to is strong or shares the same nature as the intended effect.
Shamanic Artificing is another type of artificing that involves the creation of channeling devices, such as wands and staves. Channeling devices are typically used by wizards and shamans, allowing them to improve their spell-casting abilities.
Symbols, when created properly, are tangible representations of the magical sciences. Their presence can shape energies and intentions, allowing them to manipulate magical energies. They are frequently used to supplement many magical forms: rituals, scrolls, artificing, sacred architecture, etc.
The practitioners of symbol magic tend to create large symbols. Large, heavy, and strong physical materials are usually best; it allows the symbol to have a much stronger presence, which in turn affects how much influence it can have.
Symbol magic tends to be very passive, and weak compared to most other forms of alchemy. However, a fair portion of the work can be done by people without alchemical training, it's fairly inexpensive and simple to create, and the effects are as permanent as long as the symbol remains intact. The most complicated part of symbol magic is understanding where the symbol will function best, including knowing what energies in the area may conflict with it. Multiple symbols are often required to get a desired result.
Size is important to symbol magic, as larger symbols typically have the same effect but across a larger area. Symbols are excellent mediums for enchanting; and are typically very good at holding energies of their designated type.
Though some powerful symbols are very simple (such as pentagrams), there are also very complicated symbols (such as elaborate fractals) that gain considerable advantages for those that can use such advanced techniques.
Sacred Architecture is a powerful form of Symbol Magic that involves the creation of magical buildings and landscapes using sacred geometry, advanced symbology, and other alchemical techniques. The process requires the application of symbol magic at an architectural scale, including the foundation and landscaping.
The most powerful techniques of sacred architecture involve channeling energies from nearby ley lines and energy nodes, drawing power from the world through its greatest channels of energy. These magical locations can possess extraordinary power, but are almost as complicated to produce as Karmic Artificing.
One advantage of Sacred Architecture is that there is a fair amount of manual work that can be done by people without any alchemy skill if they follow directions properly. For simple projects, a single alchemist may suffice to oversee production. For large projects or projects that involve energy nodes, it is likely that several alchemists are needed.
Enchanting involves the creation of products that store specific magical energies under a specific mechanism that can be triggered to cast a spell. When triggered, the enchantment releases the energies it stored to activate the spell it contains. This process has no permanence but is useful because it is flexible and easier to produce than other forms of alchemy. Some enchanted products can store multiple charges; and some can even be recharged if the alchemist is talented enough.
There are many forms of enchanting, including: Scrollcraft, Orbcraft, Inkcraft, Fusioncraft, and other less common forms.
Scrollcraft involves the creation of scrolls that contain a single power. When one activates the scroll, they cast the contained power as though they were performing the spell themselves. Activation typically requires holding the scroll and uttering a command phrase, though alternative requirements can be made.
Scrollcraft is one of the more powerful forms of enchanting, particularly because of the amount of control the user has over the spell. Since the user is casting the power directly, they can safely utilize the power however they choose.
After being used, scrolls will dramatically "self-destruct" in some dramatic manner as its energy is consumed, such as falling to ashes or having the text fade out. Each scroll leaves its own unique signature, often dependent upon its creator's design or nature.
Orbcraft involves the creation of orbs (typically made of glass or ceramic) that activate their magic when the orb is shattered; typically after being thrown. The power that was contained in the orb will release with the instructions it was meant to follow.
Orbcraft is considered one of the weaker forms of enchantment, but it's can sustain the magic fairly easily without too many complications when creating it. Another limitation of Orbcraft is that it relies on the destruction of the orb and it's proximity to your desired targets. Unlike other forms, Orbcraft cannot have its magic directed by the user.
Inkcraft involves the infusion of magical energy directly into someone through a magical tattoo. The power of Inkcraft is usually limited, but the effects can be passive. Some Inkcraft tattoos have the ability to "live" on the wearer as their own entity, moving between limbs in conjunction with the individual's personality or thoughts.
The energy within an Inkcraft tattoo will often fade over period of time; typically a few months for most effects, but some can last for a few years if the effect is very simple or if the enchanter was particularly masterful. If certain artificing practices are used, it is also possible to attune to magical tattoos to help sustain their power. This allows tattoos to last many times longer; or even last permanently as long as the energy commitment is held.
Fusioncraft involves the charging of power into held equipment; often other alchemical or magical artifacts that are specifically primed for holding enchantments. These items often include wands, staves, swords, scepters, etc.
Wands and staves are better at releasing powers with greater precision and control. However, it is not uncommon for weapons to be enchanted for royalty and elite magical warriors.
Fusioncraft adds charges of power into held equipment, often other magical artifacts that are specifically prepared for additional enchantments: wands, staves, swords, etc. It is most frequently used in wands and staves due to their advantages for focusing magic and natural channeling, often allowing them to hold more charges and with more power.
Soulcraft involves the modification of one's own soul or spirit to bind them to the Terrestrial Plane to cause future incarnations, and to karmically prime those future incarnations with great magic; such as to grant them powers that returns to them in their next lives. Karmic Artificing requires the use of Soulcraft to create Soulbound Artifacts; magical artifacts that call to their owners across every lifetime.
Soulcraft is by far the most overwhelmingly complicated form of Prime. The soul is a complete mystery to most thaumaturges; even attempting a form of magic like this requires overwhelmingly powerful rituals and several legendary thaumaturges to achieve. Even then, success is not guaranteed. Many unfortunate souls have attempted Soulcraft without the support of such incredible measures and died; with some believing their fate is ultimately worse than death.
Some believe that Soulcraft only works for those legendary few who have proven themselves worthy in the eyes of the Gods, and that their success has put them on the path of divinity. There are also some cultures that believe that Soulcraft is a blight of the soul; the darkest corruption one can perform.
Those who succeed with the trials of Soulcraft are known as the Soulborn, and their future incarnations typically match or exceed the power of the other Starborn. Those Soulborn who were cursed, however, often lose their power and are dealt terrible fates; particularly if the curses were handled properly.
Soulcraft can also be used to karmically link individuals to familiars or companions in their life. Soulbound companions are known as Kindred, Soul Family, or Karmic Lovers depending on the nature of the bond. Karmic linking is far less dangerous than other forms of Soulcraft, as it does not modify the soul itself; it instead bridges a connection between two souls.
All Soulcraft requires the creation of a magical artifact that will be used to bind Soulcraft magic into the Terrestrial Plane. This creation process is known as Karmic Artificing. Its nature is so distinct and uniquely complicated that it is considered its own form of alchemy.
Karmic artificing involves the creation of Soulbound Relics, magical artifacts that are karmically bound to someone across their lifetimes. Soulbound Relics are the most legendary in existence; and any who possess them are regarded with extraordinary legend.
Soulbound Relics will only ever work for the Soulborn owner they were created for. The Soulborn's connection to their artifact is so powerful that even after rebirth into a new body, they will eventually feel their artifact calling to them as though it were a piece of their own soul.
Karmic Artificing is by far the most dangerous and complicated form of alchemy known. Aside from the many difficulties of arranging such a process, it runs the risk of killing the recipient. And, if some rumors are believed, the risk of a fate far worse than death. Some cultures worship the Soulborn as having evolved their souls to greater heights or taken on the living incarnations of gods; others believe karmic artificing is one of the most heinous corruption of the soul that could ever be performed.
Karmic Artificing remains mostly an arcane study, and has not been performed for centuries by any sanctioned magical organization; partially because of the rarity of Astralite, which is necessary for its use. The knowledge of Karmic Artificing has been passed down through generations, but it would be currently be quite dangerous for any magical organization to attempt it given the lack of actual practice anyone has with that form of alchemy.
Thaidoans are the practitioners of Thaido, the magical martial art forms that were created by the Wendori. There are many styles within Thaido, most of which require a very thorough knowledge of Signus (magical motion and gestures) to use.
Thaido is considered the Wendori's most elite style of combat. Wendori that are able to train in Thaido are usually given similar privileges as the Bonesmen, and are often put in charge of Wendori platoons or elite strike teams.
The Thaidoan Temple at the Academy of Bones has become the center for training in Thaido. Thaidoans spend a long time honing their skills to receive their title; and many will also receive their Kaidon by the time they graduate.
Kaidons are an important part of Thaidoan culture, and they represent one's ascension into true mastery of combat. Each Kaidon is produced by Bonesmen and bound to the individual it is created for. It is a scaly glove of bone using magical bonecraft techniques, and bears the insignia of the Thaidoans. It amplifies the strength of the Thaidoan, allowing them to manipulate Kaido more effectively.
It is possible, though very rare, for an individual to have a second Kaidon created for them. This is performed only for the legends of Thaido that have gone down in Wendori history.
Thaidotu is the underlying form of Thaido that enables and compliments all other forms of Thaido. It employs the thaumaturgy skills of Signus to teach the Thaidoan how to move in specific patterns and to use techniques that allow energies to flow in a manner conducive to combat magic. Thaidoans must be able to master these forms while fighting or engaging in athletics, which requires extremely subtle precision that few can master.
On it's own, Thaidotu doesn't provide many benefits to the combatant. However, the energy flow will allow them to channel magic through the higher forms of Thaido; such as Kaido, Jahaido, Karudo, and others.
To gain sufficient proficiency in Thaidotu requires years of retraining muscle memory and a fair degree of mastery with Lesser Khaima. Khaima enables the Thaidoan to intuitively and subconsciously process many of the finer details of Thaidotu. Without that level of intuition, conscious control over the form would be almost impossible.
Khaima refers to the use of precognition and intuition to anticipate an opponent's moves, intuitively react to attacks, and to sense what will happen next. The Thaidoan is trained in the observation of subtle energies and the priming of their subconscious awareness to tap into their deep mind.
The forms of Lesser Khaima are essentially a requirement for advancement in Thaido, though the skill ceiling for Greater Khaima is absurdly high. Masters of Khaima can attack and defend almost purely through intuitive instinct, and are often able to identify what attacks would be the most effective in the least amount of time.
Most styles of magical combat will employ roughly the same techniques as Thaidotu and Khaima, so one that only trains in these techniques are rarely considered Thaidoan. Though these two forms are perhaps the most important elements of Thaido, Thaidoans are expected to possesses additional forms; particularly Kaido.
Atmos is a perceptive supplement to Thaido that is separate from Khaima. Whereas Khaima deals with the observation of what conscious decisions will be made, Atmos deals with the observation of the environment. Those who practice Atmos can learn to "feel" their surroundings as though they were using a tactile sense of touch on their environment.
As Atmos is trained, the user becomes generally more aware of their surroundings, and can focus their ability like an extended sense of touch. Masters of Atmos can experience multiple areas of this sensory awareness; some even enough to sense their environment as though it were a part of them.
A Thaidoan that had mastered Khaima and Atmos wouldn't require any classical senses to fight; they could sense their environments completely and fight purely through precognitive awareness. However, Khaima is considered the stronger of the two combat techniques, and Atmos is considered the stronger of the utility advantages.
Atmos will supplement any Thaidoan combatant due to its ability to perceive enemy fighters or dangerous terrains without relying on the natural senses, but it is more useful as a utility skill. Being able to observe one's environment using an extension of the tactile and intuitive senses allows the user to interact with their surroundings with far more precision.
Athletes, particularly gymnasts and tumblers, gain tremendous benefits from Atmos. It can be used to sense distance, size, strength, position, and other properties of objects and surfaces in their environment. This allows the Thaidoan to make leaps, movements, and stunts without having to rely on their natural vision; a significant advantage, particularly when moving backward or strafing. Using these techniques, those skilled in Atmos tend to greatly excel at sports.
If the user also possesses any skill with Kaido, as most advanced Thaidoans do, their precision of Kaido is greatly increased and they often possess greater range. This doesn't help with the strength of their Kaido, but precision can often be just as important as how powerful one is with it. Most Thaidoans that make use of these two abilities suggest their ability to manipulate the environment behind them is extraordinarily useful.
Raveneye is particularly keen on recruiting individuals that are talented with Atmos due to their advantages in scouting and infiltration. A skilled Atmos user can hone in and sense the entire structure of a locking mechanism or safe, allowing them to easily understand what is required to bypass it. Combined with Kaido, this enables them to effortlessly bypass nearly any lock. Those same techniques make them equally skilled at pickpocketing and filching.
For scouting purposes, those talented with Atmos can focus their attention around corners or through walls depending on their level of proficiency. Observation through walls is a particularly difficult feat, and is considered one of the highest degrees of mastery.
Kaido is a telekinetic form that most Thaidoans aspire to. Its teaches the Thaidoan how to influence the world through the use of metaphysics to manipulate the unseen classical forces. It is extremely difficult learn, but is the primary form that Thaidoans learn to earn their Kaidon.
Those skilled with Kaido can supplement nearly every attack or defensive maneuver with it. It allows the user to make attacks from a distance, to dislodge or parry weapons, to grip targets, to push and pull objects, or to add additional force behind athletic stunts or weapon strikes.
Thaidoans can use Kaido to fight from a reasonable distance, often up to fifteen meters away if they're good. Since it's nearly impossible to exert the same force as could be done physically, they have to rely greatly on technique. Thaidoans know a lot about pressure points, where best to strike, how to dislodge weapons, and other similar tactics.
Kaido can also be used to block other attacks made with Kaido if the defender is sufficiently trained with Khaima. This is often used for sport or skirmishing against other Thaidoans, but otherwise isn't like to be encountered during real combat.
Anyone that has achieved a fair degree of control with Kaido will usually be considered a "true" Thaidoan, as long as they also have some degree of Khaima to enhance their combative instincts. Those that pass the final test of the Thaidoan are bestowed a Kaidon, which serves as an enhanced weapon and mark of a true Thaidoan.
There are several advanced forms of Thaido that can be learned, many of which are advanced disciplines of Kaido. Thaidoans usually start training advanced forms once they've been identified as a strong candidate to receive a Kaidon, or once they've received it.
Due to the amount of training and focus required, most Thaidoans only specialize in one advanced form at the most; or, in some cases, none at all.
Jahaido is the practice of supplementing Thaido combat by channeling spells and powers conducive to damage. Unlike standard combat casting, these spells are cast simultaneously while fighting; there is no break from combat to cast anything. This makes it far more dangerous than combat casting, though is also a far more advanced technique that is much harder to wield. There are multiple styles of Jahaido, and most users of Jahaido will specialize in one style. The most common styles include fire, shock, frost, mental disruption, knockback, and puncture.
The fire, frost, and shock styles of Jahaido make use of elemental combats of the related type. Fire is typically associated with being the best at rapid damage against most creatures, frost is hard to wield but can be a major advantage against superior opponents, and shock can damage or stun its target and disrupt their physical actions. Fire is the most common elemental style employed by the Wendori, but there is no option for non-lethal combat when using fire-based Jahaido.
The mental disruption style allows the Thaidoan to fight by inflicting mental distractions, minor hallucinations, and confusion on their target. Masters of the style may even be capable of causing stuns, terror, or even sleep. However, this style is weak against anyone with Mindlock, making it ineffective against magic users and most magical creatures.
The knockback style is one of the easiest to learn and enables the user to expend more powerful forces of Kaido and kinetic energy. This is primarily used to knock back opponents, though can have other uses. Those who learn this style often gain additional proficiency with Kaido from learning unexpected nuances about it.
The puncture style is very difficult to learn, and involves tearing into flesh and bone, or causing harm directly to one's anatomy. This is an extremely deadly style, and often considered the most horrific, but is weak against creatures with strong auras. Since auras provide a natural protection against hostile magic, mages will usually have some degree of resistance to the effects. Nevertheless, masters of this style can still break through the defenses of many auras to become a truly horrific and deadly warrior.
Karudo supplements Thaido through priming and conditioning of magic that enhances speed, strength, stamina, and physical tolerance. These enhanced abilities may not appear flashy in combat, but there is no mistaking how effective this form is. The increased speed alone, even though it may only shave off mere fractions of a second on a Thaidoan's actions, will significantly improve the chances of successful strikes and parries.
Practitioners of Karudo are known for their leaps, and their power is often loosely judged by the vertical height they can achieve. It is rare to find Thaidoans that can leap higher than three meters high, though some masters of Karudo in the past have been capable of leaping upwards of five meters. Leaping is not a direct correlation to mastery of Karudo, though it does have some resemblance.
The nature of how Karudo influences the body has a lasting effect on those that use it. Masters of Karudo will naturally heal faster and live longer due to the way the repeated use of Karudo primes the physical energies. Though much of Karudo is active spell casting, the priming and shaping aspects of it are inevitable for its practitioners.
Karudo is the most common advanced form that Thaidoans learn, as well as easier to learn than the other advanced forms. Despite its easier nature to harness, Karudo is considered roughly as dangerous as Jahaido; though Jahaido styles have the distinct advantage of ranged combat. Thaidoans that learn two advanced forms typically learn Karudo as one of those two.
The Leo combat style of Romu is very similar to Karudo, but has a very strong emphasis on stealth. Thaidoans don't emphasize stealth in their training, but it is not unheard of for practitioners of Karudo to train with Leos and learn Romu for such advantages.
Erudo is an uncommon form of Thaido that is primarily used for training and group combat. The use of Erudo allows its practitioners to guide the movements of others through subtle energies of physical influence. Using this technique, the Thaidoan can cause others to feel the same physical gestures and moves that they are performing. This is ideal for teaching purposes. Those practicing under a master of Erudo can learn combat techniques by allowing their bodies to
In some ways, this form is similar to the puncture style of Jahaido; both rely on physically influencing others, but Erudo focuses on control rather than destruction.
Wendori rarely practice the art of Erudo, as it is also a form that is extremely difficult to learn, but they do encourage having a handful of practitioners for the purposes of training new subjects. There is usually at least one master of Erudo employed at the Thaidoan Temple at all times; and is often the master given the greatest respect due to their service in training others. It is not uncommon for the master of Erudo to be one of the Leos that train at the temple, since Wendori are less inclined to spend time learning a form that will likely keep them away from the battlefield.
Most nations have magical warriors that train in advanced combat techniques. There are many types of magical combatants, each with different skills and talents: combat shamans, combat wizards, combat sorcerers, archery mages, elemental warriors, cavalry mages, mage hunters, sword mages, and many more. Broadly speaking, they are known as combat mages.
Every nation or major faction may have very different styles of magical combat they use or focus on, but the general nature is fairly similar. The Thaidoans have the most unique forms of magical combat, and employ a larger variety of techniques. Beastmasters and Leo warriors also have very distinct styles of magical combat.
|Thaidoans||Practitioners of Thaido, the various magical martial arts forms created by the Wendori. Highly intuitive form that makes use of many magical attacks.|
|Beastmasters||Dominate and harness beasts for utility, sport, or combat. Originally created by Arcanus in the Wild Tropics of Celsia.|
|Romu Warriors||Martial arts for created for combat in forests by Leos. Has a heavy focus on stealth, ambush, speed of attacks, and mobility in trees.|
|Chimu Warriors||Martial arts for created for archery in forests by Leos. Has a heavy focus on scouting, stealth, and guerilla tactics.|
|Combat Shamans||Perform rituals during combat, typically to cause large-scale advantages or disadvantages to a large military force.|
|Combat Caster||Uses combat magic, often elemental-based, to attack enemies from range.|
|Combat Sorcerers||Another name for combat casters, but strictly limited to those who perform it with sorcery rather than relying on thaumaturgy.|
|Cavalry Mages||Magical combatants that train with mounted units as their primary fighting technique.|
|Archery Mages||Practitioners of magical archery.|
|Mage Hunters||Combat mages that employ a large spectrum of techniques to eliminate magical opponents. May often also serve as scouts.|
|Wards||Are talented with warding magic; typically used to help resist magical attacks from harming important units.|
|Counter-Mages||Trained in counter-magic. Can dispel magical spells or redirect them to new targets.|
Combat casting is the most common and most basic form of magical combat; it teaches mages the basic art of war and how to use their magic to harness the spells and powers that are most effective against their enemies. Most mages can learn some form of combat casting relatively easily, and this also covers the basic defense techniques against magical warfare.
The fastest techniques are trained to Sorcerers that already possess some form of magic that can be harnessed as a weapon, particularly elemental powers. Thaumaturgy training takes much more time, but its advantages mean there is always a demand for it and it will be regularly taught in the magical combat forces.
Combat casting is strictly ranged warfare, and represents the largest majority of magical combat. Most nations opt to train combat casters rather than form large numbers of elite troops. Mages that intend to fight in close quarters are typically considered more elite, but are also far more difficult and expensive to train. Titania and the Wendori always expect their troops to be elite as possible, though most nations protected inside Omna's borders never deal with demons; their interests in war are far more political and economical in nature.
It doesn't take much combat casting talent to turn almost any mage into a lethal weapon against non-magical combatants. However, against other magical combatants it would be considered a basic form that is equivalent to a standard, low-ranking soldier.
Training more elite troops requires the combat mages to tap into their intuition and develop combat instincts. This is an essential part of magical combat that grants distinct advantages to those that possess it. In addition to being able to react faster and foresee attacks coming, combat mages with such insight can perform attacks that are far more devastating with less effort.
Perhaps most importantly, intuitive training allows mages to train in the defensive magical arts. Without this training, magical counters and defense is far less effective; and in some cases rendered useless.
Titania expects this level of training for several thousands of new soldiers every year, and spends enormous amounts of money to ensure it. They have the largest center of magical combat training in Astaria, and ensure that their armies always possess hundreds of elite combat mages to fight beside their Titans.
There are many forms of elite training in magical combat, almost all of which involve the priming and shaping of one's physical nature. Melee magic is the most common form of elite training. It primarily supplements the use of weaponry, mobility in armor, and the activation of close-range combat spells. The abilities acquired from this training tend to emphasize speed and strength, allowing them to move faster and strike harder; ideally to end combat as quickly as possible.
Sword use is the most common form of elite melee training used. Swords are good with both attack and defense, and can be well used in pairs or with shields. Axes and war hammers are frequently used for specialized melee warriors against certain types of units, and spears are often used by mounted units.
Romu, the combat form practiced by Leos, is an elite form of magical combat that also focuses on stealth and graceful mobility through the forest. It can be used as an unarmed form, since Leos make use of their claws, or it can be used in conjunction with melee weaponry.
Romu typically avoids the use of armor, as it is seen as a disruption to mobility and stealth. Leos prefer to strike quickly against targets and leave quickly. They seek to avoid any confrontations in which they aren't confident of victory.
Archery magic uses the principles of intuitive combat and ranged spell activations to enhance an archer's precision, rate of fire, degree of damage, ability to pierce armors, or even their area of effect. Though it is less common than melee magic due to its higher difficulty, archery mages are often vital to the success of a military unit.
In large-scale combat, archery mages will maneuver themselves to always be behind the main lines where they are most effective. It is essentially never beneficial for them to engage in melee combat, so great measures are taken to ensure that they don't. Archery mages have been proven as one of the best advantages that Astaria has against demons, as long as the rest of their army can sufficiently defend them.
One of the weaknesses of archery magic is that it is fairly easy for magical counters to negate it. Aside from Chimu, which relies on heavy stealth to avoid any detection in the first place, archery magic is usually very obvious. If an opposing force is adept with magical defenses, archery magic may be relatively ineffective. Demons effectively never have such defenses and rely entirely on swarming, but such defenses are common amongst the armies of Astaria.
Chimu, the archery magic practiced by Leos, emphasizes stealth and deception as part of their tactics. Their techniques are designed to conceal the presence of the archery mage, allowing them to participate in guerrilla warfare that is nearly undetectable. They conceal themselves in trees and fortify positions that other military forces are unable to access or identify, and then eliminate any ranged threats that could potentially harm them if discovered.
Within the forests where Leos have used these techniques, they have proven their style of warfare to be one of the most dangerous forms in Astaria; even dangerous enough to force the retreat of Titania's forces.
Projectile magic is essentially the same as Archery, but performed with throwing weapons such as knives. Though most thrown projectiles would not normally be used in large-scale combat, these techniques can make them just as dangerous as those who possess archery magic; especially against the right targets.
Projectile mages are able to attack much faster than archery mages, though they have a shorter range that puts them closer to the front lines. Their ability to deal damage and pierce armors is also limited, and its magic rarely changes that to a sufficient degree. However, against unarmored or lightly armored targets, projectile mages are far more efficient killers than archery mages. This makes them a highly valued asset to any army that expects low-tier combatants or swarming techniques such as against demons.
Domination magic involves the manipulation of mental energies, generally relating to control over their thoughts and behaviors. It can also extend into other mental processes, such as inflicting confusion or sleep. In combat, it is primarily used to cause disruptions in behavior that make the target susceptible to attack. Masters of domination magic can control their victims, forcing them to attack their own kind.
Though domination magic tends to be used for utility magic, its advantages in combat are extremely deadly against terrestrials. However, mages rarely have to be concerned about domination magic. Mindlock is extremely difficult to overcome with domination magic, effectively making magic users immune to any such magic that could significantly impair them.
Most mages that practice domination are born with some proficiency with mental magic. Domination magic is extremely hard to wield, so the natural proficiency is practically a prerequisite to attaining sufficient power with it.
Psion is extremely well known for its mastery of domination magic, particularly amongst the strongest lineages. Many of their lineages have strong mental magic. Furthermore, their nation invests considerable resources to training this form and to continue domination over their terrestrial citizens. This reputation has made them a greatly disliked nation, though other nations are generally terrified of the repercussions of opposing them.
Magical defense involves all defensive techniques against magical attacks of every type. The basic forms of magical defense include understanding the nature of magical attacks, recognizing and identifying magical attacks, and evasive maneuvers. Most magical combatants will receiving training in these forms. In some cases the terrestrial fighters will also receive training to aid in their survivability against superior magical opponents, although this is less common.
Counter-magic is the higher arts of magical defense that requires magic to use. It involves warding magic, dispelling magic, or in some cases reflecting or redirecting magic. Due to its complexity, most militaries won't expend the time and resources to train every combat mage with defensive abilities. Instead, they will have specialized counter-mages that serve as magical protection for their squads.
Warding is the perhaps the most important aspect of counter-magic. It involves priming an area to make it difficult to cast magic through. It is the simplest form of counter-magic to perform, and will typically have the strongest influence on large-scale combat if done properly. Warding is best suited to areas of effect that are somewhat fortified, such as line of casting mages or archery mages.
Despite its advantages, warding is weaker than other forms of counter-magic, so opposing magic is more likely to break through. Close-quarter combat benefits much less from warding, as proximity is an important factor in how much warding can affect.
Dispelling involves eliminating a specific magical ability that was activated. Lesser forms of dispelling can simply involve the disruption of any Chambis movement, though its higher forms requires much more precision. Ideally, the mage needs to understand the exact magic that is being cast to properly dispel it. Identifying magic quickly, typically using intuitive senses, is of critical importance.
Every type of magic has specific ways to counter it most effectively. Possessing knowledge of those methods and rapidly comparing it to a target spell used allows the mage to disrupt and dispel the Chambis of that spell appropriately.
Redirection is a much more powerful variation of dispelling that very few can master. Anyone with proficiency in redirection is an extremely valuable asset of war, though such individuals are extremely rare. Not only do redirection mages understand how to perceive and diffuse magical attacks with extraordinary speed and precision, they can cause that magic to redirect to new targets.
Obsidia was formed as a rebellion against Psion when they discovered methods that allowed them to ward and counter the powerful domination magic of Psion. They have since become the most notable force that deals with counter-magic practices; and their growing military is extremely feared as a result.
Shamanic combat is considered one the most lethal form of combat, but it has the distinct disadvantage of requiring long periods of preparation; often at the battle location where it is meant to be used. Most shamanic combat involves large areas of effect, magical traps, or rituals that have heavy influence over an entire battle. Many battles are decided by how effective shamanic combat can be performed.
To reduce the time of preparation and strength of its effect, shamanic combat often involves a large number of combat shamans. Their objective is to activate rituals across battlefields, or which greatly strengthen or weaken specific targets in some capacity.
Most of a combat shaman's work is done off of the field of combat when they prepare their combat rituals. If a battle location is known in advanced, such as at a fortress or important bottleneck, combat shamans are trained to create terrifying rituals that will surely give their forces an advantage.
When the battle location cannot be prepared beforehand, combat shamans are far less effective. Rituals are less effective when they are unable to be grounded at their designated location. Nevertheless, combat rituals can still have a meaningful impact on a foreign battlefield. If combat shamans are brought into such battles, they typically activate rituals based on how combat is proceeding; holding onto ritual activations that may be more useful later.
When the combat shamans are out of useful rituals to activate, they act as support units to aid the champions on the field, or supplement the casting mages.
Beastmasters are known as the champions, or "masters," of beasts. They each possess a Thetastone, socketed into their forehead, which enables them to psychically dominate and harness Beasts. Most Beastmasters are also powerful mages of some sort; usually casters, either from sorcery powers or wizardry. This helps emphasize their combative abilities and the support of their teams.
Most Beastmasters come from highly privileged, magical lineages of houses that have a history of Beastmastery. Since Beastmastery requires a Thetastone to perform, most Beastmasters must acquire their Thetastone as an heirloom from one of their ancestors.New Beastmaster lineages occasionally arise when the house produces a Thetastone, though the incredible difficulty of producing one has limited this number significantly.
The practice of Beastmastery originated from Arcanus in the Wild Tropics of Celsia before it was captured by the demons during the Dark Ages. The beasts from the Wild Tropics of Celsia are known as ancients, and those that have survived to this day are still the most powerful and legendary beasts known in Omna.
Beastmastery has become popular for spectators to watch in controlled arenas; either as battle competitions or for various sports that were specifically created for beasts to play. Players may participate in teams or as solo players; often to compete for prestigious titles, wealth, or reputation. Larger competitions often draw very large crowds, and can earn victors a considerable amount of prestige.
The sporting leagues and games for Beastmastery are mostly handled by the Association of International Games and Sport, which is coordinated by the Divine Alliance. There are only about 150 Beastmasters in all of Omna that participate in the Beastmastery games and sports, but they are regarded as celebrities.
The major games, such as those held in Skywood and Catalyst, draw extremely large crowds. The attraction draws in considerable tourism and finances for any city that can host such games; particularly if they are stationed along the Marble Route.
The "Huntsmen" are the Beastmasters that wield their beasts for the purposes of combat, sometimes for the acquisition of other beasts in the wild chasms where they reside. Combat is typically done in groups of Beastmasters that have trained together at the academies or with Beastmaster guilds; they are trained to understand how their beasts contribute to combat and how they can best act to support their team.
Huntsmen from Arcanus don't participate in Beastmaster sports; their history is taken very seriously, and most of them are actively employed in the military forces against the demons. Many such Huntsmen consider it disrespectful to use Beastmasters for sport, and would never subject their beasts to those games on the matter of principle.
Beastmasters that play for sport tend to do it for the prestige. However, no matter how much it may upset the elite class, those that play for sport never receive the awe and respect that a genuine Huntsman does.
Most beasts are infused with magic that extends their longevity well beyond the lifespan of their natural counterparts in wildlife. However, beasts that were captured from the Wild Tropics of Celsia are amongst the only ones whose youthful longevity appears to be permanently sustainable.
The Tropics of Celsia have long been engulfed from the Demon Wars, which has therefore prevented the capture of beasts with this considerable advantage. Though this longevity is still possible, it appears only with extreme rarity.
Aside from the ancient beasts, owned by the Arcanus Beastmasters that descended from the originals, few beasts ever live beyond four or five generations. There is an enormous generational gap after this limit, as ancient beasts possess over thirty generations.
Since Arcanus Beastmasters don't use their beasts for sport, it is very uncommon for any high generations to appear in sporting matches. The appearance of a sixth generation or higher may appear in some of the greater sporting spectacles in the lands.
It is common for beasts to be kept in warded stables that protect the outside world from them. These stables are often constructed to be very large to accommodate many sizes of beasts, but they are usually intended to only house one beast at a time. The materials used to build them must be naturally warding against magic, and additional techniques of magical construction must be used to ensure they can't cause any harm to others.
Keeping beasts in warded stables is very expensive and requires a lot of infrastructure. This is particularly true of more powerful beasts, and therefore Beastmasters strive to avoid putting beasts in captivity as much as possible. Nevertheless, it is an essential part of Beastmastery and all Beastmaster guilds will possess such stables.
Beastmaster guilds also want to ensure that beasts are being tamed as much as possible, and therefore try to keep them in active duty at all times. This is particularly true of combat-oriented Beastmaster guilds, where their purpose is to serve as a military force. Beasts in captivity aren't being tamed, so they are usually returned to active duty as soon as possible.
It is possible, though uncommon, for Beastmasters to transfer their beasts to another Thetastone. This is done primarily for the purposes of selling beasts, particularly to those who play for sport. Beasts of the right type are extremely profitable, and may require a fortune to purchase. However, finding beasts that are well suited to the specific demands of the sporting market is difficult.
Huntsmen would almost never purchase a beast, though many of them sell beasts that they capture as a major source of income for their guilds. However, Beastmaster guilds rarely need additional financing.
Familiars don't need to be transferred to another Thetastone; they can simply be released entirely. Familiars can be sold for much higher prices since they are fully tamed, but their market extends to non-Beastmasters. The ancient familiars may be used in places like the Marble Route or purchased by royalty and the exceptionally wealthy.
|Arcanus||240||The original Beastmasters and the only ones that possess ancient beasts from the Wild Tropics of Celsia; several of which have 20+ generations.|
|Wendori||80||Acquired their Beastmastery skills from Arcanus, have become extremely effective and well-known for it.|
|Jilak||25||Deal mostly with underwater beasts, though some also participate in Skywood sports using land-based beasts.|
|Psion||40||Have been trying for centuries to master domination magic of all forms. Largely into beast sports, though they have some Huntsmen teams.|
Thetastones are magical artifacts that are surgically implanted into the frontal lobe of a Beastmaster to allow them to dominate and handle beasts. The gemstones used to produce Thetastones are extremely large, and it is easy to recognize a Beastmaster by the large gem they have socketed into the middle of their forehead.
Most Thetastones are designed to be functional rather than fashionable, but the newer generations of Thetastones are noted as being more decorative than ones crafted in ancient times. Nevertheless, ancient Thetastones are also regarded as being far more impressive due to their history.
All Thetastones are unique in their appearance and design, but perform the same general tasks. When inserted into a Beastmaster's mind, if done properly by trained alchemists, they will interweave with the Beastmaster's mind and allow them to interact with the psionic energies of the beasts. This empowers the Beastmaster to dominate beasts, to bind them their Thetastone, and to synchronize their minds once bound.
Beasts can be bound to Thetastones, which means that Thetastone is now responsible for holding the energies necessary to dominate and harness that beast. Binding a beast is a difficult process, since the beast is currently wild and unbound. Additionally, it involves a process that the beast is going to be extremely resistant to.
The process of binding begins when a Thetastone is activated to bind a target beast. The beast will typically be able to sense that something is invading their mind and will react accordingly. During this binding process, several Beastmasters are usually present to assist with domination and general control of the beast. Without the assistance of other Beastmasters, most beasts could not be bound.
Most Thetastones could theoretically bind several dozen beasts, but in practice there are usually very few beasts bound to a given Thetastone. This is because as more beasts are bound to a Thetastone, the greater the amount of energy would be drained from it; and correspondingly, how difficult it would be for the Beastmaster to replenish the Thetastone's energy reserves.
The primary ability of the Beastmaster is to synchronize their mind with a beast and control its actions; a process known as harnessing. Harnessing is difficult and mentally exhausting; particularly if the beast is very powerful, highly intelligent, stubborn, naturally difficult to control, or if they possess a strong willpower.
Thetastones will passively harness all beasts that are bound to it, which results in an energy drain to ensure the beasts are kept tame. Energy drains faster when beasts are more resistant or more difficult to control. However, the energy of the Thetastone is also replenished through the mind of its Beastmaster. The mental power and will of each Beastmaster is a direct contributor to how quickly a Thetastone is replenished.
If a Beastmaster's Thetastone is draining faster than they can replenish it, beasts will be placed into warded captivity and left unharnessed. Unharnessed beasts are still bound to a Thetastone, but no energy is being committed to keeping them tame. This makes the beast potentially very dangerous and threatening to society, so the construction of their stables is of critical importance.
There are times in a Beastmaster's life where their will has been shaken or compromised, or some experience has left them mentally drained or exhausted that prevents them from replenishing their Thetastone at normal levels. As such, it is not uncommon to move beasts in and out of captivity when necessary.
It is possible to replenish Thetastones through external means rather than through the Beastmaster's psychic energy, but this is not advisable or desired. It is very inefficient and requires too much effort to normally be worth it. Unless Beastmasters are left with no other option, they will avoid trying to replenish a Thetastone externally at all costs.
Surgery for a Thetastone can be very dangerous, and therefore is typically performed by many trained alchemists and intuitives, with several others that are there to learn about its practices. It requires the injection of a very powerful magical artifact directly into the brain and merging its psychic energies with the mind's chakra in a very precise manner. The process is unable to make use of magical drugs, as the mind must be fully conscious and prepared to deal with the psychic energies of the surgery.
The process is considered excruciatingly painful on several levels of the being. Aside from the physical torments, it is psychically draining, and the Beastmaster will have to suffer through several weeks of this process. The experience is very disorienting and can warp the mind if the Beastmaster is not able to cope with it.
Children that have been selected as Beastmasters will usually receive their Thetastone surgery between the ages of ten and fifteen. The child's ability to deal with the process is often attributed to how powerful they will emerge. However, there are many dangers associated with it. In some cases, they can die or become too mentally unstable to ever be considered normal again.
Children are only selected for this process if they are uniquely qualified. A lot of conditioning is given to the children who receive this surgery, and preparation is considered essential. They are taught that this is their chance to harness all of their true power and that if they succeed their powers with Beastmastery could be that of legend.
There are disagreements on when children should be given the surgery. Some believe that younger ages offers a greater opportunity for the child to embrace their power, though others believe that more time to condition their willpower before the surgery is of greater importance. Much of the decision is left to when the child feels they are equipped to handle the surgery.
In general, it is easier to acquire more of your power as a Beastmaster if the surgery is performed at a slightly older age, but if the child can handle the surgery earlier they may possess the opportunity to become even stronger. As such, the younger ages are a bit more of a risk; but it can pay off if the child was truly ready for it.
After a Beastmaster has died, their Thetastone will be extracted for use by another. Thetastones are too important, powerful, and difficult to produce to allow them to be wasted. This is where the term "generations" comes from. Thetatones, like the beasts that are bound to them, increase their generation through each new Beastmaster that accepts its power.
A generation is only added if a Beastmaster was able to wield its power. If a Beastmaster is unable to handle the surgery and later perform the duties of a Beastmaster, they are not counted toward the generation count.
Beast Classes describe the type of beast, such as an "Arachnid" class being similar in nature to spiders or "Predator" class being similar in nature to jungle cats. These categorizations tend to include a diverse range of beasts, since most beasts are slightly unique based on the magical mutations or lineage.
Size Class supplements the Beast Class by approximating the size of the beast in comparison to the size of a typical human. Mini and small refer to beasts that are smaller than humans, while large and giant refer to beasts that are larger than humans. Standard is roughly the size of an adult human. The most common sizes of beasts handled by Beastmasters are standard and large.
If the Beast is above the "standard" size class, they are often introduced with their size class as well, such as "Large Arachnid." Any small beasts are not mentioned by their size class unless there is a reason to classify it's size, often a reason that is academic in nature.
Generation has great significance to a monster, as it refers to how many handlers the beast has been passed through. The generation implies a rough idea of how long they've been harnessed by Thetastones, how tame they have become over time, how long they've lived, and so forth.
A typical "generation" tends to fall between twenty five to sixty years, with a greater weighting toward the longer end of the spectrum. Thetastones are usually not handed down for several years after their owners death. A quick approximation of the age of a beast is often described as roughly two generations per century.
The "Year of Capture" is only important if the generation isn't an accurate reflection of its age, but it may be noted for particularly old beasts as a point of conversation and interest. In some contexts, the exact year may not be as important as a general approximation, such as "captured in the Dark Age." The formal use is to say something like "captured for twenty years" or "captured in the year three hundred."
The Handler Rating indicates the approximate difficulty of how "wild" the beast is, and how much mental domination is required to maintain control over the beast. The higher the rating is, the more wild or unrestrained they are. The rating is based on a percent scale of how much energy drain a beast has on a master-level Thetastone over the course of one day. A Handler Rating of one hundred would consume all of the resources of a master-level Thetastone in a single day.
This value is fairly accurate, but may need to be approximated in some cases. Some intuitives and energy readers prescribe Handler Ratings based on their observations. The rating is more relevant to combat-oriented beastmasters than sporting leagues, but may often used for sporting introductions due to the curiosity of the audience.
The lowest Handler Rating possible is zero, which means the beast is not consuming any energy from its Thetastone, even when being harnessed. A beast with a Handler Rating of zero will theoretically pose no threat to society if it was handled well and properly trained. A fully domesticated beast with a Handler Rating of zero is considered a "Familiar."
Beastmasters can harness Familiars to the full extent of their power since all of their mental power can be focused on amplifying them. Since Familiars don't resist their control, large numbers of them could be bound to a Thetastone without overwhelming its capacities.
Some Familiars are released from Thetastones entirely and put to work elsewhere in society, or even allowed to choose their own path. However, most Familiars will remain with Beastmasters that have freed them until the Beastmaster has passed. They may not blindly follow their masters, but they are typically very loyal to whomever they choose as allies.
A beast's greatest time of resistance, and therefore the time of its highest Handler Rating, is when it is first being dominated by beastmasters. Every aspect of its will and mental defenses kick in, and it typically possesses much stronger active resistance. This level of resistance remains somewhat intense for a while after its initial domination, but typically drops quite steeply after it exhausts itself.
Once a beast is exhausted from full resistance, it becomes passively resistant. It doesn't take long for a Handler Rating to drop to nearly half or less of what it originally required to dominate it. Shortly after this period, the Handler Rating stabilizes and will slowly decay over time.
When a beast is being harnessed to do something it dislikes, such as fighting on behalf of its Beastmaster, the Handler Rating will spike again. Combat or active duties are much more strenuous to a Thetastone, so energy reserves are important if the Beastmaster wants to engage in such activities.
Over time, all beasts inevitably become more tame. They give in to their situation as it becomes their normal, everyday routine. Some beasts have an unusually high resistance to taming and have never been fully broken. Certain beast classes, such as the Arachnid class, are also generally harder to tame than others.
The more powerful a beast is, the longer it takes to tame them. It can take many generations for a beast to become a familiar. Many of the ancient beasts, despite their centuries of handling, still possess a non-zero Handler Rating. However, ancient beasts are uniquely powerful, chaotic, and have extremely resilient minds. Few beasts outside of the Wild Tropics of Celsia would ever manage to resist taming for such a long period of time.
If a beast possesses any magical alignments, they are given a classification that represents the general archetype of their magical abilities. They are given titles based on the level of their proficiency, such as being "fire-touched" or "fire-enchanted." There are four types of alignments: bound, charmed, imbued, and enchanted.
The "touched" alignment refers to beasts that only possess passive magic of that type; they have no conscious control over that form of magic. This doesn't mean their passive magic is weak, though it is typically considered the weakest of the alignments. If the beast has unusually powerful passive magic, the beast may be elevated to the "enchanted" alignment.
The "charmed" alignment refers to beasts that possess some degree of conscious or instinctive control over their natural magic of the aligned type, and which can be activated at will to achieve some sort of effect. They may also possess the same advantages as the "touched" alignment.
The "imbued" alignment refers to beasts that can intentionally use and shape their magic, effectively allowing them to cast spells using Chambis. These beasts are particularly rare, and are considered equal in power to the "enchanted" alignment. They may also possess the same advantages as the "charmed" and "touched" alignments.
The "enchanted" alignment is designed to indicate a higher degree of power in a beast with a "touched" or "charmed" alignment. It refers to beasts that possess particularly powerful passive or instinctive magic, but which are unable to cast active magic with it. Generally, any magic that would qualify an individual as being Highborn would also qualify a beast as being enchanted. Enchanted alignments are considered equal in power to imbued alignments.
In casual conversation, if the declaration of power is not important, the term "aligned" may be used in place of a more specific alignment; such as "fire-aligned." It is possible for beasts to possess multiple alignments, though such beasts are typically from the Wild Tropics of Celsia.
Rank refers to the sport of Beastmastery in arena settings and its overall challenge rating in the appropriate category. It is meant to act as a symbolic indication of how powerful or talented the beast is based on its previous performance in similar matches.
Tiers refer to what level of victory it has achieved from previous challenges of a similar nature. Every stadium will introduce different standards for how to score victories and tiers. The highest tier is always tier one, with the second being tier two, and so on. The lowest tier may depend on how many beasts participated in matches at the stadium.
A beast is like to be introduced with many or all of its classifications when brought into a sporting arena. An example of this is as follows:
"Fire Dancer is fourth-generation, fire-imbued, large Arachnid-class warrior with a tier one rating in Beastball and a tier two rating in combat. It has a handler rating of fifty two, and is best known for its victory against the mighty Steed of Red Rain in the Skywood Ten Finals. Give a round of applause for Fire Dancer and its master, Neapold Stonesman!"