Every Book Vilindra Has Written

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Ping14
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Every Book Vilindra Has Written

Post by Ping14 » Fri Oct 22, 2021 12:58 pm

Signing up for the first time with Vilindra, after 7 good years... Gives me the feels. I've written so much when I played her. And now that I'm rolling her... I just want to share the few things I've written. Would be honored for the books to be added to the loot matrix in bookshelves.

(Now I'm sad... I've spent so much time with Vilindra, after seeing all her items... All the names written in the descriptions of all the items she's given away... :( ... So much memories. But it has to end, she's got no place here now.)

Elven Reinforcement of the Conventional Art: Transmutation
By Vilindra of house Cys’vires

INTRODUCTION TO THE SCHOOL OF TRANSMUTATION
Transmutation is the school of magic that changes the physical properties of some creature, thing or condition. That said, the school is limited to the physical aspect of the target. This may be misleading to some extent as to those who cannot read between the lines on the weave may just limit it to the physical as the tangible and material aspect.
To elaborate further, the spell school deals with anything that occupies space… mending them and bending the physical laws whenever the weave admits it. To give such examples of spells that would baffle one’s mind into understanding as to how far the spell school of transmutation can go are the spells Greater Sanctuary and Timestop.
The two are the most common spells used by experienced arcanists in times of trouble, and one could simply ask… “How is such arcane feat possible?” With regards to Greater Sanctuary, it is imperative that the arcanist knows much of the Prime and the Ethereal plane. It merely involves the transportation of one being to one plane to another.
Timestop is more complicated, since we perceive time as something that is not occupying any space. It is just a sense of the flow of time. Then again, if we think deeper, we would see that time is closely tied to space. Time is relative, the faster an object moves, the less time it consumes.
It is a matter of perception, time that is, and given the properties it holds with regards to velocity, we can then weave the time and space into a singular model… the spacetime… a model that time is actually a part of space.
These are just one of the many marvels one could achieve into dabbling with transmutation. Many more possibilities exists… and many more ways are available to arcanists as to how to transmute things by using the weave as the medium for mending and bending.
In this book, three basic transmutation spells will be discussed thoroughly: Burning Hands, Slow, and Ultravision.

BURNING HANDS
It is one of the offensive spells in the school of transmutation. It momentarily engulfs the arcanist’s hands in a burst of magical flames and then deliver this flame into a cone shaped area infront of the caster. The flames do not do real harm to the caster, but it can scorch the flesh of those in its wake.
There are several ways to achieve this, one which I favour the most is by transmuting the most available material there is at any environment… and that is air. It requires knowledge as to what the air is composed of, further investigation of the air and its connection to flame will give us the conclusion that the flame cannot thrive in the absence of air. This may not be true in the sense of elemental fire.
The way that I personally prefer to cast the said spell is to manipulate the air around my hands. Using the weave as the medium for changing the basic make-up of the air, I would then transmute it to a raging spark of plasma.
Concentrating it to a single spot, letting the pressure build up within the palms of my hand, I then deliver it at will, releasing the energy… resulting in the immediate combustion of the plasma... the direction of which guided by my hand.

SLOW
Again, there are several ways to do this, depending on as to how the arcanist would like it and depending on the target of his/her spell. As the spell name suggest, its effect would be slowing the target’s speed to twice its normal rate.
The most common way to do this is by knowing the biological make-up of the target creature. Manipulating the metabolism of the body from the inside out, from the blood that supplies each organ of the body… to the rate at which how the body would spend the energies delivered by the blood.
It is a holistic approach to the creature’s motion. A single spell devoted to slowing down each movement the body makes in an evenly distributed manner.
Then again, the procedure stated above will only work for biological creatures, and poses a problem when one is faced with a foe that is of different biological make up… one that is not familiar with like planar creatures. To resolve the matter, I have taken to liking a different approach… a more complicated one however, it is more empirical… meaning that it will apply to all.
Such method involves manipulation of the spacetime. As discussed above, time has relative close ties with space… this is just a theory however, but it does work rather efficiently, and one does not need to involve calculating the complexities of biological beings or creatures.
A pocket of space will be manipulated around the creature. This requires thorough understanding of the laws of space and time. Reactions of mass to the space around it, and the relative time one spends. The motion through time (standing still) is inversely proportional to the motion in space.
Now if you could bend the space in the pocket, making it less available for those that passes it, then less motion through space would be available, and more motion through time will be forced. Making them move at a much slower rate than those around them.

ULTRAVISION
This is one of the most interesting traits of the spell school of transmutation, its ability to modify the characteristic of another being. Ultravision grants the bearer with the ability to see through the darkest of nights, even when shrouded in magical darkness. How this is achieved is simply by modification of one’s eyes and senses.
We see through the passage of light in our eyes. Without light, what we perceive is total darkness… nothingness. If we could manipulate the eyes so that the littlest amount of light available would grant us vision is key to succeeding in casting this spell. There are several regions of the eyes, one that provides vision for light, and one that provides vision for low-light.
If we enhance the region that provides sight in low-light environment, then we can somehow improve our vision. However, what if there is total absence of light? The answer would be simple. We modify the eyes in such a way that it provides a light of its own… needing not the outside source of light to see. This makes it possible to pierce the magical darkness one is engulfed in.

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Re: Every Book Vilindra Has Written

Post by Ping14 » Fri Oct 22, 2021 12:59 pm

Elven Reinforcement of the Conventional Art: Offensive Spells
By Vilindra of house Cys’vires

INTRODUCTION
Majority of the offensive spells are categorized under the spell school of evocation. Evocation deals with the creation of something out of nothing. It is usually a misnomer since you really cannot create with such. It is only referred to as such because it appears you are creating out of nothing since most people cannot see the energy around them.
Energy is harnessed and is shaped accordingly to the will of the caster. Whatever form it manifests is up to the caster’s will, it is most often that the result is the production of spectacular effect that could deal harmful if not devastating effects to the target of the spell.
Though not “all” offensive spells are from the school of evocation, there are some that exists in other schools as well. To give an example, a single spell included in this tome is one that comes from the spell school of conjuration: Melf’s Acid Arrow. It involves calling forth of materials from other places and shaping them in a form of an arrow as one delivers it.

OPENING SPELL
It is the first offensive spell cast at the start of any bout. The primary aim of an opening spell is to draw attention to the caster, controlling the hostility and making sure that everything is in the favour of the arcanist. It requires meticulous planning, but requires assertive decision-making… since delay in the opening can mean the death of the caster.
Drawing the attention to you is not simply blindly charging in to the fray, it is a tactical approach to any battle. Sniping foes down with singular targeted spell is preferred when dealing with groups of foes, and the number are just too great for you to handle all at once. This changes from time to time, according to the terrain… and according to strengths of both opposing parties.
Control is about manipulating the environment or manipulating one’s foe… doing so in a manner that the tide of the battle is in the arcanist’s favour. Control is different from wards in such a way that you are not modifying your own factors (such as warding)… but you are modifying the factors of the foes, making them immobile, weaker, and dealing damage all at the same time.
Opening spells comes in a variety of spells, but this book limits its discussion to the offensive ones, the one that deals damage… more specifically this book is limited to three spells for thorough discussion: Magic Missile, Lightning Bolt and Melf’s Acid Arrow.

CLOSING SPELL
It is a spell used when one is about to end combat knowing full well that he/she could do so with a single spell. It is mostly in a form of a spell that cannot be dodged so that the chances of finishing a battle in a much quicker way and a single spell are possible.
It comes in a variety of forms and spell, each closing spell is dependent on which the arcanist favours. I for one come to the liking of flinging magical spheres of energy at my foes when I am certain that such a spell could eliminate them in a single casting. It saves a lot of physical energy and effort, and it also makes sure of the elimination of one’s foe.
Again I reiterate that for the sole purpose of discussing spells in detail, this book will be limited to three most basic offensive spells used by arcanists: Magic Missile, Lightning Bolt and Melf’s Acid Arrow.

MAGIC MISSILE
Pure energy is gathered and shaped in a form of a sphere… manifesting as missiles… a silvery bolt of energy when flung to ones foes. It doesn’t require much of a concentration to pull it off since most arcanist are attuned to the energy that surrounds them.
There are a lot of varieties to this spell, the most basic one is given this name… Magic Missile. Greater varieties requires more focus and attention, and could target more than one foe. The most simplest one is only capable of attacking a single one.
Made of pure energy that homes in to the target, makes this spell nearly impossible to dodge. It is this quality of it that makes it a good closing spell at a lower skill level. When one is missing nearly with almost all spells, this one will more often hit, as the energy signature of the target serves as a guide.
At a higher level of skill, this could be used to attract the attention of a singular foe. Since it only harms a single entity, surely only those hit would take notice of the caster… the others will have to depend on the scream for help of those struck with it.
Take note that line of sight, as with other spells of the conventional art, is of great importance. You cannot assign an energy signature to something that you cannot see, and without such, the spheres of energies you just accumulated will just be flung about randomly.

LIGHTNING BOLT
Energy is gathered from around the caster, and the energy is used to cause fluctuations into the air… making them unstable. The distortion in the air is not enough to cause the combustion, but it is enough to cause sparks of lightning to travel across from a distance. The distortion is made from one area to another, delivering a shocking attack to those in its way.
A certain condition arises when there isn’t enough air available, or it is too thin for the caster to distort so that the charge accumulated in the air could be delivered. This could be resolved by concentrating a charge in a singular spot, mainly the caster’s fingers… though beginners are advised to use an insulating device when first casting this spell, perhaps even a rod.
Once the charge is concentrated, some of the energy will be used to manipulate the charges of the target entity… making it so that the charges of the concentrated bolt of lightning in one’s finger is the opposite of that of the target entity. The huge difference in these charges will make it possible for the bolt of lightning to arc from one’s fingers to that of the target entity.
This spell is most useful when fighting in a tight spot, such as in a corridor or hallway. Make sure that the lightning bolt is directed ahead of you, a simple miscalculation could mean trouble for you and those you travel with. It also makes a useful closing spell in such conditions simply because you get to eliminate the one in front of you and deal harm to the one behind of your foe.

MELF’S ACID ARROW
Now, here is one of the offensive spell not within the spell school of evocation but one that is coming from the summoning arts, the school of conjuration. While I personally have little practice of the said school, and have sacrificed the spell school to specialize in another, I do know its concepts and the theories behind the spell school… though not more than the conjurers themselves.
It involves calling forth acidic material from whatever place or plane the arcanist wishes, and shaping the said acidic material in a form of an arrow. It may be gathered from one of the elemental planes, or perhaps even gathered magically from the acidic plants and insects in ones surroundings.
It is quite difficult to dodge simply because the acid called forth and the arrow formed from it is purely made of acid. If the initial bolt of arrow misses, I am doubtful that the blast from the acidic arrow could be dodged. As the acid comes into contact with the target entity, it consumes it over time.
This property of the spell makes it a good opening spell since you are distracting your foes with the burning of his own flesh from the acid as you battle him/her. Your foe grows weaker, while you remain all the same granted you are taking necessary precautions and defending his/her advances well.

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Re: Every Book Vilindra Has Written

Post by Ping14 » Fri Oct 22, 2021 12:59 pm

Elven Reinforcement of the Conventional Art: Divination
By Vilindra of house Cys’vires

INTRODUCTION TO THE SCHOOL OF DIVINATION
The school of divination is considered to be one of the oldest if not the first school of the art to be established. It enables arcanists to learn the secrets of the old, interpret dreams, see beyond what the eyes could see and take a peek at what the future holds.
It is often considered as the weakest of all the schools simply because its lack of application in proper combat. Then again, for those who value knowledge above any, this school could match if not surpass the other school by simple discovery of a relic spell through the art of divination.
It is hypothesized that the discovery of all if not most of the spells are through divination. It is through the discovery of lore hidden from the untrained eye that arcanists do usually find the answer to the problem that baffles their mind. It is the examination of the past events, that one could uncover long lost spells and could recreate it… possibly even modifying it to improve its use.
Foretelling of future events is also one of the most useful uses of divination. Though visions may be cloudy and hazy, the visions experienced do not lie. It all relies in the proper interpretation of each details in the vision. Thus the skill of a diviner is not always acquired, it is sometimes honed and nurtured so that proper interpretations could be done.
There are many spells under the said school, but for the purposes of discussion, we will limit ourselves with three basic spells: Identify, Find Traps, and See Invisibility.

IDENTIFY
Each entity, may it be living or non-living has a story to tell. With an inanimate object, telling its tale is pretty much a difficult task since the object itself cannot actually speak for itself to tell its own tale. But if one would look closely to the details of the object in question, one could see hints of its tale. A sword can be identified through its craftsmanship, its material, and its intricate designs.
The spell does not make one instantly smart and notice all of the details of the object in question. It merely enhances the senses of the caster, enabling him to spot the key details and integrating the knowledge with his/her own. The spell also enhances the analytical capacity of the mind, enabling correlation of details with events of the past.
For the advanced arcanist, the spell could go to greater lengths. Since the spell enhances ones senses and skill, its limit is only up to the caster who uses the spell. There are those that could see through the skies and stars… their vision looping back to the endless cosmos, their sights returning back to them… at the same place, but on a different time.
This enables them to identify what tales the inanimate object hides from the naked eye. Following the trail of the object as the caster shifts his/her gaze throughout the cosmos, looking at the object at a different space and time. This spell only improves the analytical eye… not the mechanical eye of the individual, and that said, the spell is useless in detecting those who are trying to sneak by.
The spell can be traced back to the Human Netherese Archmage, Trebbe, who invented the spell for his own use in magical research. Sadly however, that such an experienced and knowledgeable mage placed all his effort in an artefact so evil that it would later claim his life, a hint of human weakness and impulsiveness.

FIND TRAPS
This spell enables the caster to know the location of a nearby mechanism with great pinpoint accuracy and precision. The spell enhances ones perception of sound and sight. It is not the hearing or vision itself that is enhanced but the perception of it… the ability of the caster to correlate the detail gathered to that of a probable trap.
The spell is specifically tailored to help identify mechanisms well hidden with the intent of springing up once triggered. The spell will not make one see more clearly or hear better since the spell only infuses the mind with knowledge collected throughout the ages, enabling the details to be correlated with the knowledge infused.
A hidden wire could be noticed with a flick of a finger, knowing full well that it is a trap once it is seen. The ticking of a mechanism could be heard, enabling its location to be pointed out with pinpoint accuracy, each tick correlated with the knowledge of mechanisms… and if such sound is not correlated, then the spell will fail to identify the location, much like the tapping of one’s foot as one sneaks by.
Detection is one thing, disabling the device is another, one should seek the help of a skill trap springer should a trap hinders ones progress in his/her own adventure. Nevertheless, this spell is of most importance in exploration. With all the locked chests and drawers hidden underneath all the rubble of most of the ruins, it is imperative that one takes preventive measure before touching anything.

SEE INVISIBILITY
One of the most useful spells when one is suspecting an assassin behind his/her back. It provides vision beyond what the eyes could see. However, it does not improve one’s vision mechanically, but it instead lets one’s eyes know the key signature of illusion, detecting entities under the influence of invisibility.
The concept is simple; one is simply attuned to the energies that surround a magically invisible object. A faint outline of the object can be seen, the entity is seen as a transparent but recognizable figure. Facial features once hidden from the naked eye can now be seen much more clearly.
This spell is not a counter to the concealment effects of most illusory invisibility. One would still find it hard to hit objects under the effects of invisibility due to the illusory effects. Though you could identify the one under the said spell, it will not make your aim a lot better since it is still phased out… concealed by the illusory magic that wraps around his/her body

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Re: Every Book Vilindra Has Written

Post by Ping14 » Fri Oct 22, 2021 1:01 pm

Elven Supplementary Readings: Arboreal Plane
By Vilindra of house Cys’vires

INTRODUCTION

For the purpose of discussion in this tome, this will only cover the model of the Great Wheel Cosmology. There are two current models when it comes to studying the planes, but we will be limited to the model of the Great Wheel. That said, Arborea is located at the outer plane of the great wheel cosmology model.
It is the embodiment of the disorganized but well-intentioned creatures and beings. It is much like the prime, but much more greener. A landscape of untouched and unclaimed forest; it is comprised of three layers, each possessing its own unique landscape.
We will also focus on a single layer of the plane that is Arvandor and will maintain the discussion of the other layers brief at most. Knowledge from this tome came from a divination of the planes… crossing the Astrolabe, passing through the portal and entering the plane of Arborea.
As such, the interpretation of the author may be different from what truly lies within the realm as interpretations of divination spells may vary from one scholar to another.

LAYERS OF THE PLANE

Arvandor
It is covered in lush forests, massive mountains, perfectly clear streams and placid lakes. It is much like the prime, but more serene… more pleasing to the senses; its forest untouched by civilization and its inhabitants making use of the terrain in accordance with nature. Should an artificial structure be seen, it blends well with the surrounding, appearing more natural than synthetic.
The place is governed by the Seldarine. It is their home and each of the elven deities maintains a realm of his/her own on this plane. None of the realms has no known border, it is as if each realm is infinite on its own, melding into the other with no discernible borders apparent.
Giant trees adorn any rugged terrain while the flatter parts are covered with untended vineyards, orchards, and fields of wild wheat, giving way to wilderness.

Aquallor
It is a layer mostly filled with shallow seas no more than three feet deep. The shallow seabed is occasionally broken by cavernous trenches, leading to undersea passages and domains of various sea gods, one of which… the dolphin prince, Deep Sashelas.
It is considered as one that connects one layer to another and is thought to be the passage way that communicates with one neighboring plane to another. The river oceanus has one of its outlets here, delivering travellers from Elysium or the Beastlands safely in the middle of nowhere.

Mithardir
Meaning white dusts in the elven tongue is the mysterious third layer of land that is blowing white sand with snow in the colder regions. There are legends of powerful beings that once lived in the said layer, creating artifacts that all became burind in the dust after they all died or departed. It is a layer that stirs the imagination, and much of it is unknown.

REALMS OF ARVANDOR

Aerie
It is a glittering palace of clouds floating high on the crystal clear skies above the forest and mountains of Arvandor. This is where avariel petitioners could be found, alongside some celestial elves and angels. Due to the nature of the realm, it is believed that the goddess Aerdrie Faenya maintains this realm.

Crescent Grove
It is the centre of Arvandor marked by a great palace called the Crescent Grove. It is a flawless union of nature and artistry, those that seems to be made artificially greatly blends in with the surrounding plantlife. White marble pillars and walkways unite with towering white-barked trees. It is a realm of utmost beauty for any of the Tel’quessir.
At the centre of the of the Crescent Grove lies a tall tower called the Overlook. It provides a majestic view of the entire plane of Arborea. Due to the nature of the realm, it can only be hypothesized that this realm is the home of The Protector and The Luminous Cloud…. Corellon and Sehanine.
This is where most petitioners of Arvandor spend their time, reflecting in quiet contemplation and enjoying undisturbed solitude.

INHABITANTS OF THE PLANE

The Noble Tel’quessir
They comprised the majority of the inhabitants of the plane. They are much like the elves of the prime, but holding more grace and beauty with accentuated elven features. They are not servants of the Seldarine, but they do respect and cooperate with then in everyday matters.

Devas
They bear the mark of celestial touch through many different physical features. They are uncommonly beautiful and still, and they are often significantly taller than humans. Exact appearance varies widely on each, but all devas are marked by patters of light and dark on their skin.
The dominant shade appears as the regular color of the skin while the lesser shade appears in patters across the face, chest and shoulders. They serve as powerful representatives to travel to another plane rather than the noble Tel’quessir. As such, they make this plane their home aswell.

Petitioners
These are the souls of those who were not elves in their mortal lives; however, they all appear beautiful elves in this plane. Their appearance is more exaggerated and fey-like than that of the elves of the prime. These petitioners spend their time enjoying the eternal tranquillity of Arvandor.

OTHER INHABITANTS
There are several creatures that comprise the population of this plane aswell. Giant beasts such as giant bears, eagles, wolves, boars, lions and white stag serve as the wildlife for the plane. Though despite appearing the usual oversized animal, they do communicate using the sentient tongue. They could speak with us in as much as we could to them.
Several scrolls could be found within this tome that could somehow summon the said creature. Though they may manifest as a different being here in the prime rather than those of their true form within their home plane.
Agathia are also found in this plane. They serve as spiritual messengers and warriors of this plane, usually materializing in the form of a wisp. There are several celestial creatures here aswell aside from Devas. Planetars and solars also call this plane their own home.

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Re: Every Book Vilindra Has Written

Post by Ping14 » Fri Oct 22, 2021 1:03 pm

Arselu’tel’quess
by Vilindra of house Cys’vires

The hardbound tome is covered with a velvety green wrappings, only the title of the book “Areslu’tel’quess is written in elven scripts, the rest of the writings at the cover page is written in ancient Seldruin Language. A female elven mage also adorns the cover page, the silhouette of which is lined by silvanite, one that glimmers upon touching it.
Only those with pure elven blood could open the tome, the others, no matter how hard they would try to open the tome… cannot read its contents. Should the tome be opened forcefully, the pages of the book remains blank in the eyes of the N’tel’quess… but for those who are born of magic and beauty… those of the people, could clearly see the script within.
Each page is written in the language of the old, the ancient Seldruin. As such, it would require tremendous lore to decipher, perhaps even requiring years of study to read the scripts. Each word written on each fly gives off a magical light as one touches it. This tome… truly is a masterpiece of the elven folk.

Heirarchy in the School of the High Art
The elven school of high art is comprised of three ranks. The Cor’selu’taar, which serves as the Grand Mage of the school, followed by several Selu’taar, and finally, the high mage petitioners. Of the officials, only the identity of the Cor’selu’taar is known. The Selu’taar, or the elven high mages, are hidden from the public eyes in order to protect the elite school of the elven high magic.
There are several ways in order for one to be able to practice the high art, the most common being is to petition to the elven school of high art. A written letter directed to the Cor’selu’taar is posted, the Cor’selu’taar then observes the petitioner’s progress with the conventional art, and it is up to him/her to decide should the petitioner be able to enter the school of the high art.
Another way for an elf to be able to practice the high art is by obtaining a high lorestone, a Selu’kiira. This elven artefact is a sentient one, and is one that holds immense knowledge of the high art. Basically the knowledge of those who held it is transferred to the new owner of the high lorestone. The consequences of forcing a bond with the high lorestone are dire, the most common is death.

Requirements for Application
No kindred of unpure blood or those of the N-tel’quess are allowed to practice or be taught of the high art. It is done to protect them from themselves, the power needed for a high magic ritual is immense and the mortal vessels provided to them at birth cannot simply contain it. Be warned that death will follow those should the ones stated above dare to delve in the high art.
Any wizard, innatist, or bard of great character and determination may apply. Though do take note that a deep understanding of the arcana is needed for one to qualify in the school of the high art. While one’s knowledge is important, character is also taken into consideration. Perseverance, a great sense of duty to the people, and altruistic nature is expected of each of the petitioners.
Not everyone will be able to learn of the high art, but everyone is invited to have an attempt to get a hold of it. Only those who are deemed worthy by the Cor’selu’taar will be able to proceed with their studies of the high art, a rejection of one’s application isn’t final and may change when certain circumstances are met, such as an improving character of the petitioner.

The Purpose of the High Art
The high art serves for one purpose only, and that is to preserve, serve and provide for the elven community. The Arselu’tel’quess is not there to serve the need for power of the practitioner, but to collect the power, make something out of it, and redistribute it among the people.
While some of the rituals of the high art are destructive in nature, know that those rituals are only done in the most dire of situations. Almost all of the high magic rituals have a renewal component to them, providing rejuvenation to the damaged land with the exception of one.
All of the high magic rituals are ethically and morally sound, provided that one is pointed to the proper perspective. One thing to reinforce the morality of a high magic ritual is that if a single ritual supporter is not wholly taking part in the ritual, the ritual will is lost. It requires that the people be one of mind and heart.

Basics of the High Art
There are several differences which sets the high art from that of the conventional art. The former usually do not require a component, but should it require one, the component needed is very rare and is hard to obtain. In addition to this, line of sight isn’t that important to the high art compared to the conventional art. Lastly, each spell of the high art is a ritual.
There are many ways to circumvent the importance of line of sight when casting a high magic ritual. The most common being takes advantage of the fact that the high art is a direct tap to the weave. While in the state of tapping to the weave, the Selu’taar could use his/her divination eyes, enabling him/her to be able to establish the line of sight to the location where he/she wants ritual to take effect.
The high art is also a ritual, which means that it involves several participants to be able to be cast. The participants are called ritual supporters, and their role is vital for the high art. In order for the direct tap to the weave to happen, the Selu’taar needs immense amount of energy. The tel’quessir being born of magic and beauty and having a communal link with each other, could easily funnel all energies.
The Selu’taar for each high magic ritual serves as the focus point for all the energies to be channelled through the communal link of the elves. It is the task of the Selu’taar to collect and to facilitate the transfer of energy. It should be noted that once the direct tap is already done, the same amount of energy should be given back to the ritual supporters.

Ritual Wards
While the chances of an interruption of a high magic ritual are very much uncommon, it is vital that the necessary wards be erected into place before a high magic ritual is held. The wards should envelop the Selu’taar performing the high magic ritual and should be able to protect from physical, magical and mental intrusions.
Physical intrusions would cause the ward to send out magical bolts from the point of contact. A flash of light would follow, throwing one twenty feet back. Magical intrusions would be traced back to the caster, and the caster will be drawn to the very floor he/she is standing on. Slowly sinking and would not stop, up until the channeling of his/her own spell is stopped.
Should a mental intrusion happen, the intruder is subject to a soul trap spell. A feeling of the soul leaving the body is felt once the intrusion is performed, should it be continued, the intruder risks of falling into the trap. The essence of his/her soul transformed in to a gem… floating around the ward for as long as the ritual is taking place.
No ward is perfect however, having stated such, only a properly worded Disjunction spell could render the wards useless. Though even after performing such, it is not a sure fire way to disable it [d6 rolls on both parties, highest one wins the ward]. Also, do take note that divine interventions could also render it useless.

High Magic Rituals by Category
High magic rituals are divided into three categories, the basis for categorization is the number of Selu’taar needed for the ritual and its difficulty to perform. The classification is as follows: Rituals of Solitude, Rituals of Complement and Ritual of Myriad… from the easiest to the hardest of the rituals to perform.
Rituals of Solitude is the most basic form of high magic, it only requires a single Selu’taar. It has minimal risks when it comes to the caster and the target of the spell-rite. The word solitude can be misleading however, ritual supporters are still required to be present for it to be successful.
Rituals of Complement are midrange high magic rituals which requires atleast 3 Selu’taar to perform the ceremony. Since there are several high mages performing all at the same time, a problem arises with the focal point of the ritual. This is easily resolved by establishing a mental link between the high mages, so that none of the energies channelled is wasted and no additional requirements are needed.
Rituals of Myriad, requires atleast five Selu’taar to participate in the ritual in almost the same set up used in the Rituals of Complement. However, Rituals of the myriad requires more precision, and as such a second circle of casters should be present to aid in shaping the energies tapped from the weave. The second circle is usually comprised of those who practice the art or the power.

Adoessuor
Adoessuor, or “The Reverie of the Ages”, is a high magic ritual of solitude. It places the target of the spell-rite in a deep reverie. The trance like state is different from that of the usual reverie each elf does simply because the length of time the subject is placed into is far longer. The subject turns to the weave for nutrition and sustenance rather than food and water.
Applications of Adoessuor, may include but is not limited to the following: It may be used to regain a lost memory by subjecting one to a deep reverie, making it easier for him/her to re-enact the events that has taken place.
It may also be used on a kindred should one wish to ignore the passage of time, such as setting the elite guardians of the elven people to sleep, only to be awakened in the time of a promised battle.

Daoin’Teague’Feer
Daoin’Teague’Feer, or “Starshine Upon the People”, is a high magic ritual of solitude. It is a ritual of rejuvenation lead by a single Selu’taar. Certain conditions must be met in order for the ritual to be successful: the most prominent being, a clear starry night.
It is also a ritual of songs and dance. Under a clear starry night, the chanting of the elven people cleanses the target of the spell-rite physically and spiritually. The Selu’taar leading the group of elves also summons a shower of glittering stardust within the boundaries of the ritual circle. The lustrous dust settles into the participants, making them glow lightly throughout the ritual.
The starshine removes all grime and dirt from the people and the equipments, it cures all non-magical diseases or sesory loss, heals all participants, neutralizes poisons and bestows elven blessing upon all of those involved.

Evaliir’Enevahr
Evaliir’Enevahr, or “The Song of Enevahr”, is one of the few battle oriented high magic ritual. Due to its nature, it is also one of the mobile high magic rituals. The Selu’taar, leads a group of elves with a song that touches the soul and brings fire to the heart. Words of power are hidden subliminally in each words of the lyrics.
The effect of the song increases the morale of the allied troops while those of the opposing armies are demoralized and crippled by the singing of the song. Since the words of Evaliir’Enevahr, were lost in time, the most usual topic of the song are valorous acts of notable elven people. One that stirs the emotions in battle: making the green recruits as hardened as the veteran soldiers.

Kai’Soeh’takal
Kai’Soeh’takal, or “Skin and Breath of the Wyrm”, is a high magic ritual of solitude which aims to connect with a metallic dragon and adopt some of its energy. Most practitioners of the high art usually takes advantage of this ritual by granting him/herself with the form of the chosen dragon for a short amount of time.
Those who have deeper understanding of this ritual take advantage of the connection to the metallic wyrm by granting themselves innate abilities of the dragon they are connected with. A boon of strength and constitution perhaps, or resilience to the elements; perhaps even surrounding him/herself with the aura of the dragon, sending the hostilities running away in fear with a bellowing shout.

Ol’Iirtal’Eithun
Ol’Iirtal’Eithun, or “Flight of the True Mark, Arrows of the Art”, is a high magic ritual of solitude that imbues quivers of arrows with the power of the art. Several effects are noted for each arrows imbued with the art: Snuff Arrows, Eagle’s Mark Arrows and Targetting Arrows.
Snuff Arrows extinguishes normal fire and halves the effects of magical fires. Ironically enough the said arrows launched could also be used to deliver a devastating ball of flame should the fletcher wills it. It rivals the spell of an arcane fireball, affecting even those around the target.
Eagle’s Mark Arrows homes in on the target without the probability of missing. The arrows are infused with the art in such a way that the signature energy of the target is hardcoded in to each as one says his/her incantations. The arrow never misses its mark, and as such, is feared by most when this quiver is delivered.
Targetting Arrows are made in such a way that those who are struck by the arrow to give off an energy signature around them. The high mages knowing the key word named by the casting High Mage could now deliver spells to the target without even establishing line of sight. It makes it easier for each high mage to deliver their spells with great precision.

Saloh’Cint’Nias
Saloh’Cint’Nias, or “The Gift of Alliance”, is a high magic ritual of solitude that allows a high mage to call upon the ancient allies of the tel’quessir to aid in the defence of an elven realm. Beings that could be brought upon by the said ritual includes metallic dragons, movonic devas, bariaurs, baelnorns or even Reverend ones.
This takes advantage of the oath given by each of the creatures stated. The oath of preservation of the elvenkind. This ritual is usually done in a defensive war rather than that of an offensive war. Though special circumstances could arise should a threat be big enough, and that action should be made in order to prevent the coming destruction.

Theur’foqal
Theur’foqal, or “The Summoned Shield, Conjured Screen”, is a ritual of solitude that creates a transparent window of magical energy. The barrier made is defensive in nature, it allows nothing solid except sunshine and warm breezes to pass through its magical field. The barrier is made up of pure energy, the strength of which depends on the amount of energy tapped and shaped.
The barrier could be made stationary, though most of the times it is mobile for practical purposes in battle. It could be sound proofed, heat proofed, or even turned opaque with a touch of the hand. The qualities the shield holds depends on the liking of the Selu’taar.

U’Aestar’Kess
U’Aestar’Kess, or “One Heart, One Mind, One Breath” is a high magic ritual of solitude that provides a creature (or another elf) with a mental link, unlike tat shared by the elves in communion. The link provided is permanently forged and cannot be undone once established.
Applications of this high magic ritual is usually in a marriage rite, wherein forging a bond between the spouses is vital. A limitation is present however, an elf could only be placed undear U’Aestar’Kess with only two beings over the elf’s lifetime.

Vuorl’Kyshuf
Vuorl’Kyshuf, or “A message on the Bird’s Wings to Silver”, is a high magic ritual of solitude that allows a Selu’taar to communicate with other Selu’taar or kindred mentally, visually and audibly. It can be used to deliver messages in an instant while being so far from each other.
Mediums such as pools of water, polished shields or mirrors are used to summon an image of the person whom the Selu’taar wishes to speak to. The images are usually in a form of a ghostly apparition beside the target of the spell-rite.

Ahrmaesuol
Ahrmaesuol, or “The High Revival, Restoration”, is a high magic ritual of complement. It is a broad spectrum healing that affects a wide area beyond the ritual site. The number of effects depends on the casting and the situations. It cures all trees of blight, allows weather altering magic to take hold and cancel droughts or floods.
It can also be used to banish the effects of curses and broad corruption of animal and plant-life in an area. It only affects plant-life and animals however. To affect elves and other demi-elves with the effects of this ritual, Daoin’Teague’Feer should be used in conjunction with this.

Ghaatiil
Ghaatiil, or “The Travelling Path”, is a high magic ritual of complement that aims to create a gate, may it be two way or one way gates. This is done with the aid of Vuorl’Kyshuf, to establish a link between the two high mages that will create the gate.
The site of each Selu’taar is the site where the gate will be erected, the 3rd high mage will be the one responsible to maintain this link as the ritual is going on.
As the ritual commences, each high mage is surrounded by a light mist. As each performs the ritual rite, he/she is joined by the ghostly apparition of the counterpart high mage through the Vuorl’Kyshuf. One way gates could also be created, however, it becomes a ritual for four Selu’taar, the fourth one is responsible for setting the rules and closing one gate of the portal.

Ialyshae’Seldar’Wiyhlos
Ialyshae’Seldar’Wiyhlos, or “The Sacraments of the Seldarine’s Blessings”, is a high magic ritual of complement that aims to create several magical items all at once. The said magical items holds the portfolio of the Seldarine, each with fitting properties depending on the artifact’s host patron.
This ritual is responsible for providing the elves the magical equipments and artefacts endemic to the elven nation. This ritual is usually in the presence of the clergy of the Seldarine, the responsibilities of which are to bless each artefact provided by the ritual and to ensure that each of the artefact are according to each of their patron’s portfolio.
Possibilities of magical items are immense, however, Selu’kiiras, Tel’kiiras, and moonblades are usually produced in this way.

Fhaor’Akh’Tel’Quess
Fhaor’Akh’Tel’Quess, or “Tribute of One’s Duty to the People”, is a high magic ritual of complement. This ritual allows an elf of any age/health to sacrifice his/her life and normal existence in order to better serve the community in a different form. This ritual severs the elf’s ties with the call to Arvandor, but is replaced by the duty the form gives him.
Elves can become undead baelnorns or reverend ones, in which their duty is guardianship of things, places or the people. They can also be transformed into dryads, hamadryads, satyrs or treants, in which their duty is the guardianship of the trees and to act as an advisor to the Elven Court.
It is one of the greatest sacrifices an elf can make for the people, and thus, those who undergo it are accorded the highest honours both before and after the ritual.

N’Maernthor
N’Maernthor, or “Hidden Homeland”, is a high magic ritual of complement that aims to cloak an elven homeland in mystique. It protects it from outside intruders and unwanted visitors. It is less of a physical barrier, rather more of a mental one. It convinces a person that the route to the elven realm is actually another path that leads away from the protected lands.
It is not a fool-proof way to seclude an elven homeland however. Those with sufficient will power could see through this magic and fight off the illusion and enchantments of the mind, and will be able to find the protected lands. A certain variant of this guides the elf to the protected land and leads those of the N-tel’quess astray.

N’Tel’Orar
N’Tel’Orar, or “Corrosion/Erosion”, is a high magic ritual of complement that is one of the few that is destructive and renewing in nature. The high mages wraps themselves and the area in the weave and primal magic, by doing so, the area enveloped is subject to centuries of natural weathering forces, eroding buildings and other unnatural things.
The ritual summons high winds, mists and rains, and light abrasive silt. Each caster takes control of each element and wears down and disintegrates buildings of wood and stones. It is summoned to break down structure, to cleanse the pollution of civilization and to restore the natural order of a place. Once the ritual is done, nothing remains save a new soil consisting of soft loam.
Oacil’Quevan
Oacil’Quevan, or “The Forms of Unity and Age Among the Forests”, is a high magic ritual that aims to control or create massive forms of plant-life that is indigenous to the elven realms. It allows far more control and manipulation of standard plant control spells, and as such it is vital that the druids and druidesses are present is such a ritual.
The ritual aims to preserve the plant life, or perhaps even envelop elven realms with the aesthetics of plants and vines. Preservation of plant-life usually comes in a form of a petrification spell, wherein the lifespan of the plants are lengthened permanently.

Quamaniith
Quamaniith, or “The Vow Tangible”, is a high magic ritual of complement that aims to create an alliance stone. It creates a tangible, solid stone object that records and makes the promise solid. Should either of the party break the pledge, the object shatters, revealing to those who notice that a solemn oath has been broken.
The size of the physical symbol is relative to the number of people it encompasses. The object may not always be in a form of a stone, it may also be shaped like that of a figurine or a statue provided that those who are performing the ritual holds a keen eye and hand in aesthetics. Practical applications of this is making a Aestar’Khol… a marriage stone commonly used by the elven people.

Suyoll
Suyoll, or “The Revival”, is a high magic ritual of complement that restores an elf’s life, health and harmony with the weave. This ritual is commonly used as a rite of an acceptance back into the community of elves, despite any changes that occurred during the elf’s life.
This ritual restores an elf’s natural state, neutralizing all unnatural effects upon him. It cancels any curses of any nature other than those divinely placed. An advanced form of this ritual is in practice, wherein the restoration of an undead elf to a living state as if they were a century younger before their deaths/transformation.

Arrn’Tel’Orar
Arrn’Tel’Orar, or “Storm Erosion”, is a high magic ritual of myriad which is akin to the ritual of complement, N’Tel’Orar. It can weather away an entire city, though unlike the near untamed forces of the N’Tel’Orar, the forces of this ritual finds any unnatural states and restores them to their most natural state.
Examples of which are stone buildings being reduced to the soil from whence they came. Wooden buildings on the other hand are reduced to seedling trees. All that remains after the ritual is a site with enriched soil with surrounding plant life and loam.

Elaorman
Elaorman, or “A Place from All Around and Nowhere, Home Summoning”, is a high magic ritual of myriad that aims to produce a structure from the most natural of objects. It is like that of the Arrn’Tel’Orar save that it is the opposite. The castings of the 5 high mages pulls together rock and minerals or perhaps even seedlings and plants to “grow” a building.
The buildings created in the process can defy the laws of the land, in such a way a building can look like a giant wave, supported not by beams but by energies of the high magic ritual. The areas around the stone buildings produced in this manner are very fertile soil for trees and crops. A variant of this ritual is used to create the uniquely elven crystalline spelljamming ships and the monstrous monarch man-o-war crafts.

N’Quor’Khaor
N’Quor’Khaor, or “The Banishing, Binding Outside of the People’s Lands”, is a high magic ritual of myriad which creates a spatial vortex between two points to summon and bind an extraplanar entity. The ritual is composed of atleast nine Selu’taar.
The most basic of this ritual banishes the entity from the high mage’s world while the most advanced banishes the entity from the world and places the physical avatar in a subdimensional prison. All the levels of bindings must have a one way to undo the binding set by the high mages. This ritual is very taxing, which almost often results in the death of all Selu’taar present.
One example of this ritual in action was the banishment of the dark elves from the surface lands by Corellon’s priests alongside the high mages. The imprisonment was lax, though many believe their reduced power in sunlight is the nature of the binding.

Uaul’Selu’Keryth
Uaul’Selu’Keryth, or “The Sundering, at War with the Weave”, is a high magic ritual of myriad that is most chaotic in nature. It is usually used only in situations most dire and requires atleast 12 Selu’taar to perform the ritual. It causes the energy of the weave to fluctuate across a great distance.
The ritual is done by the harnessing the energy of the weave, causing an imbalance in the said area, causing it to misbehave. In lesser forms of the ritual, it disrupts all magic from miles around causing great turmoil in weather and animal life.
In its ultimate form, the weave is temporarily torn asunder, and damage made manifests in major cataclysms and storms, tidal waves, and permanent changes to the face of the land. This ritual has only been invoked once, and the ensuing cataclysms broke up large land masses to allow the creation of the isolated island of Evermeet.

High Magic and Mythals
To create elven mythals, a ritual of myriad must be performed by five selu’taar, the four of which serves as the inner circle, the remaining one serves as the focal point of the ritual circle – also known as the grand caster of the ritual.
The grand caster builds the central energy sphere from which the mythal grows, the four casters in the inner circle shapes the mythal. The grand caster sets the grand power of the mythal, which is most often the purpose for the mythal’s creation.
As the mythal grows within the ritual centre, the grand caster is consumed within. The grand caster then becomes one with the mythal, becoming the sentient being that will serve the elven settlement and enforcing the laws which the high mages have provided. The grand caster sacrificed his/her very existence and form in order to produce the mythal that aims to protect the people.

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