Magic's Of Uthgol

There are many types of magics at work in Uthgol. Some are inherited from the land, some are naturally controlled by certain types of creatures, and some are brought by the Uglies. Regardless of the type, they play a strong role in Uthgol. A role which can determine the course of battles, whole wars or history itself.

What is Magic?

Human Magic

Most humans do not possess magical traits. As such the ones who do attempt to lock certain magical properties into items to give their less fortunate warrior counter-parts access to these strengths. The most common of the enchantments found are listed here:

Brawny: Items of brawn are enchanted with a special spell which is usually cast by a shaman. It involves the blood of a fallen warrior. While it is worn it increases the physical strength of the wearer.
Bright: Items of brightness are enchancted with by a powerful magical light source. The light is captured by the peice of armor, and while worn transfers it's magic into the wearer. This increases the wearer's energy.
Carrying/Pocketed: Pocketed, or items of carrying are normal items, most often enhanced only with the addition of magical 'pocket' which are able to contain items of any size within them. In actually it the magic is holding the additional items, not the item or armor itself. This, obviously, increases the number of items the wearer can carry. They also allow for some more places to carry loot.
Command: Commanding armor, despite popular belief, is not magical in nature. These are simply peices of armor worn by legendary or renowned warriors and leaders. The effects of these commanding peices boost the authority of the wearer, also resulting in great favor by Grendel.
Cold: Items containing magical cold enhancements work in much the same way as the cold attacks used by humans and monsters alike, minus the damage properties. The items are enchanted with these properties to keep the user from suffering the brunt of fire attacks. This will increase the difficulty to hit the wearer as well as decrease the damage fire attacks will cause.
Defensive: Defensive items work in varying different manners, depending on the creator. They all however perform the same basic function to increase the natural defenses of the wearer.
Defiant: Items that are defiant offer protection from lightning attacks. The protection comes mainly in the form of decreased damage.
Forceful: The magical counterpart of commanding items. Forceful items are given artificial magic properties, which give similar effects to commanding items, increasing the wearers authority.
Ferocious: Ferocious items are enchanted by strong magicians. The process and magics surrounding this are a closely guarded secret and only extremely strong sorcerrors are able to carry it out. The end result it the ability to do higher amounts of damage more often.
Fortitude/Thick: Thick items, and items of fortitude increases the wearers ability to sustain physical damage and pain, resulting in an overall increase in the wearers health.
Grace:
Growth/Large: These items possess magic which causes the wearer to increase in size. Note that the wearer can never become bigger substantially bigger than his original size, as the strain on his body will be too great.
Guardianship: Items of guardianship are similar to defensive items. They decreases the enemies chances of hitting the wearer. The magic is much more specific however. A special spell is cast on the armor which allows it to absorb and deflect damage in a way as to keep the wearer protected better.
Health: Healthy items use a combination of natural means and magical enhancements. Both a shaman and mage are required for the process. However, instead of a fortifying spell, a healing salve is used to enchant the item. The mage then locks in the healing properties with a spell.
Honing:
Humming:
Indestructible: Items of indestructability are surrounded by a field of magic which forever keeps them in top condition. These items will never decrease in quality, of become damaged and need repair.
Insurrection/Insulation: Items of insurrection and insulation work similar to items of defiance. They decrease the amount of damage caused by electrical attacks by drawing most of the electricity to the item and then forcing it into the ground, rather than the wearer. These items are much more effective at removing electrical damage than defiant items.
Ironclad: As the name implies, these peices of armor are either clad literally in iron, or have magical fields around them that increase the wearers protection from all types of physical damage.
Legendary: Similar to commanding items. Legendary items not magical, but rather renowned peices of armor or items which were worn by a well known being. These peices naturally increase the favor given by Grendel.
Lightness: Items of lightness work in one of two ways. They are either specially crafted by expert crafters, using special techniques. Or they are magically enchanted to make them virtually weightless. Either way the result is the same, severely decreasing the weight of the armor and the penalties for using it.
Luxurious: Luxurious items, are the magical counterpart to legendary items. They magically give an otherwise normal peice of armor legendary qualities, increasing the wearers favor gain.
Merchants/Wealth: Merchant and wealth items are enchanted with magic in a way which allows the wearer to carry more resources.
Passage: Items of passage are rare peices of armor. They act in a way which decreases the wearers profile, hiding his movement or even removing his shadow. This causes the user to be less visible when moving at distances, harder to scan for and be seen moving.
Preservation: Items of preservation are made usually with the aid of a shaman. Multiple spells are combined and locked into an item. The item is physically able to increase the body of the wearers resistance to be damage, decreasing the damage he takes when hit by any attack.
Protection: Items of protection work in much the same ways as items of preservation. They only, however, are able to absorb physical damage. They are usually capable of absorbing more of it then preservation armor though.
Resistant:Items of resistance work similar to preservation and protective items, but will only absorb magical damage. They are, as well, usually able to absorb more magical damage then items of preservation.
Shrinking/Small: Items of shrinking merely decrease the size of the wearer by altering his or her physical attributes. Wearers can not however, generally shrink much smaller than their original body size due to their build, or internal space restraints.
Slippery: Slippery items are specially enchanted in a way as to allow the user to easily slip away from or escape enemies by retreating faster and easier.
Vim: Items of vim are crafting using bits of mana in the material. This increases the wearers energy by transfering the properties of the mana directly into him.
Vitality: Items of vitality are the magically enchanted counterparts to items of health. Usually created by a shaman with the assistance of a mage to lock in the properties of a fortifying spell, they increase the rate at which the wearer regenerates from wounds.
Warmth: Items of warmth work in the opposite manner of cool items. They increase resistance to cold damage, by warming the air around the wearer, and the wearers body in general. This causes less stiffness and faster recovery after being frozen as well as decreasing the damage done by the initial attack.


Special thanks to Kalicia, Jinn, Golane and others for their help in this section.

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