
World Of Terra


The Grimoire:
“Magic is all around you. It is woven into the very fabric of the world.”
MAGIC
The power of apparently influencing the course of events by using mysterious or supernatural forces.
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Magic, witchcraft, wizardry, sorcery as referred to by some, is a powerful force in the world of Terra and proves time and time again to be limitless in its potential as stronger and stronger Mages, Sorcerers, and Sorceresses keep appearing in the world over the years. Magic in definition is the ability to to effect and change the world around its user. There are those that use their Magic for good, and those that use their Magic for the darker things in life and harm others with it.
Magic is not a crime, tis a gift
NATURE OF MAGIC
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Magic is a natural force and part of Terra, which many are ignorant to and deny that it is not and is the work of Demons and needs to be dealt with ( death ) and is a very powerful one at that. Those SHOULD believe that it is neither good, nor bad, it's simply a force that exists in its chosen user and is used by however they see fit as it is the USER who decides what to do with their Magic, NOT the Magic itself that decides what the user should to with it from the beginning, which is how it's perceived by most. Magic can be evoked voluntarily through spells, or it can happen uncontrollably, Magic also has specific Laws set in place by Heka, while he could teach them, not everyone had always followed it. There is one rule that cannot be bent or manipulated in any way shape or form, and that is the power over life and death, which only ArchMages are capable of giving or taking.
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Magic has a WIDE range of abilities such as
Necromancy
Pyromancy
Pain Induction ;
Potions
Hex Bags
Death Sensing
Hydromancy
Geomancy
Natura Magic
Spirit Magic
Electromancy
Shapeshifting
Enchantments
Illusions
Conjuring
Dream Manipulation
Blood Magic
Sigils
ArchMage Magic
Rune Magic
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You should never take this list as these are the ONLY extents of Magic as it is a tricky and mysterious gift in the world and keeps surprising us with new and unseen Magic. For some, Magic comes so easily and intuitively and can hardly require any training to be able to manipulate and use their gifts, whereas others it may take YEARS and hard study to harness the gift of Magic, however, how strong the Magic of a user is determined to how much they can handle from it mentally, physically, and how much Mana they have within themselves. There is a difference between Mages, and Sorcerers while this cannot be proven as 100% true because Magic is just a natural thing and completely up to chance, as always mentioned, equines twist and warp it into other meanings as to why Magic exists in someone, this is what has been concurred: Mages are BORN from the start with Magic, Sorcerers and Sorceresses discover Magic at some point in their life that is NOT birth, it's been discovered that Sorcerers come about when an extreme emotional upheaval has been triggered, or a blink of an eye near death experience which can in turn produce a loss of control over these powers, potentially causing massive damage. If the equine in question lives among a magical species ( Elven ) or is trained, it is likely they will come to understand and control their abilities earlier and more safely than isolated magical individuals who have or have not attended the schools in the Circle.
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Many magical abilities involve the manipulation of real-world elements, but some are more abstract concepts such as Dream Magic and Illusions. Those without the natural born Magic generally have to recite incantations, and focus it. However those naturally gifted and those with years of experience and study have been able to use non verbal Magic, it only simply needs to be thought of.
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When Magic is being used, there is often a physical change in the appearance of the user, the iris of the eye is noted to glow as the Magic is cast. However this is not always the case for 100% of Magic users. Additionally, the change in eye colour may be of a different hue depending on which spells are being cast. You should also note that Creatures Of Magic will also have a color changing hue in their eyes as well.
Spells and Enchantments require the use of specific objects and items such as Hex Bags, Potions, Crystals, Herbs, Runes, or more.The complexity of a spell's preparation relies entirely on the difficulty of the spell cast and the power of the user. Longer incantations are generally shown to be more powerful, though this is not always the case. For some areas of magic there are several different spells which provide the same or a similar effect, such as healing spells or a stunning spell.
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KNOWN CREATURES OF MAGIC
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What does it mean to be a Creature of Magic? A Creature of Magic is a beast, animal, or creature that are born from Magic, meaning it took the use of Magic to create these kinds of beings ( Unicorns, Dragons, Griffins, etc ) Creatures of Magic can be killed, however not all can be killed by a non-Magic user, some creatures of Magic can only be killed using Magic, or an item / object enhanced with Magic. Some creatures are able to be used by a Magic user depending on certain factors, it has also been seen before some creatures will protect a Mage / Sorcerer / Sorceress
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GRIFFINS- Griffins like to go head to head with Unicorns about who's the King of all these creatures ( most popular ) they are considered to be one of the most powerful and majestic creatures who guard treasures and priceless possessions. Griffins also mate for life! But cannot reproduce as they can only be born of Magic. If their partner is killed or dies, the Griffin will mourn for the rest of its days. Griffins can be located high in the mountain tops. As mentioned before, they can only be born of magic, and can only be killed by magic. Any nonmagical weapon that strikes them- even steel- will shatter off their skin and feathers, given they are invincible to them.
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DRAGONS
Kin: Dragon Kin are baby Dragons! They can only breath a wisp of fire and do not have any wings until they age more and begin to develop them. Because Kin do not have wings and have a curious mind, they may not live to age. Kin are not aggressive to equine yet because of their curiosity.
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Dragon:
Pay attention! There is a difference between a female dragon and a male dragon. Now that the Kin is growing, they may be able to use different elements of breath! If you're looking at a Dragon with wings, it's a female as males do not grow wings! Be careful though because they WILL come after you as they have reached maturity and turn into the ferocious beasts we know! Dragons that are mature are very aggressive and will try to eat any equine they come across, as well as terrorize a kingdom if they're hungry enough! A Dragon can only be killed if their heart is pierced otherwise arrows swords, anything that doesn't pierce its heart will bounce off of its scales. While they are aggressive, it should be noted that they will only wreak havoc when it is time to mate, otherwise they are normally in slumber deep in caves in the mountains.
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Dragons average a life of a thousand years before they pass, and lay eggs to produce babies every 100 years.
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GREAT DRAGONS- The Great Dragons, are the Gods and Goddesses Dragons. Their guides. Only the Gods and Goddesses have ever had Dragons for guides, and this still rings true all these years later. Do not mistake a Dragon with a Great Dragon, they have vast differences. Great Dragons are massive in size, and unlike the Dragon, are not aggressive around equine suggesting that they have a higher intelligence than the Dragon. A Great Dragon possesses the knowledge to the future, can transfer their knowledge into the minds of others, spells, you name it. A Great Dragon's breath has the ability to bring back to life a fallen equine or someone who is in a near-death situation.
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Because Great Dragons are connected to a God or Goddess they are immortal until whom their bonded to dies, or the Dragon is killed, and killing them, is very, very difficult as they can ONLY be killed with MAGIC, unlike the Dragon. Ares discovered this and forced Mages that he captured to wipe out any of the Great Dragons he captured. It is rumored that only Polos, Luna and Heka's remain.
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BASILISKSS- Contrary to popular belief, basilisks cannot turn anything to stone with their gaze. They are 9/10 mistaken for Cockatrices, but are not. That is small comfort, however, given that their acid, venom, claws and teeth provide them many other ways to kill. Basilisks love dark, damp places such as cellars, caves and city sewers. They hunt by day, waiting patiently in hiding for their prey to come, then jump out in a flash to unleash a deadly attack. Many stallions take to hunting them for sport. Most of these hunts end in disaster, but some do manage to bag their prey, which has led to a drastic decline in this creature's numbers in recent years. Some Mages find a comfort in this beast though, while others think those Mages have gone completely mad. Basilisks are most vulnerable to Fire Magic.
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UNICORNS- Ah, the Unicorn, everyone's favorite.. Unicorns are one of the most popular of all the magical creatures. They are white animals with the head, body, and tail of a horse and the hind legs of an antelope. They have the whiskers of a goat, but perhaps the most noticeable feature of unicorn is the long horn located on the forehead. The unicorn's horn is also its worst enemy however as the horn of a Unicorn can detect and cleanse poisons in water, dispell enchantments and is the sure cure to any and all poisons, the blood of this beast will also bring anyone back from the brinks of death. Unicorns are quite skittish however and run from all, to have one in your presence is a blessing! The Unicorn is also hunted down for sport, like many others.. But to kill the Unicorn for selfish reason is to bring a curse upon your head...
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COCKATRICES- Cockatrice are large, vicious, lizard-like creatures that are known to prowl the forests. A Cockatrice's stare can paralyze, which is the easy way for them to eat prey. The only known way to kill a Cockatrice is for it to see its reflection in a mirror. Cockatrices prefer the swampland where it's dark and cool, or will nest deep in caves or abandoned structures. When they hunt, they will take to open fields to hunt prey. Cockatrices are vulnerable to Illusion magic making them very easy to kill if their mind is being distracted.
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SIRENS- Sirens dwell in the seas and oceans in Terra, and enchant 9/10 stallions with their song. Sirens will lure them out into the waters and then eat their prey. We say 9/10 because there has been recorded incidents where a Siren will fall for her prey, but there is another mare in the picture, while she has the stallion enchanted, she'll lure his lover to the waters and drown her so that they can be together. They are weak against Fire Magic, and black arts.Sirens usually hunt in flocks, making use of their numbers as well as their ability to move effortlessly through water and air. On the ground, however, they are virtually defenseless, and so a wise tactic is to damage their fin-like wings to force them to land.Threatened or injured sirens will let out a terrifying shriek, leaving their opponents stunned while they escape.
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SPIRITS- Spirits are a thing for the Spiritualists, but because of who they will target we also like to put them under Creatures of Magic. Sometimes spirits are tethered to a certain equine or a place; some unfinished business keeping them trapped in the living world and they refuse to go anywhere until that business is solved. To read more about them head up the Spiritualists alley.
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DEMONS- Demons derive from Spirits that have died in a horrific manner at the hand of someone else and have unfinished business, or something much more than that. To read more about them head up the Spiritualists alley.
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FAIRIES- Fairies are almost microscopical equines with wings but can change their size at any chosen time, or become invisible to the eye of a normal equine. Fairies are shy creatures and you will rarely see them in the forests, but also have a history of being neurotic at any given moment. Shee, Brownies, Dryad nymph, Kelpie, Salamander, are all other forms of Fairies. Because they are a creature of nature they can be summoned by Gemoancers and Druids.
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PHOENIX- The Phoenix is a bird to be feared, but also a bird to be praised when it lends its graces. The Phoenix is aggressive in nature packing a foul bite if it feels threatened. They also have a poisonous sulfuric gas breath they can spew at enemies. The reason that Phoenix's are praised is because on rare occasion from the Magic that's within them they can resurrect an equine they deem worthy. Phoenix's generally live for a century, and become reborn from ashes when they spiral down to their deaths, but it's rumored there have been phoenix's that have lived for two centuries. They can also appear in other colors contrary to the fire color they are believed world-wide to be.
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WYVERNS- A Wyvern can pack a nasty poisonous bite! These beasts are sean to have a dragon's head and wings, a reptilian body, two legs, and a tail yet do not breathe fire like a Dragon. They roam deep within the forests and you might find a few in mountains! Though not often seen there is such a thing as a sea wyvern, instead of legs a fish tail is replaced to be able to swim in the seas. Typically a wyvern will attack from the air, attempting to knock its prey down using its wings. After it lands it will attack with its tooth-filled beak in an attempt to draw attention away from its most deadly weapon, the stinger that can be found at the end of its long tail. A single strike from this carries risk of poisoning from powerful toxins. The most dangerous aspect of a wyvern is its venom. But Wyverns unless starving, will not attack unless there's a reason to. When provoked, wyverns spit poison out to a range of several yards. Left untreated, this poison is fatal. Wyvern venom slows prey and kills gradually. Once afflicted, a target is in mortal danger. After a few moments, however, venom exposed to air becomes far less dangerous. Thus it is essential to harvest wyvern venom quickly and carefully if it is to be stored for future use by, say, poisoners or for use in potions. Wyverns are hunted for sport by Knights and are dwindling in numbers drastically they are also hunted in large numbers because of Knight initiation, and the venom for potions and is used as a strong hallucinogen effect enjoyed by the Divine.
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ROYAL WYVERN- Royal Wyverns are royal pains in the arse! Because unlike the Wyvern they WILL attack for NO REASON because they are far more aggressive, and are double the size of the Wyvern. Royal wyverns also have a higher intelligence just like the Great Dragon and are not stupid and have learned the dangers of the equine and the hunting tactics used, easily being able to maneuver them. One blow from a Royal wyvern could kill and they are not to be underestimated in the slightest.
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SHADES- Shades are at the Necromancers disposal because Shades are what is conjured up by the Necromancer when they're using their power. A Necromancer has to be VERY careful when they use their power as a Shade is a living thing waiting to be summoned, so it does not HAVE to listen to what it's being summoned for, it's a give and take relationship between shade and Necromancer. A shade will weaken the living by its very proximity. If it focuses its will, it can drain a single target very quickly. Some have even been known to assault the minds of a living victim, causing confusion or horror and making the target ripe for the kill. The tragedy of a shade is perhaps that, once it has drained a target whole, its appetite is only heightened rather than slaked meaning the Necromancer has to be well aware of EVERYTHING and possess the strength to overpower if needed..
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KELPIES- Kelpies swamp the swamplands in Terra because the murky dark waters and thick brush are perfect hunting grounds for the Kelpie, and the young ones that foolishly wander into the swamps even though being warned of the Kelpie make it even easier for them to feast. Out of boredom, male Kelpies may even breed with a helpless female, before he eats her. Kelpies are able to take the form of whatever they're trying to snack on, and that's what lures others in because they're playing on what attracts their prey.
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HARPIES- Harpies are winged flying beasts with the body, legs and wings of a large bird such as a condor or vulture, but with the face of a horse. They do not speak though their song affects others much like the Siren,lulling them to sleep. They will attack any who come near by gouging or knocking down with their claws or they may also grab a victim and lift them to great height, before dropping them, usually to their death. Harpies hunt in flocks consisting of a handful to up to twenty individuals. Though rather cowardly and cautious, harpies fiercely defend their nests and will not hesitate to attack when outnumbering their foes.During combat they use their ability to fly swiftly to strike their victims one by one before soaring back up out of reach. They can kill with their wings or their sharp beak and talons. Once on the ground they move slowly and clumsily, and thus no longer present much of a threat so the faster you get them down the more easier they are to d
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GOBLINS- A Goblin, is a thief's best friend! Goblins are small, grotesque, and malevolent creatures. They are about knee-high to the equine.They prefer to live in homes, no matter where, and act like Poltergeists, causing much trouble and making a general nuisance of themselves. Unlike Poltergeists, however, they will protect and give gifts to the young. Because Goblins generally dislike adult equines. Goblins are generally not very bright, but they are excellent thieves and are highly welcomed within the Thieves Guild.
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BROWNIES- Brownies are helpful little critters. They love to help, but if you anger a brownie it will destroy anything it desires, and may even transform itself into something downright nasty. Brownies tend to live with individual families or single equine for long amounts of time, and are very loyal to this family. It is bad luck to lose or anger the family brownie. Brownies can be befriended by offerings of bread and cream left for them to find. Brownies do not like to be misused or mistreated and if that's the case the Brownie will swiftly exit that equines life.
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CHIMERA- The Chimera is an ancient beast that only shows in times of disaster, and is a bad omen world-wide. It is a large, three-headed creature composed of three animals: on the front is a lion's head, which is mostly a physical melee attacker, on its back is a goat's head, which casts long-range magick spells, and on its tail is a snake's head, which attacks enemies that engage in close combat or climb onto. A Chimera is very animalistic and nasty, they are unusually cruel and exceptionally swift. They are able to quickly land blow after blow. REMEMBER that they can regenerate health over time. One should thus never attempt to tire them out or, gods forbid, wait for it to bleed to death. Instead, cut them down as quickly as possible and, if possible, burn the body to ash so it stays dead.
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ELVEN- Elven still remain a mystery, where they came from, the full potential of Magic they can display, if they even are truly an equine the mystery remains at large because of how closed off of a species they are to the outside world, all we know for certain, is that every Elven kind encountered does indeed have Magic.
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SUCCUBI- Contrary to belief, the Succubi and Incubi are NOT Demons! A Succubi appears to a male as in his eyes the specific mare he fantasizes about or the ideal mare for him in his sleep, that's how they attach themselves, they then send their victims horrifying dreams to terrorize them in their sleep. Unlike their counter sex the Incubi, the female does not reproduce as their victim is a male. The Succubi has also been known to show mercy to their victim despite their intended doings and may even try to help them through their lives. The Succubi can be conjured by Enchanters and Dream Mages.
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INCUBI- The Incubi is the male counterpart of the Succubi, meaning they only appear to a mare as the male stallion they fantasize about or long for. As they send their victim horrifying dreams unlike the Succubi they CAN reproduce with the mare; the offspring between a mare and an Incubi are known to be deformed in some type of way, or are just soulless vessels for a Spirit or Demon to inhabit as they please, and are plagued by society.
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HIPPOCAMPI- Hippocampus' have no souls when they are born, but can get one if they marry/enchant an equine of any species. Hippocampus' may then grow all four legs and live a life on land, but must always content with the call of the sea; if it becomes too loud the equine will return to theirwatery home and leave their life on land behind. Because Hippocampus' are water based creatures, they are at the mercy of Hydromancer's use.
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NYMPHS- Nymphs are some of the oldest creatures of Magic around, dating back to the very beginnings of Terra. There are 6 types of Nymphs ; Dryad ( Tree nymph ) Naiads ( Fresh water nymphs, can also heal ) Oreads ( Mountain & cave nymphs ) Oceanids ( Ocean nymphs ) Nephaeae ( Valley nymphs ) Nereids ( Sea nymphs ) Nymphs can be summoned by Hydormancers , Druids, and the Naiad may lend their service to a Healer.
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POOKAS- Pookahs are a small horse with the head of a goat and have also been seen to have goat bodies with the head of a horse instead. They take delight in scaring equines and stealing crops from Commoner farmers.
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SALAMANDERS- A Salamander is a type of Fairy, magical Salamanders are Fire Elementals. They are born in and live in Fire. Which can be used by a Pyromancer's wish, when a Salamander is serving a Pyromancer the user becomes immune to any kind of Fire Magic being used against them. The skin of a Salamander is cold to the touch, so cold in fact that if the Salamander desires it can put out a fire. The Salamander can also excrete a poison when it feels threatened.
THE LAWS OF MAGIC
We are now going to into the Laws Of Magic in which are the basic ways in which magical phenomena seem to behave.The better a user understand each individual law written below, is the more successful his/her Magic will be. These are not enforced laws to all Mages and Sorcerers like those of physics or of musical harmony, these laws don't necessarily pertain to those who are using say, elemental Magic, this pertains more to those who are more interested in becoming enchanters/enchantresses and how to make their Magic more successful. This also isn't a bad piece in the grimoire for those not looking for enchantments to read over anyways and maybe apply to their own Magic use.
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Law of Knowledge:
Understanding brings control; the more you know about a subject, the easier it is to control it. “Knowledge is power.”
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Law of Self-Knowledge: The most important magical knowledge is about oneself; familiarity with one’s own strengths and weaknesses is vital to a magician. “Know thyself.”
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Law of Cause and Effect:
If exactly the same actions are done under exactly the same conditions, they will produce exactly the same results; similar strings of events produce similar outcomes. “Control every variable and you control every change"
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Law of Synchronicity:
Two or more events happening at the same time are likely to have more associations in common than the merely temporal; events rarely happen in isolation from nearby events. “There’s no such thing as a mere coincidence.”
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Law of Association:
If any two or more patterns have elements in common, the patterns interact through those common elements, and control of one pattern facilitates control over the other(s); the greater the commonality, the greater the influence. “Commonality controls.”
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Law of Sympathy:
Things that have an affinity with each other influence and interact with each other over a distance. “Everything is connected to everything else.”
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Law of Similarity:
Like produces like and an effect resembles its cause; having an accurate image of something facilitates control over it. “Look-alikes are alike.”
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Law of Contagion:
Objects or beings once in contact with each other continue to interact after separation.
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Law of Positive Attraction:
Like attracts like; to create a particular reality you must put out energy of a similar sort. “That which is sent, returns.”
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Law of Negative Attraction:
Like attracts unlike; energy and actions often attract their complementary “opposites.” “Opposites attract.”
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Law of Names:
Knowing the name, you know that which is named; knowing the complete and true name of an object, being, or process gives one complete control over it. “What’s in a name? -Everything!”
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Law of Words of Power:
Certain words are able to alter the internal and external realities of those uttering them, and their power may rest in the very sounds as much as in their meanings. “A word to the wise is sufficient.”
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Law of Personification:
Any phenomenon may be considered to be alive and to have a personality, that is, to “be” an entity or being, and may be effectively dealt with thusly. “Anything can be a being.”
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Law of Invocation:
It is possible to establish internal communication with entities from either inside or outside of oneself, said entities seeming to be inside of oneself during the communication process. “Beings within…”
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Law of Evocation:
It is possible to establish external communication with entities from either inside or outside of oneself, said entities seeming to be outside of oneself during the communication process. “Beings without…”
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Law of Identification:
It is possible through maximum association between the elements of oneself and those of another being to actually become that being to the point of sharing its knowledge and wielding its power. “You can become another.”
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Law of Infinite Data:
The number of phenomena to be known is infinite; we will never run out of things to learn! “There’s always something new.”
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Law of Finite Senses:
Every sense mechanism of every entity is limited by both range and type of data perceived. “Just because you can’t see it doesn’t mean its not there.”
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Law of Personal Universes:
Everyone lives in and quite possibly creates a unique universe that can never be 100% identical to that lived in by another; so-called “reality” is in fact of matter of consensus opinions. “You live in your cosmos and I’ll live in mine.”
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Law of Infinite Universes:
The total number of universes into which all possible combinations of existing phenomena could be organized is infinite.”All things are possible, though some are more probable than others.”
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Law of Pragmatism:
If a pattern or belief or behavior enables you to survive and to accomplish certain goals, then that belief or behavior is “true” or “real” or “sensible” on whatever levels of reality are involved. “If it works, its true.”
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Law of True Falsehoods:
A concept or act may seem nonsensical and yet still be “true,” provided that it “works” in a specific context. “If it’s a paradox it’s probably true.”
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Law of Polarity:
Any pattern of data can be split into at least two patterns with “opposing” characteristics, and each will contain the essence of the other within itself. “Everything contains its opposite.”
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Law of Synthesis:
The synthesis of two or more “opposing” patterns of data will produce a new pattern that will be “truer” than either of the first ones were; that is, it will be applicable to more realities. “Synthesis reconciles.”
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Law of Dynamic Balance:
To survive and become powerful, one must keep every aspect of one’s universe(s) in a state of dynamic balance with every other one; extremism is dangerous on all levels of reality. “Dance to the music.”
Law of Perversity:
Also known as “Murphy’s Law:” If anything can go wrong, it will – and in the most annoying manner possible. “If anything can go wrong, it will.”
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Law of Unity:
Every phenomenon in existence is linked directly or indirectly to every other one, past, present, or future; perceived separations between phenomena are based on incomplete sensing and/or thinking. “All is One.”
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Law of Unintended Consequences:
Whether or not what you do has the effect you want, it will have at least three you never expected, and one of those usually unpleasant. “There’s always something else.”
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