The magic of the Screaming Plains is, in truth, not magic at all. It is divided into two types, and are
specific to the two types of users. Wizards and Sorcerers.

The first, like the deities, is achieved via the application of advanced technologies. This is
facilitated by devices left over from the first two God Wars that were either lost, presumed destroyed,
or stolen before they could be accounted for. As such, for any creature in the Screaming Plains to make
use of 'magic', they must first find, activate, and figure out how to use such devices.
The vast majority of these devices are far beyond the ability or understanding of all but a few of the
deities to repair or copy. So advanced are they, that most remain functional for centuries, even if
they have been left exposed to the elements for prolonged periods of time. They can still be
broken and/or destroyed if mishandled, but more often such treatment results in a fatal accident for
the unfortunate would-be wizard.
As such, wizards are not so much purveyors of the arcane as they are adventurer-scholars who dedicate
themselves to hunting down and studying the lost technologies of the First and Second God Wars. Due to
the varied types and models of wizards 'artifacts', a gathering of these individuals can end up
taking on all the aspects of a superhero/anime convention colliding with an historical society luncheon.

The second type of magic is psionics, usable only by those who are born with it, which are known as
sorcerors. This type is much less predictable and understood, as the abilities of every sorceror are
as varied as the sorcerors themselves. Sorcerory is also a much more dangerous form of magic, as it
requires a mental discipline and patience that few sorcerors live long enough to develop.
Due to this lack of patience and self-control, sorcerors gained an unsavory reputation early on. So
much so that most nations regard them not only with open suspicion and hostility, but have instituted
laws relegating them to, at best, second class citizens or, at worst, dead men walking. The only two
exceptions to this rule are Amittil and the Elven nations.
In Amittil, fully one third of the Grand Council are self-declared sorcerors. It is suspected that
there are more hiding their powers behind false wizrds' artifacts, but thus far few have been
discovered. In the Elven nations, ELVEN sorcerors are honored members of society. Attempts were

once made by the Barbeleg elves to instruct Human and Gnome sorcerors, but the differences in

mentalities proved insurmountable.
Sorcerors are easy to identify when using their mental abilities, as each possesses and manifests a
Mark when their powers are in use. Marks can take any number of forms, from glowing eyes to pulsing
veins in the forehead to intense nose bleeds and anything in between. Most Marks are impossible to
hide.

Wizardry:
Wizards can come from the mightiest warriors or the most lowly of peasants. All that is required is
perception, mechanical aptitude, a capability to solve complex problems, and being lucky enough to
find an Artifact or Relic. Many wizards started in other vocations, particularly those involving a
great deal of travel and a propensity for research. These two aspects allow the prospective wizard
to locate and obtain an Artifact or Relic, which then requires that he learn what it does and how
to safely use it. Without his Artifact or Relic, a wizard is nothing more than what he started out
as, and must often watch his back, as other wizards may attempts to remove him as a competitor. Such
competition is particularly vicious in Amittil, where many wizards have hoarded entire caches of
unresearched Artifacts and Relics and guard them as jealously as any miser over his coin.

Artifacts
These are powerful, multifunction devices whose original purposes are often lost to living
knowledge. Repurposed to the wants and needs of the wizard wielding them, they can be devistating
weapons, amazingly potent defenses, and everything in between. Whether a medical scanner and its
attendant auto-doc or a set of multi-optic goggles, they give a wizard a considerable edge over
most who have nothing to rely on but mundane tools and their own wit.

Relics
Like Artifacts, Relics are devices left over from the Second God War. Unlike Artifacts, they
serve only a single function. This is usually in the form of some non-offensive capabilty and is
rarely as powerful. Examples of such include flashlights (Luminous Wands), audio recorders and
players (Wordcatchers), and other similar devices. Very rarely, one may find an actual weapon.

Sorcery:
As stated above, Sorcery manifests as mental abilities. The strength and scope of these abilities is
dependent upon the will and clarity of the individual employing them. There are several basic types of
psioincs that have been identified and catalogued by Dorn, the 'god' of knowledge, as well as subforms
for each.

Telepathy
Coersion
One of the abilities that is the primary reason for the general distrust of sorcerors, Coercion
allows a sorceror to forcibly seize control of a person's mind. The target essentially becomes a
puppet under the direct control of the sorceror, and can be made to say and do just about
anything that the sorceror commands. Depending on the target's strength of will, Coersion can be
broken, freeing the puppet. While being used, the sorceror goes into a near-comatose state,
reqiring his full attention and concentration to control another person. Some sorcerors have
become practised enough so as to be able to control multiple individuals at once, but this
weakens their influence and allows the thralldom to be broken more easily.
For a sorceror to use Coersion, he must be within line of sight of his victim and can not be
moved, or he will lose control. However, once a person has been successfully Coerced, a link
forms between the victim and the sorceror, allowing the sorceror to seize control later without
needing to be in line of sight.

Reading
The most basic form of Telepathy, Reading is what most people think of when they hear the term.
This form allows a sorceror to 'hear' the thoughts of those around him and, if he is strong
enough, to delve into the mind to access memories. Most people will be totally unaware that they
are being read, even during a delving, unless they are possessed of a strong sense of self and
idivuality. Very few people do, making Reading a nearly undetectable ability save for the
sorceror's Mark. Line of sight in necessary for this abilty to work, but can be ignored if used
to Read persons within 15 feet of the sorceror.

Riding
This astounding ability allows a sorceror to 'hitch a ride' in another person's mind, giving the
sorceror access to the target's five senses. Everything the target sees, hears, feels, smells,
and tastes is known to the sorceor, making this ability an excellent information gathering tool.
Like Coercion, use of this ability puts the sorceror into a near-comatose state, the sorceror can
not be moved while Riding, and also forms a similar link.

Sending
This ability allows a sorceror to send his own thoughts into the mind of another.When doing so,
the target will know instinctively that the intruding thoughts are not his own. The thoughts can
be composed of words, sounds, images and, in the case of particualrly powerful sorcerors, sensory
information (smell, feel, etc). The sorceror must usually be within line of sight to Send to a
non-sorceror but may Send freely to other Sorcerors, regardless of distance. The only except for
non-line of sight Sending to a non-sorceror is when the target is within 10 feet of the Sender.

Sensing
This ability is practically a six sense, save that a sorceror may choose to 'turn off' his
Sensing. What this ability does is allow the sorceror to 'feel' the presence of all persons
within 30 feet of himself. Regardless of stealth, camoflage, and any other means the sorceror
will KNOW that there are pesons near him. This ability is enhanced when around other sorcerors,
whether the other has the Sensing ability or not, allowing this 'feeling' to be accurate enough
for the sorceror to know the exact location of all those within his sensory range.

Suggestion
Unlike Coercion, the sorceror does not seize control with this ability, but manipulates the
target's subconcious mind to make him more susceptable to verbal persuasion. This is not a
foolproof method, as a person with solidly founded convictions and operating philosophies will
be swayed but are less likely to act on suggestions given that may go against these. It does not
matter who makes the verbal suggestion, so long as the sorceror is within line of sight to
deliver the mental influence.

Telekinesis
Matter
Those sorcerors who have developed Telekinesis are able to manipulate matter with their minds as
though it were in their hands. Whether it is water, wood, iron, or dirt, the sorceror can hold
and shape it as he wills, so long as he has the strength to do so. One's strength in this ability
often corrosponds to their physical strength, while some few have managed to develop it well
beyond what they could move with their physical muscles. This, however, appears to have been
achieved at the expense of developing other abilities. One's skill at manipulating objects also
seems to corrospond to their manual dexterity, prompting some sorcerors to seek tutilage under
who are skilled at sleight of hand.

Energy
Fire, lightning, heat. These and other forms of energy are constants in the universe, and a few
very skilled Sorcerors have learned to manipulate them. Most often they manifest in the forms
of pyrokinesis, cryokinesis, and electrokinesis, among others. Easily, they are the most visually
dramatic of a sorecor's abilities, but are also the most difficult to control. At the expense of
all his other abilities, the determined sorceror can become incredibly powerful in his chosen
form of energy manipulation, but must always be aware of the associated dangers in wielding it.
While not numerous, the cautionary tales among sorcerors are serious enough, warning of energy
manipulators who have burned themselves out or stopped their own hearts from an accidental
discharge or misuse.

Biomanipulation
Somewhere between telepathy and telekinesis lies biomanipulation. In many instances, it is a direct
manipulation of the physical nervous system, while in others it works less subtley on the mind. In
all cases, however, both aspects are in effect. Some noted uses of this are the following, with many
others possible:
Sleep
Pain
Pleasure
Damage
Healing

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