Aethier Dictionary

From Aethier

Listed below is a series of terms that are used in the context of the server. The defined things will be used for spells, abilities, and general understanding of server mechanics, etc. This list of terms is flexible and will be expanded upon when more words are deemed necessary to add, remove, alter, etc.


General Terms

Mundane
Effects which are not tied to a specific aurum such as racial abilities.
Animal
An animal is any non-sentient living fauna.
Creature
A creature is any living being with any kind of soul, sentient or not.
Cursed
A curse which has been given from a higher power, usually as punishment.
Divine
Things directly touched by or created by Deities.
Deity/God
The highest divine being, created from aura and considered to be one of the most powerful beings in all the realms.
Divine Servant
The deities’ immediate servants and most powerful underlings.
Divine Spirit
Angels, etc.
Demonic
Things relating to Demons or Farcanith.
Imp
Creatures from the realm of farcanith made of corrupted aura.
Elder Dragon
Beings of pure shakti, ancient and being the progenitors of their broods and domains.
Sentient Dragon
Dragons who retain sentience.
Feral Dragon
Dragons who may be as powerful as their sentient dragon cousins, but are themselves not sentient.
Ethereal
A plane where sources are located and seen. Anything made from Mana, Aura and Shakti can be discovered through it with the right tools, such as arcane eye for Mana. Nothing exists or can naturally exist here either then the sources.
Homunculi
Artificially created living creatures without soul.
Illusion
Sensory deceptions of sight, taste, sound, etc.
Incorporeal
Physical beings which are not tangible, such as certain types of undead.
Person
Any sentient, humanoid creature.
Plane
A realm that is not necessarily tied to one another by space. Ex: The elemental planes, the divine realms, etc.
Planet
A realm which is outside of the reach of the original planet divided by space in spherical shapes.
Profane/Unholy
Any concept, idea, spell, etc. which is in direct opposition to the designs of the divine.
Sentience
The ability to understand, think, process, and react.
Natural Sentience
A creature which is born, is sentient, and has a soul with the ability to develop an aurum.
Artificial Sentience
A thing which is not born, but is sentient and lacks a soul with the ability to develop an aurum.
Tangible
The ability to interact with something directly, whether real or not.
Trait
A permanent, usually soulbound effect which persists on a person from varying sources.
Undead
Creatures that are raised through profane powers which have marred their souls. These could be physical undead or incorporeal undead.
Vaya
The things relating to the elemental planes.
Vaya Lord
Some of the most powerful beings originating and propagating the ideas of their elements.
Spirit
Spirits are beings which originated in the elemental planes, but came to inhabit and possess certain aspects of the mortal realms. Ex: Rivers are usually inhabited by water spirits, caves inhabited by earth spirits, etc.
Veil
A plane between planes which mana is known to flow through. The veil ties together nearly all planes.
Void
The idea of absence, the antithesis of aura, shakti, and mana.

Magic/Aurum Terms

Aurum
The part of the soul which can be enlightened in various ways to gain specific abilities tied to a specific resource or potential.
Ability
Any effect which is not procured by magic.
Aura
Effects which are created/cast using aura.
Archfey
Powerful unique fey creatures.
Casting Instrument
A casting instrument is how certain aurums cast their spells. Aurums need a casting instrument in order to cast their spells. Casting instruments are not considered enchanted items and do not require attunement as one. Some casting instruments such as mage catalysts have their own attunements however.
Catalyst
A mage's casting instrument.
Idol
A shaman’s casting instrument.
Voice
A feyspeaker’s casting instrument.
Tool
A runesmith’s casting instrument.
Concentration
The ability to focus in order to cast spells or abilities.
Low Concentration
A spell or ability which can be cast during full mobility such as running or flying. The caster may be wounded and will only be unable to cast while having taken a Severe tier wound or above.
Demonbranded and Divine Blessed always cast at Low Concentration.
Medium Concentration
A spell or ability which can be cast during combat or walking, but not while running or flying. Surprises such as large explosions, random obscenely loud noises, and greater than minor injuries will prevent casting.
Runesmiths can write while not in direct combat. All writing otherwise is considered at Medium Concentration.
High Concentration
A spell or ability which cannot be casted during combat scenarios or while moving.
Feyspeakers do not have High Concentration spells.
Divine Blessed
Those touched by the deities and granted boons and blessings.
Demon
The highest ranking of demonbranded. These demons are able to grant the powers of the prime-evils to others.
Branded
Those touched by demonic powers by a demon and granted boons and/or blessings.
Enchanted Item
An item made with aura, shakti, or mana for some purpose or effect.
Trinket
A minor enchanted item with small use or aesthetic. Ex: An Ethereal Torch, a Ring that Glows, Etc.
Mystic
The standard for items created by players. Ex: Cloak of Invisibility, Fire Sword. These objects must be attuned to. A character may only have three mystic items attuned to. NPC golems count towards this attunement.
Artifact
Powerful magical items which are not able to be created by players and purely come from powerful NPCs, Gods, Beings, etc. An artifact counts towards the enchanted item limit, but a character can only have a singular artifact or artifact set if such exists.
Gargantuan
Items which are not trinkets, but do not count towards the magical item limit because they cannot be possessed mainly due to their size. Ex: Airships.
Golem
Anything which has a golem core enabled and is able to function with it. The material of the golem would not classify it otherwise.
Grimoire
The Out-Of-Character storage of a character’s spells or abilities.
Magecraft Grimoire
The storage for a mage’s spells.
Ritualistic Knowledge
The storage for a shaman’s spells.
Runic Journals
The storage for a runecrafter’s spells.
Draconic Powers
The storage of a dragonmarked’s spells.
Language Repository
The storage of a feyspeaker’s spells.
Divinity Grimoire
The storage of a divine blessed’s abilities.
Demonic Abilities
The storage of a demonbranded’s abilities.
Holy
Things by or relating directly to the gods. Usually objects or people that have been granted boons by deities.
Relic
An item which is granted by a deity or demon. These also act as a casting instrument for the one using Aura. Relics count as an attuned item.
Holy Relic
The relic granted by a deity.
Pact Relic
The relic granted by a demon.
Spell
Effects made with shakti or mana.

Combat Roleplay Terms

Area-of-Effect [AoE]
A spell, ability, etc. that targets an area, usually a sphere, cube, etc.
Charm
An effect which draws a creature towards an object, caster, person, etc.
Difficulty Class/Dice Check [DC]
A roll that must be made, usually on a d20. To succeed, the number must equal or be greater than the check.
Immunity
The complete inability to be affected by something. Ex: unable to be harmed by fire.
Instant/Instantaneous
A spell, ability, or effect which happens immediately on the user’s turn.
Line of Sight
The ability to see a target, usually in regards to launching a projectile.
Projectile
Any object, spell, etc. which is launched towards a specific target.
Resistance
The partial immunity of something to something else. This can include reduced damage or effects from said thing.
Rest
How resources are usually recharged. The character must be out of a stressful scenario and only be partaking in minor activities such as eating, drinking, sleeping, exercise, etc.
Root/Snare
The legs of the target are bound, not allowing for movement but allowing for casting if able.
Stressful Scenario/Situation
A stressful scenario is any scenario which is innately dangerous such as combat or healing another.
Stun
An effect which prevents the affected from moving, acting, casting, etc. for a certain duration.
Target
The creature or object which is the aim of a projectile or effect.
Turn/Emote
A turn is the full round of posts made by players and returning back to the original post.
Vulnerability
The partial sensitivity of something to something else. This can include increased damage or effects from said thing.
Wound
Any damage which has been done to a target.
Minor
Minor cuts, scrapes, and bruises.
Mild
Lacerations, minor (hairline) fractures, punctures, and gashes requiring sutures.
Moderate
Broken bones, minor blood loss, second degree burns, minor appendages (fingers, toes, etc.)
Severe
Third degree burns, major blood loss, major lacerations, large gashes, large/deep puncture wounds, etc.
Lethal
Fatal wounds, organ damage, missing limbs, etc.


The World of AethiusThe Multiverse of Aethier