Magic on Qirsyllviar

Magic on Patria exists in two forms, Internal and External:

Some beings draw magic from within themselves, in which case it is called Mana, Chi, or, less commonly, Life Energy. Since this form of magic comes from within, it's limited and will render the user unconscious if overused. Mana needs time to rejuvenate after prolonged use. Others draw it from one of two outside sources: the very air of Patria, or from concentrated intangible river-like reservoirs called Ley Lines. Mana and Ley Lines are the most common sources of magic, while the magic in the very air of Patria is harder to tap into. Once other apparent source of magic is Saityroe's Comet, which passes by Patria once every 30-36 years.

The ability to use magic is often tied to emotions. As such, most magic-users train themselves to control their emotions; as running wild and out of control can have serious repercussions to both the user and bystanders.

Magic in general is neither good nor evil, what matters is the hearts and intentions of those who use it.

Those sensitive to magic can manipulate it and do a variety of feats, and users of magic have a variety of titles; Enchanter/Enchantress, Mage, Magician, Mystic, Shaman, Sorcerer/Sorceress, Warlock, Witch, or Wizard.

Alchemy
Alchemy is a branch of magic and an ancient science concerned with the study of the four basic elements, as well as the study of the transmutation of substances into new ones; it is thus intimately connected with potion-making, chemistry and transformation magic. Alchemy also concerns philosophy; alchemical literature is dominated by mystical and metaphysical speculation.

The science dates back to before the first Lunaculi, and remains actively studied and practiced in the 46th century AFZ.

The practice of alchemy is also essential to the creation of the immensely sharp and indestructible alloy known as Zedylrian Steel.

The Sorcerer's Stone
The Sorcerer's Stone is a legendary substance created through Alchemy. Sorcerer's Stones are immensely difficult to create, usually resulting after several successive failures (the record is 1,274 attempts), so the creation of Sorcerer's Stone is the ultimate dream for any Alchemist.

A Sorcerer's Stone is supposedly Magic given solid form; holding one is supposed to grant the holder a near limitless supply of magic, allowing them to do feats normally impossible for them. Even non-magic beings are supposedly capable of using magic if they have one in their possession.

However, these stones are so powerful that the power can be as intoxicating as alcohol, and the temptation of power often leads people astray. This had led to a war against a single individual that has been corrupted by power of a stone in their possession on more than one occasion.And so, the creation and usage of the stones it kept at a minimum. As of the 46th century AFZ, only three are known to exist.

Spagyric
Spagyric (plant alchemy) is a less well-known branch of Alchemy involving plants. It is primarily the production of herbal medicines using alchemical procedures, but is usually combined with potion-making.

Celestial Force
Inscribed in ancient tomes, Celestial Force, also known as the Heavenly Force, Sacred Magic, or Magic of the Gods, is a type of magic centered around divinity. Practitioners of Celestial Force, normally angels and humans, utilize the powers of heaven. Devout religious believers often assume that Celestial Force is holy; for this reason, Celestial Force is commonly believed to be purely good magic, but it comes in many "colors" and can be used for evil. Celestial Force is not race or religion specific; even vampires can use Celestial Force with enough training.

Charms
The use of Charms is the practice of adding certain properties to an object or creature. It is often used when the properties of one thing are inadequate or to create an effect that will benefit the charmer.

Chi Magic
Chi Magic, also known as Spirit Magic, involves chanting complicated spells, and using one's own "Chi", the natural magical energy in their bodies, to perform magic of various kinds. Elves are particularly proficient in this type of magic, and it is pretty common throughout Marlakcor and parts of Yamatai, but other races have mastered the craft as well.

Dark Magic
While looked down upon by most civil society, the practice Dark Magic, aka the Dark Arts, is not uncommon. Dark magic is not automatically "Evil Magic", as it simply refers to the use of jinxes, hexes or curses.
 * Jinxes are a minor type of dark magic; distinguished by their negative effects used mostly for the amusement of observers and the minor discomfort of the victim.
 * Hexes are a moderate type of dark magic; darker than a jinx but not as dark as a curse, and generally causes moderate suffering to the victim.
 * Curses are the worst kind of Dark Magic; Curses are used with the intention of causing harm, control, or even death to the victim.

Only when Dark Magic is the used for selfish gain or malicious intent does it become evil; and those who use the Dark Arts for evil, particularly powerful Dark Sorcerers, are known for causing death and destruction wherever they go. Using Dark Magic this way is generally outlawed by most societies, and has been warred over on several occasions.

Necromancy
Necromancy is a form of dark magic that involves the corpses of the deceased, and the user of such magic is called a Necromancer. This type of magic usually involves "reawakening" of the dead; but rather than bringing the dead back to life, which is impossible, necromancy involves manipulating corpses like puppets to do the Necromancer's will. The so-called "Armies of the Dead" or "Walking Dead" mentioned in old fables are the products of Necromancy. Necromancy is considered one of the darkest arts, and is forbidden in most parts of the world.

Demonic Magic
This magic utilizes the terrifying powers of darkness and hell, and wielded by solely demons. Like all magic, it is accumulated from both within or from an outside source; but unlike other magic, which usually requires users control their emotions, Demonic Magic uses the power of negative emotions like fear, sorrow or anger, becoming more powerful as the negative feelings mount.

Depending on the user, this magic can be overwhelming against any magics, including it's polar opposite, Celestial Force. However, like all magic, it isn't evil in of itself; only when it is used for evil does it become evil.

Elemental Magic
Elemental Magic revolves around the manipulation of the Patrian Classical Elements. Several races of Alfheimian Fairies are particularly noteworthy of being practitioners of one of these elements, but it is also a popular type of magic used by many Patrian Mages. Most Mages can only use between one and three elements, but extremely rare cases can use all of them.

The elements of Elemental Magic are:
 * Fire Magic
 * Wind Magic
 * Water Magic
 * Ice Magic
 * Earth Magic
 * Metal Magic
 * Plant Magic
 * Sand Magic
 * Electric Magic
 * Light Magic
 * Shadow Magic

Fairy Magic
Fairy Magic is magic naturally used by fairies of all races. It involves chanting complicated spells without interruption. Most spells can be used by all fairy races, but certain spells can only be used by certain races.

Flight Magic
Flight Magic is the ability grant the power of flight to objects or people, from simple levitation to full flight.

Healing Magic
Healing Magic is a type of magic devoted to improving the physical and mental condition. There are many different types of spells in this branch of magic, that have a variety of effects. There are also a vast group of potions that are dedicated to healing as well.

Illusion Magic
Illusion Magic involves trickery, casting illusions to deceive one's opponent, or to make a quick escape in the event of an undesirable situation.

Kalahari Magic
Kalahari Magic involves the manipulation of the three Kalahari elements, Sand, Fire and Glass. This art was first invented by the mystics of the ancient Kalahari Caliphate, and is now primarily used by Southeastern Aquilonians. It is sometimes considered a lesser branch of Elemental Magic, but Kalahari mystics claim otherwise.

Music Magic
Music Magic involves using songs to perform magic. This type of magic is cast using one's own voice to sing, with musical instruments, or both.

Nullification Magic
Nullification Magic, more commonly known as Counter Magic, is a type of magic where the primary effect is to inhibit, remove, or negate the effects of another spell. It has varying degrees of effects depending on the user's skill and control. It is not without dangers; any user who loses control can permanently render their victim or themselves unable to use magic.

Potions
Potions are a type of magic that involves the chemical mixture of various substances in a cauldron into a drinkable liquid that will have some type of effect.

Potion-making is a complex and difficult art that requires a certain amount a of discipline; Potions must be brewed carefully to achieve the proper effects. In certain cases, those are brewed incorrectly or in a dirty cauldron can become deadly poisons. In other cases, even potions that have been brewed correctly may in some cases have deleterious effects, even if their intended effect is beneficial. Potions can be brewed in any container, but cauldrons are normally preferred by potioneers.

Deliberately manufacturing a poison is considered an dark art in potion-making. While it's true that an antidote to a poison can only truly be created if a potioneer understands the poison, and thus will often manufacture poisons to create the proper antidotes, to make a poison with ill-intent in mind is a crime.

Minor, less-complex, potions can be mixed by anybody that knows how and is patient enough, but more complex potions require some measure of spell-casting, and so can only be brewed by magic-users.

Summoning Magic
Summoning Magic is the process of bringing a faraway object into the summoner's presence. Summoning can be used within the same dimension, or across dimensions, but the latter is more difficult; not only because it requires a massive amount of magic to perform, not knowing where you're summoning from can result in unintended consequences. Even summoning within the same dimension is difficult, as the summoned object/creature is often a great distance away.

Transformation Magic
Transformation Magic, often simply known as Transfiguration, is the practice of transforming one creature/object into another creature/object.

Forbidden Arts
The Forbidden Arts, sometimes erroneously synonymous with the Dark Arts, are spells and enchantments that are so powerful or dangerous that they are labeled "forbidden."

Such spells that are labeled forbidden are often so powerful that the they are raw power in themselves, and a miscast often results in the death of the caster.

Other spells get labeled forbidden due to the fact that their effect are permanent, and thus irreversible; in cases like that, the only way one can legally use the spell is if the intended user is granted authority to use them.

The term is often erroneously synonymous with Dark Arts; the reason for this is the fact that there are much more dark magic spells labeled forbidden than any other type of magic; the majority of them being spells that are specifically used for death and destruction.

Magical Tools
Magic is often cast with a wave of bare hands, but it is common practice to use a certain tool such as a wand or staff to channel the magic, thus giving it more force. Wands and staves are the most common tool, but musical instruments are have been known to be used as well, at least when using Music Magic; mages of eastern cultures have been seen using paper talismans to cast magic as well. Magic rings are another common tool for casting magic, as they allow a user hands free when using magic.

Wandlore
Wandlore is an ancient, complex, and mysterious branch of Witchcraft and Wizardry, dealing with the history, abilities, and actions of wands, quasi-sentient magical tools used by wizards and witches to cast spells.

What makes wands quasi-sentient is the magical substances used as cores. The core is what gives the want the ability channel magic. It is believed that the personality they take depends on the substance used for the core, but the common principle remains the same; the wand chooses the wielder.

Saityroe's Comet
Saityroe's Comet is an orange, three-tailed celestial object that that regularly passes by Patria every 40-46 years, and is observed for approximately ten days.

The comet has long been believed to be a source of pure magic, as every time it passes by, all magic users on Patria have their powers increased a hundred fold.

Spell Books
Spell Books, also called Grimoires, are tomes in which the techniques for magic are recorded. For early self-taught magic users, it was custom to record their invented spells and rituals, as well as their intended effects, for use by futures generations. Spell Books not only provide an insight into knowledge, but also allows one to further their own abilities by learning to understand their various fields.

Spell Books aren't without problems though; some Sorcerers have recorded some particularly powerful magic in the pages of their Grimoires, and so these books were often sought after and fought over by corrupt magic users, most often Dark Magic Users with ill intentions, in attempts to become more powerful. Several wars have even been fought over these particular books, only ending when the book was destroyed and the knowledge lost forever. "Better to be in no hands, than the wrong hands." was the usual moral for destroying them.

Schools of Magic
In the beginning of the practice of magic, magic users are self-taught, as there was no one to teach them; but increasingly in the last few millennia, magic users of the next generation are being taught by those who have done it before. Schools for learning magic have been cropping up all over the world over the last few millenniums.

Known Schools of Magic

 * Bloodraven Academy of Sorcery: State of the Order of Ravencroft
 * Firtzhardings School of Witchcraft & Wizardry: Kingdom of Glagolitia
 * Notaria Royal Mage Academy: Kingdom of Notaria
 * Rondar Magic Academy: City of Rondar
 * Saint Fleur's Academy of Magic: Kingdom of Soleil

Magic Organizations
Over time, as the amount of magic users grew, they soon formed organizations as a means of either protecting one another or ensuring peace between the magic and mortal worlds.

Known Magic Organizations

 * Order of the Mystics
 * Coven of the Triquetra
 * Order of Ravencroft
 * Order of Rondar

Notes & Trivia

 * Most spells often require simply chanting one, two or three words; but other types of spells require a long chant that can takes minutes to complete.
 * Elemental magic is completely separate from Elementeering, which is the telekinetic manipulation of the physical elements, fire, air, water, and earth.
 * Metal Magic, Sand Magic and Plant Magic are branches of Earth Magic, and Ice magic is a branch of Water Magic; so being especially proficient in those fields does not diminish a Mage's ability to use base Earth and Water magic, as they're still part of the same element.