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Magic is a part of life in many places of Patria.
Those sensitive to magic can manipulate it and do a variety of feats, though magic in general is neither good nor evil; what matters is the hearts and intentions of those who use it.
- 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.
- One's ability to use magic depends on one's natural affinity for magic. Those that are more attuned to magic are more easily capable of using magic than those that are less so. This also leads to the unfortunate reality that some people on Patria are simply unable to use magic at all.
- The ability to use magic is best developed at a young age. During the time of youth is when one skills and talents are best developed. While anyone can learn magic at any age, it becomes more difficult at time passes.
- When it comes to casting spells, pronunciation is crucial. A miscast brought on by a mispronunciation has varying consequences, and this is especially true for longer spells.
- The length of spells in magic vary. They can range from as short as one or two words to as long as a thousand. Because the latter type can take so long to cast, magic-users trying to cast such long spells often employ bodyguards to protect them while they cast the spell.
|Enchanter||Enchantress||Most often associated with magic users gifted with charms|
|Mage, Magus||Mage is the modern form of the word Magus, though the latter term is still in common use.
Most often associated with magic users proficient in elemental magic, but applies to other types as well.
Plural is either Mages or Magi.
|Magician||The often blanket term for magic users in general.|
|Shaman||Most often associated with tribalism.|
|Warlock||Warlockry is most often associated with magic users proficient in dark magic, but not always so.|
|Wizard||Witch||The terms for practitioners of Witchcraft & Wizardry.|
Different terms are used depending on culture or profession. Particularity powerful magic users, or those high in the hierarchy, of a magic organization, often have the suffix "arch-" attached to their title.
There is also a prestigious honorific title that can be added to the common titles called "White," an honorific only granted to the best of the best. This title has only been granted twenty times in the past four thousand years.
Sources of Magic
Magic on Patria exists in two forms, Internal and External:
Some beings draw magic from within themselves, in which case it is called Mana, Qi, 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.
External sources are used by magic users who either can't tap into their internal magic or simply don't have any. Users of external magic draw it from one of a few outside sources: the very air of Patria, from intangible vein-like river-reservoirs called Ley Lines or from a celestial object called Saityroe's Comet.
The magic in the very air of Patria is the hardest source to tap into, and so the majority of magic users either don't or can't. Only the most talented of magic users are capable of tapping into the magic in the air around them.
Another external source of magic is a Sorcerer's Stone (see it in the Alchemy section below).
Ley Lines are concentrated intangible vein-like rivers of pure magic that act as magic reservoirs to magic users that rely on them. Ley Lines are the most common sources of external magic, but there are limitations. Some are thick and some are thin, and there are many places where Ley Lines are highly concentrated and plentiful, while other places are less concentrated or don't have any Ley Lines at all. For magic users who rely on Ley Lines for their magic, they're rendered powerless in a place where none exist.
Some Ley Lines are famous enough that they're plotted on some maps, or at least the best known stretches of the lines are, but the exact routes of the world's Ley Lines are unknown.
Ley Lines originate from intangible vent-like pores called Nexus Points: Nexus Points are locations where pure magic rises up from within the core of the planet, and the Ley Lines spread out from these points like the roots of a tree. The exact number of Nexus Points across Patria, is unknown, but some are so famous that they're plotted on maps, and a great many cities with histories of magic are built on top of Nexus Points. The City of Garvis and the City of Rondar are famous examples.
Saityroe's Comet is an orange, three-tailed celestial object that that regularly passes by Patria once 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.
Types of Magic
Alchemy is an ancient scientific-based branch of magic and science concerned with the study of the four basic elements, as well as the study of the transmutation of materials and substances into new ones. It is thus intimately connected with potion-making, chemistry, and transfiguration. Alchemy also concerns philosophy, as alchemical literature is dominated by mystical and metaphysical speculation. And so, Alchemy is more of a scientific process rather than purely magical, and while it technically is science in its own right, and spellwork isn't required for basic experiments, a certain amount of spellwork is required to bring out the best results of a alchemcial procedure.
The science dates back to before the first lunaculi, and remains actively studied and practiced in the 46th century AFZ.
The practice of alchemy was also essential to the creation of two highly rare substances: the immensely sharp and indestructible alloy known as Zedylrian Steel, and the highly volatile substance known as icefyre. However, while the creation of icefyre is still common enough, true knowledge of the process to make Zedylrian steel has been lost for centuries.
A Sorcerer's Stone is a magical substance created through alchemy. Sorcerer's Stones are immensely difficult to create, usually resulting after several successive failures (According to Rykardiac's Archaic Book of Records, 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. A Sorcerer's Stone is also capable of temporarily draining magic from nearby sources, such as Ley Lines or from other magic users. 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 the strongest alcohol, and the temptation of power often leads people astray. On more than one occasion, this had led to a one of two kinds of wars:
- Wars against a single individual that has been corrupted by power of a stone in their possession.
- Wars fought over possession of a stone.
And so, in accordance to the Laws of Magic, the creation and usage of the Sorcerer's Stones is kept at a minimum. As of the 46th Century AFZ, only three are known to exist.
Spagyric (plant alchemy) is a lesser known branch of Alchemy involving plants. It is primarily the production of herbal medicines using alchemical procedures, but is usually combined with potion-making.
Atmosmancy, also known as Weather Magic, is the manipulation of the weather by magical means. Atmosmancers can normally only manipulate the weather locally, normally within a five-mile radius, but more powerful atmosmancers can control the weather up to about ten or twenty miles around.
Weather Magic is extremely useful when it comes to agriculture, as a drought can suddenly hit and cause a bad harvest. In these cases, the atmosmancer can summon a period of rainfall to save the crops.
Alternatively, atmosmancy can also be used to hinder. Atmosmancy can instead be used to destroy the agriculture, or even summon hurricane-strength storms. In times of war, weather magic can also be used to hinder the movement of the enemy army, delaying them by days or weeks.
The downside of atmosmancy is that weather magic can't change the seasons. A weather spell's effects on the weather vanish as soon as the spell ends, returning to its natural patterns. For example: an atmosmancer can summon a snowstorm in the middle of summer, but the snow would disappear not long after the spell ended because of the hot season. Alternatively, during winter, an atmosmancer could disperse the clouds and increase the strength of the sun, but the cold would return as soon as the spell ended. Weather magic simply can't win out against Mother Nature.
Celestial Force, also known as Astromancy, is the practice of calling upon the powers of the mysterious beyond: that which lies beyond the clouds, Patria's Rings, or even the moons. Celestial Force is often confused with Sacred Magic, the Magic of the Gods, but it is unrelated in any way. Astromancers also highly covet the power of Saityroe's Comet, which passes by one every 40-46 years.
The use of Charms, also known as Enchantments, 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.
Animation Magic, also known as Excitomancy, are a type of charms that involves bringing an object, such as a statue or doll, to life, usually temporarily.
Cloaking Magic, also known as Invisibility Magic or Kryptomancy, are a type of charms used to conceal presence or render something invisible, partially or completely.
Containment Magic, also known as Cytomancy, are a type of charms that involve the restrainment of anything via magical means. Cytomancy usually involves the containment of a being or energy within a container or another inanimate object, or within a magical barrier of some sort.
Flight Magic, sometimes known as Volitomancy, are a type of charms that involve the ability grant the power of flight to objects or people, from simple levitation to full flight.
Memory magic, also known as Thymancy, are a type of charms involving the manipulation, erasure, forging, or restoration of a being's memories or thoughts by magical means.
Memory magic can also be used to "store" a being's memories or thoughts in some kind of vessel for perusal later.
Chronomancy, or Time Magic, is the manipulation of the time continuum by magical means, either controlling the flow of time presently, or jumping to another time period. Normally, chronomancers can slow, stop, or accelerate time for a short term, but the process of reversing time is not common practice. While it is possible, it is difficult, since time is not normally something that can be regained, and choices can change how the future turns out in the rerun.
The act of jumping around the time continuum is not common practice either: jumping ahead or back in time is considered immoral by most philosophers of magic for an ironclad reason: knowing the future is not worth the revelation, as the consequences of individual actions make predicting the future so hard to predict in the first place.
Communication Magic, also known as Omilmancy, is magic that allows the users and affected ones to communicate with each other in real time across vast distances. Such magic is a relatively recent discovery, and thus is very rare.
The most common forms of this rare magic is specially-enchanted crystal balls or magic mirrors: the former allows communication similar to real-world walkie-talkies, and the latter allows communication similar to real-world web-cams and monitors. Because the objects are enchanted, even non-magic users can use them.
Another form is a speck of magical energy that is inserted into one's ear, similar to real-world earpieces. This form of magic only requires the initial caster to maintain. This form is a recent discovery and is still in development by magic research societies.
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. Curses can be either temporary or permanent, and in the past it was not uncommon for powerful rulers or mages on their deathbed to place curses on their possessions to prevent them from being used waylessly.
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. Regardless, Dark Magic has been used in wars on many occasions.
Blood Magic, aka Aimamancy, is a form of dark magic that involves using the blood of any being, alive or dead, as a sacrificial medium to perform the magic. It is believed that whatever being the blood came from matters highly, and so blood from different beings will effect the potency of the spell or have different effects. This form of magic is often labeled "forbidden" in many parts of the world, but blood magic that's harmless or isn't intended to do harm is excused.
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. However, rather than bringing the dead back to life, which is impossible, necromancy involves manipulating corpses like puppets to do the Necromancer's will. While necromancy can't bring the dead back to life in the truest sense, what necromancy can do is restore union between the deceased's soul and their body; but even then, this is not true resurrection, as the body will still decay or be destroyed, and the soul can be stripped from the dead body at any time by the necromancer.
The so-called "Armies of the Dead" or "Walking Dead" mentioned in old fables are the products of necromancy. Necromancers can also summon ghosts to do their bidding. Necromancy is considered one of the darkest arts, and is labeled "forbidden" in most parts of the world, and moralists and religious officials often consider it both sacrilegious and blasphemous.
Plague Magic, also known as Viralmancy, is a form of dark magic that involves the creation, manipulation and spreading of any kind of disease via magical means, rather than simply carrying the illnesses. Such magic is capable of wiping out whole settlements within short time-spans, and is considered one of the darkest of dark magics. It is for this reason that Viralmancy is labeled "forbidden" magic.
Divination is a branch of magic that involves attempting to foresee the future, or gather insights into future events, through various rituals and tools. Some common divination practices involve crystal ball gazing, palmistry, or plain old fortune telling.
Since the future isn't written in stone, and even if chronmacers come back from the future with memories of what they witnessed, divination is an imprecise branch of magic. Divination is more about predicting likely outcomes of a present situation, near or far off, rather an an ironclad answer.
True seers, those who can accurately predict the outcome of a situation to a T, are very rare occurrences. Various people have claimed to see visions of future events and actual prophecies have been made; but, only a relative few of them have come true the way they were predicted, while the outcome of most others tend to change through the influences of various factors.
What makes predicting the future such a tricky business is the consequences of the actions of the people involved, or from other influences, leaving the outcome of any situation, past or present, to any number of possible conclusions.
Prophecies and visions made by seers who have a record history of accurate predictions tend to be taken more seriously than others. One example are the visions made by Nai'a Palakiko, the current lunaculus of Maritymir. One of her visions, of a girl weeping over a dead body, came true at the conclusion of the Siege of St. Croix, when Suguha Toyotomi cried over the body of her deceased father.
Elemental Magic revolves around the manipulation of the Patrian Classical Elements. Several races of Alfheimish 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. Water and earth also have a branch magic or two; however, usage of these branches is extremely difficult, to the point that a mage could sacrifice their ability to use other elements if they try to master them, but this isn't always the case.
The elements of Elemental Magic are:
- Fire Magic, aka Pyromancy
- Wind Magic, aka Aeromancy
- Water Magic, aka Hydromancy
- Ice Magic, aka Cryomancy
- Earth Magic, aka Geomancy
- Metal Magic, aka Ferromancy
- Sand Magic, aka Ammomancy
- Plant Magic, aka Chloromancy
- Wood Magic, aka Xylomancy
- Fungus Magic, aka Mykitamancy
- Electric Magic, aka Electromancy
- Light Magic, aka Illucemancy
- Shadow Magic, aka Skiamancy
- Glass Magic, aka Vitrumancy; Glass magic is technically a combination of fire magic and sand magic.
Healing Magic, sometimes known as Ygeiamancy, 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, also called Umbramancy, involves trickery, casting illusions to deceive one's opponent, or to make a quick escape in the event of an undesirable situation.
Music Magic, also known as Ichomancy, involves using music to perform magic. This type of magic is cast using one's own voice to sing, with musical instruments, or both.
Nullification Magic, also known as Counter Magic, is a type of magic where the primary effect is to inhibit, remove, or negate the effects of another spell or ritual. It has varying degrees of effects depending on the user's skill and control. Counter magic is not without dangers: any user who loses control can render their victim, or themselves, unable to use magic again, sometimes permanently.
Pictomancy, or Art Magic, a type of magic that uses artwork such as paintings and drawings to perform magic. Pictomancers can either materialize their drawings/paintings into something real to gain an edge in combat, or, more commonly, to finish works of art in relatively short periods of time. I.e. pictomancers can finished whole canvases within minutes; and, depending on skill, their works can be so detailed they look almost like photographs (of course, photography doesn't exist on Patria).
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. The study of potions is called "Potionology," and practitioners are called "Potioneers."
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 its 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, also known as Kalomancy, 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.
Teleportation Magic is the process of sending one being or object to another location instantaneously. Just as the term implies, it is a way of moving from one place to another in an instant without any passage of time using magical means. The two most common ways of instant magical transport is warpstones and Gate Portals. Warpstones are natural rocks naturally infused with teleportation magic, while Gate Portals are stationary conduits scattered around Patria.
While mages are capable of sending people around Patria without warpstones or Gate Portals, it isn't a very popular method, as it can go horribly wrong. The people being transported can end up in the wrong place, or wind up with missing body parts that ended up transported elsewhere.
Transformation Magic, often simply known as Transfiguration or Psilamancy, is the practice of transforming one creature/object into another creature/object.
While their are many different types of magic, there many different ways to use it was well. Different types of techniques use different spells and/or tools to perform magic, even if their of the same type. Some magicians will sometimes employ more than one form of techniques when perfecting their craft of for necessity.
Similar spells often have different incantations in different cultures/techniques.
These magic techniques are a form of dark magic that utilizes the terrifying powers of darkness and hell, and wielded by solely demons. Like all magic, it is accumulated from 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 its polar opposite, Sacred Magic. However, like all magic, it isn't evil in of itself. Only when it is used for evil does it become evil.
Elven Magic is the techniques and spells used by elves to cast magic. Elven magic is mostly nature-based, particularly in the case of Wood Elves, but High Elves have been known to implement other forms of magic into their techniques. Elven magic normally doesn't require the use of tools, but some elves will still use them to enhance their magic.
Fairy Magic is the techniques and spells used by fairies of all races to cast magic. 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. The Alfheimish races are capable of the most complicated forms of magic that are said to be able to alter reality (most magical philosophers debate the reality of this), while pixies are mostly limited to minor forms of magic that don't make much difference on their own. Most fairy magic techniques revolves around the elements, but there are other forms too.
Kijutsu is the techniques and spells used by Yamato mages.
Mermagic is the techniques and spells employed by merpeople to cast magic. Mermagic is mostly based around water.
Qi Magic (pronounced "chi"), also known as Spirit Magic, uses one's own "Qi" or "Mana," the natural magical energy in their bodies, to perform magic of various kinds. Whether or not a certain tool or verbal chant is used depends on the techniques involved.
Elves and fairies are particularly proficient in this type of magic, and it is pretty common throughout Marlakcor, Ingodija, and parts of eastern Aquilonis, but other races have mastered the craft as well.
Inscribed in ancient tomes, Sacred Magic, also known as the Heavenly Force, Magic of the Gods, or Hieromancy, are magic techniques centered around divinity. Practitioners of Sacred Magic, normally angels and devout humans, utilize Sacred Magic by calling upon the powers of heaven or their gods. Devout religious believers often assume that Sacred Magic is holy, and for this reason, Sacred Magic is commonly believed to be purely good magic. But, like all magic, it comes in many "colors" and can be used for evil, especially if one calls upon the powers of a dark god.
Sacred Magic is not race or religion specific: anyone can use Sacred Magic with enough training.
Sinaeat Alsihr is the term/phrase for the techniques and spells used by Ashkhas mages. The form involves the manipulation of the three Ashkhas elements, Sand, Fire & Glass. This art uses different spells, techniques and rituals than traditional elemental magic.
This form of magic was first invented by three mystics of the ancient Muqadas Caliphate, now known in Ashkhas Din religion as the Althaluth, and is now primarily used by Southeastern Aquilonians.
Tuzhu Magic is the techniques and spells employed by Tuzhu mages of Marlakcor to cast magic. Tuzhu Magic is qi-based and primarily revolves around the five Tuzhu elements: Fire, Water, Earth, Wood & Metal.
There are also techniques for other purposes that don't revolve around the elements.
Wicca, or the Wiccan Arts, are the techniques and spells of pagan magicians to cast magic. This form of magic uses rituals centered around a fire to cast a spell. Another major practice of Wicca is ritual nudity called skyclad, meaning that some of these rituals are performed in the nude, the natural state of any being.
Witchcraft & Wizardry
Witchcraft & Wizardry is the techniques and spells that primarily relies of the use of wands or staffs to channel the magic.
Vampire Magic is the techniques and spells created by ancient vampiric mystics. These techniques, which mostly revolve around blood and shadows, are rare today, but are still used by many Narkpiors and a number of vampire mages.
The Forbidden Arts, sometimes erroneously synonymous with the Dark Arts, are spells and enchantments that are so powerful or dangerous (or "dark") that they are labeled "forbidden."
Such spells that are labeled forbidden are often so powerful that 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 effects 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 authorization to use them, but rare exceptions can be made in event of emergency (typically life & death emergencies).
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: Necromancy and Viralmancy are such examples.
A familiar is an animal that has bonded with a magic-user, either natural or through magical invocation. Familiars can serve a mediums when trying to perform a ritual, or as a sort of emissary on behalf of their master. In the latter case, the mage can send their familiar to scout ahead, seeing the situation through the eyes of their familiar, or they will meet with a targeted person and the master will speak to the intended through the familiar.
Familiars can be any animal, but some are more popular than others, cats, birds, or rats being a few examples.
Magic can be cast with a wave or specific movement of one's 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. Tools are also mainly used because some people simply can't cast magic without one.
Wands and staves are the most common tools, 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.
Magic tools often, but not always, have a gem or crystal attached to them. Gems and crystals have an have an augmentation effect on magic, enhancing the potency of the magic passing through the tool as the spell is cast, making the spell more powerful.
A recent invention is the ability to merge a magic tool with a weapon, such as slipping a wand into a hollow portion of a sword's hilt, allowing a magic-user to fight and cast spells without leaving themselves unguarded. Some warrior magic users even fashion weapons, like swords of shields, into tools to channel magic.
Some magical tools are permanently enchanted to give certain effects, becoming powerful magical objects in their own right. These types of magical items are often given names and are sometimes used as weapons of war. (see Enchanted Items below)
A Magic Seal is a hand-drawn diagram used to cast certain types of spells. The actual appearance, size and shape (circles, squares, triangles, stars, etc.) of the seal varies by culture and/or what the seal is being used for. Magic Seals can serve as portals to summon extra-dimensional creatures. Magic Seals are often drawn with chalk but they can be created with any material, such as with one's blood (this example constitutes blood magic and is often frowned upon). If the caster is lacking any material, the seal can as scratched on surfaces with rocks or drawn in the dirt. Depending on the spell, some magic seals are actually required to be drawn with a certain material to have any affect at all. Also, some magic seal spells are so powerful that they require multiple seals, usually arranged in a certain way or sequence, to work.
Wandlore is an ancient, complex, and mysterious branch of magic, dealing with the history, abilities, and actions of wands and staves, quasi-sentient magical tools used by many magics to cast spells.
What makes wands and staves quasi-sentient is the magical substances used as cores. The core is what gives the wand/staff 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/staff chooses the wielder.
Spell Books, sometimes 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 mages with ill intentions, in attempts to become more powerful. Several magical wars have even been fought over these particular books, often 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. Other times the books were simply hidden away while a rumor stating it was destroyed was spread, saving the knowledge for future generations with better intentions.
Some spell books have multiple copies spread around the world. At first spell books were only one of a kind, and that remains the case with some books today. But as time went by, certain spell books became so prestigious it became necessary to copy the tomes for use elsewhere. The original copies of the books, if they still exist, are normally kept where they were originally written.
Prominent Known Spell Books
- Books of the Althaluth: The books detailing Ashkhas Magic.
- Book of Ramal: the Book of Sand.
- Book of Nar: the Book of Fire.
- Book of Zujaj: the Book of Glass.
- Scrolls of Heka: A set of scrolls detailing magic techniques of Kemetan origin. They were allegedly written by the Kemetan God of Magic, Heka, himself; but this is disputed, and repudiated, by many magical philosophers and historians.
- Arcanum de la Miezul Nopții: A vampiric tome also known as the Book of Midnight. It details techniques used in Vampiric sorcery.
- Books of Elementa: sacred books of detailing base Elemental Magic, which have been translated into various languages.
- Book of Ver: the Book of Spring, detailing Earth Magic.
- Book of Aes: the Book of Metal, a book within the Book of Ver, detailing Metal Magic.
- Book of Arena: the Book of Sand, a book within the Book of Ver, detailing Sand Magic
- Book of Herba: the Book of Plants, a book within the Book of Ver, detailing Plant Magic.
- Book of Lignum: the Book of Wood, a book within the Book of Herba, detailing Wood Magic.
- Book of Fungi: the Book of Fungus, a Book within the Book of Herba, detailing Fungus Magic
- Book of Aestas: the Book of Summer, detailing Fire Magic.
- Book of Autumna: the Book of Autumn, detailing Wind Magic.
- Book of Hiems: the Book of Winter, detailing Water Magic.
- Book of Frigus Glacies: the Book of Cold Ice, book within the Book of Heims detailing Ice Magic.
- Book of Navitas: the Book of Energy, detailing Electric Magic.
- Book of Noctis: the Book of Night, detailing Shadow Magic.
- Book of Sol: the Book of the Sun, detailing Light Magic.
- Book of Speculo: the Book of Glass, detailing Glass Magic.
- Book of Ver: the Book of Spring, detailing Earth Magic.
- Arcanum Sângelui: another vampiric tome, also known as the Book of Blood. A tome of dark blood magic hidden away with its whereabouts unknown.
Enchanted items are magic-infused items that grand the holder a variety of abilities. The concept of enchanted items rose from magical tools such as rings and books. These are different from magical tools, which have no magic on their own and are just a way for magic-users to channel their magic. These are permanently enchanted to give certain effects, becoming powerful magical objects in their own right. These types of magical items are often given names and are sometimes used as weapons of war.
Enchanted items are supposedly a way for non-magic-users to perform magic when they are normally unable to, but other items are enchanted for the purpose of having a constant effect. For example: an item that has been enchanted with a good luck charm will give good fortune to whoever holds it, or a spell book that has been infused with magic in its pages, and more than just words, will allow a non-magic-user to cast the spells within, but the effects are supposedly not as powerful as they would be if a magic-user used them.
Known Enchanted Items
- Crepuscul: an ancient Zedylrian steel sword.
- Rykardiac's Archaic Book of Records: an ancient magical tome listing remarkable achievements throughout history.
- Seishitsu: an ancient Zedylrian steel katana.
Magic Stones are natural certain rocks, minerals and crystals that are naturally infused with magic without any prior enchantment, and grant a magical effect to the holder. Most are gemstones, and, unlike Sorcerer's stones, which are synthetic, these magic stones are natural occurring in nature, but are very rare. They are also quite dangerous to the untrained hand, as mishandling a magic stone can result in death or permanent ill-effects to the victim.
Known Magic Stones
While magic stones are rare, most are very average in power and are discarded quickly enough. But, some others are very powerful and grant godlike effects, earning them names.
- Heart of Alfheim: a large opal that is said to be the source of Alfheimish fairy magic. It is currently stored in the city if Okeypian, the unofficial "capital" of the Neutral Zone.
- Ziran Qiu (自然球): a trio of spherical jewels, each about 8㎝ in diameter, originally found in various locations around Marlakcor. They're also called the Orbs of Nature. The jewels have changed hands several times throughout their history as a result of various circumstances, usually war. Only thrice in recorded history have all three been in the same place at once. The current whereabouts of two of them is unknown.
- Liming zhi Yan (黎明之眼): A spherical ruby originally found in a volcano in central Liao, also known as the Eye of Dawn. It grants the holder a massive boost in fire magic capabilities. The jewel changed hands several times as a result of several circumstances, but its current whereabouts are unknown. The circumstances of its disappearance are vague, but its last confirmed sighting was during last years of the Xiu Dynasty. Reliable records confirm that it was used and changed hands at least four times during the civil war that led to the rise of the Ting Dynasty and the overthrow the Xiu; but before Ting even claimed victory, the jewel vanished.
- Haiyang de Xinzang (海洋的心臟): A spherical sapphire originally found in Shayuwei Dao, also known as the Heart of the Ocean. It grants the holder a massive boost in water magic capabilities and control over the waves. Its current whereabouts are unknown, and the jewel changed hands several times as a result of several circumstances, but it was last held by Zhonghua and its last confirmed sighting was during the Roman Invasion. Reliable records confirm that is was used against the Romans in the war, but it vanished during an early naval battle. The most widely accepted theory regarding its disappearance was that it was dropped into the sea and sank to the seafloor when the ship it was on was set upon by the Romans.
- Conglin zhi Hun (叢林之魂); A spherical emerald originally found in northern Jingling, also known as the Soul of the Jungle. It is currently in the hands of the Yamato Empire. The jewel changed hands several times as a result of several circumstances, but Siam held it by the time of the Yamato Invasion. Siam initially used it against the Yamato during the war, but turned it over to Yamatai as part of the final peace deal.
- Nanatama no Magatama (七魂の勾玉): A set of seven carved magatama jewels, each carved from jade, that reside the seven separate shrines around Hinomoto, including one in the capital. They are also known as the Jewels of Seven Souls. Each supposedly holds unbelievable power on their own, but together make the holder invincible. They are so powerful that they're to be feared of falling into the wrong hands, and so their usage is legally forbidden, and even removing even one of them from their resting place unauthorized is deemed a crime punishable by death. The only exception to this law is if the Saikōjūsō gives permission to use them.
- Storm Stone: A fist-sized quartz crystal that grants the holder limited control over the weather.
Schools of Magic
In the beginning of the practice of magic, magic-users are mostly self-taught, as there were few, if any, masters to teach them, nor was their any single way to learn anything. 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: Located in, and run by, the State of the Order of Ravencroft.
- Daingean Academy of Magic: Located in Hibernia and run by the Mystic Order.
- Firtzharding's School of Witchcraft & Wizardry: Located in the Kingdom of Britannia.
- Rioclyier Academy of Magic: Located in, and run by, the Confederation of Czi'kolgyar. Founded by the Enneamagi.
- Rondar Magic Academy: Located in, and run by, the City of Rondar.
- Saint Fleur's Academy of Magic: Located in the Kingdom of Soleil.
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
Notes & Trivia
- The term "Mana" is the common term of internal magic in Eurodon, the Eurodian colonies, and mainland Aquilonis, everywhere else uses the term "Qi" or a similar term.
- "Nexus" is a Latin word that means "the act of binding together" or "bond" which today also means the "center" of something, to describe Nexus Points as major sources of magical power given off by Ley Lines.
- Nexus is also a synonym of the terms "network" and "hub," which also describes Nexus Points as the source of a network of Ley Lines
- Most spells often simply require chanting an incantation of one, two or three words. But other types of spells require a long chant that can takes minutes to complete. The longest known spells have over two hundred words in the chant.
- Elemental magic is completely separate from Soshijutsu, which is the telekinetic manipulation of the physical elements, fire, air, water, and earth.
- Metal Magic, and Sand 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.
- Even though plants come from within the earth, Plant Magic is considered separate from Earth Magic.
- Wood Magic and Fungus Magic are considered branches of Plant Magic. While wood comes from trees, which are plants, they fit the category to a tee; but, fungi are not plants, and therefore don't accurately fit into the category. Fungus magic is only placed in the category of Plant Magic for simplicity sake.
- Glass Magic, while considered a separate element, is actually the combination of Fire and Sand Magic, a 1×1=1 type of magic (if that even makes sense).
- While Necromancy involves "reawakening" of the dead, no measure of magic in the mortal world can bring the dead back to life. Such magic is a gift only a god can grant, but they are rarely, if ever, so generous, and the price for such magic is very steep; so steep that it's often viewed that the gift simply isn't worth the price. The price of truly returning someone to the world of the living is to sacrifice the life of another, a bargain very few would be willing to make – often only the most desperate, or the most evil.