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Magic is a part of life in many places of Qirsyllviar.

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.

Basic Principals[]

  • 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 Qirsyllviar 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.
    • It is also believed by some that one's status as a virgin or ex-virgin plays a part in one's potential and abilities as a magician. Those who believe it believe that a virgin, one who has remained chaste, has stronger potential when it comes to magic. This, however, has never been proven or disproven.
  • 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.

Arks[]

All spells require a certain amount of magic power to cast. This amount of magic power is measured in "Arks."

Term Equivalent Arks Notes
Submultiples
Nanoark one billionth of one ark the weakest or most simplistic spells often require just one or two nanoarks of magic.
Mircoark one millionth of one ark
Milliark one thousandth of one ark
Multiples
Kiloark one thousand arks
Mega'ark one million arks, or one thousand kiloarks
Giga'ark one billion arks, or one thousand maga'arks
Tera'ark one trillion arks, or one thousand giga'arks The most powerful spells can require up to ten tera'arks of magic to cast.

Spells and rituals requiring ten or more tera'arks of magic to cast universally are viewed as raw power in themselves and thus are mostly labeled forbidden unless they are for emergency.

Magical Titles[]

Users of magic have a variety of titles that are used depending on their proficiency or preference.
Title Notes
Masc. Fem.
Enchanter Enchantress Most often associated with magicians 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 magicians proficient in elemental magic, but applies to other types as well.

Plural is either Mages or Magi.

Mage is actually the most commonly-used term for magic users in general.

Magician At one time the blanket term for magic users in general, but has long-since fallen out of fashion.
Mystic
Sage
Seer Used for practitioners of divination.
Shaman Most often associated with undeveloped tribes.
Sorcerer Sorceress Often reserved for the most powerful of magic users
Warlock Witch Warlock, and thus the term Warlockry, is most often associated with magicians proficient in dark magic, but not always so.
Wizard The terms for practitioners of Witchcraft & Wizardry, but are often the blanket terms of magicians in certain parts of the world, in particularly Soligaia and the Soligaian extracontinental colonies.

Different terms are used depending on culture or profession. Particularity powerful magicians, 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.

Another honorific that is sometimes added to titles is "Dark." This honorific is reserved for magicians who use magic for ill or evil.

Sources of Magic[]

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

Internal Sources[]

All beings contain an internal source of magic, in which case it is called Mana, Qi, Ki, or, less commonly, Quintessence. The terms, and other similar ones, vary according to languages and cultures, as well as philosophies towards magic.

Internal magic builds up into an intangible reservoir within the body, referred to as a "Sancaya," and it's tapping into this that allows one to use magic safely. Since this form of magic comes from within, it's limited and will render the user incapacitated if overused, and mana needs time to rejuvenate after prolonged use. On average a sancaya typically has a max capacity of five hundred kiloarks of magic, but more skilled mages can increase this capacity. On average a mage can increase their sancaya capacity to anywhere between one mega'ark and fifty giga'arks of magic, but the most powerful and/or skilled of mages can have a capacity of one tera'ark of magic, but the latter is extremely rare.

However, not everybody has a Sancaya.

What's more, the sancaya acts as a shield prevent a magician's very life force from being drained. If a magician continues to use their internal magic without letting it replenish, or if a magician without an sancaya tries to use their internal magic, then their very life force is drained. Overuse often results in the death of the magician.

External Sources[]

External sources are used by magicians who can't tap into their internal magic without draining their life force: I.e. such as when a spiritual block locks their sancaya, their sancaya is empty, or they simply don't have an sancaya. Users of external magic draw it from one of a few outside sources: the very air of Qirsyllviar, 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 Qirsyllviar is the hardest source to tap into, and so the majority of magicians either don't or can't. Only the most talented of magicians are capable of tapping into the magic in the air around them.

Another external source of magic is a Philosopher's Stone (see it in the Alchemy section below).

Magicians can also refill their sancaya using external sources, but this is very inefficient. Only a small amount is refilled at a time, and doing this drains a magician's life force the same way using internal magic without a sancaya would. Thus it is only done if a magician is very desperate.

Ley Lines[]

Ley Lines are intangible vein-like rivers of concentrated pure magic that act as magic reservoirs to magicians 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 magicians 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.

Nexus Points[]

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 in all directions like the roots of a tree. The exact number of Nexus Points across Qirsyllviar 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 cities of Garvis and Rondar are famous examples.

Saityroe's Comet[]

Saityroe's Comet is an orange, three-tailed celestial object that that regularly passes by Qirsyllviar 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 Qirsyllviar have their powers increased a hundred fold.

Types of Magic[]

Magic comes in many different forms for many different purposes.

Alchemy[]

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 abjaksan, and remains actively studied and practiced in the 46th century ᴘᴄᴢ.

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.

Philosopher's Stones[]

A Philosopher's Stone is a magical substance created through alchemy. Philosopher'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 Philosopher's Stone is the ultimate dream for any alchemist.

A Philosopher'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 Philosopher's Stone is also capable of temporarily draining magic from nearby sources, such as Ley Lines or from other magicians. 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 Philosopher's Stones is kept at a minimum. As of the 46th Century ᴘᴄᴢ, only three are known to exist.

Spagyric[]

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[]

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.

Battle Magic[]

Battle Magic is any spell used for combat.

Calculimancy[]

Calculimancy is magical property of numbers and a crucial form of magic. More mathematics are involved in Calculimancy than any other branch of magic. The general principal is that every number is a unique power in itself, getting stronger with each ascending number. Magicians learn calculimancy in order to control how much power they use, as mastery of it allows them to control just how many arks they use when casting a spell.

Magical Banking[]

Calculimancy is also used by banks in modern accounting and economics, as the proper use of it allows the maintenance of thorough and perfect financial records, which banks employ to great affect to root out any financial fraud, embezzlement or withholding of payments.

Charms[]

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.

Charm types include:
Charm type Description
Animation 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 also known as Invisibility Magic or Kryptomancy, are a type of charms used to conceal presence or render something invisible, partially or completely.
Containment also known as Cytomancy, are a type of charms that involve the restraint 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 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 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[]

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 in the first place, and thus the futures seen or known may not be the one you end up with later.

Another common issue with jumping around the time continuum is that clothing unfortunately does not go with the time traveler. No one knows why, but clothing simply doesn't go along with the traveler when they attempt to jump from one time to another.

Communication Magic[]

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-magicians 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.

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. 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.

Types of Dark Magic include:
Magic Type Description
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 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.

Disguise Magic[]

Disguise Magic, or Occultomancy, is a type of magic used to mask the caster's true appearance from others or otherwise hide in plain sight. Occultomancy comes in two forms: glamor and shapeshifting. Glamor is a disguise using illusion while shapeshifting changes ones appearance physically. The former type is the general preference since it's safer, while shapeshifting is not due to it's dangers, particularly the fact that shapeshifters can end up stuck in their new form forever if the spell goes wrong.

Illusionary glamor is restricted to spellcasting, while shapeshifting can be done with potions.

Divination[]

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 chronomacers 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 abjaksan of Maritymir. One of her visions, of a girl weeping over a dead body, came true at the conclusion of the Siege of Côte-Neigeuse, when Princess Suguha of Yamatai cried over the body of her deceased father.

Elemental Magic[]

Elemental Magic revolves around the manipulation of the Qirsyllvian 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 Qirsyllvian 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:
Element Discipline Sub-elements (if any)
Element Discipline Sub-elements (if any)
Element Discipline
Fire Pyromancy n/a
Wind Aeromancy n/a
Water Hydromancy Ice Cryomancy
Earth Geomancy Metal Ferromancy
Sand Ammomancy
Plants Chloromancy Wood Xylomancy
Fungus Mykitamancy
Electric Electromancy n/a
Light Illucemancy n/a
Shadow Skiamancy n/a
Glass Vitrumancy n/a
Notes
  • Pyromancy is one of the more popular form of elemental magic, mainly because of it's offensive capabilities.
  • Earth has more branches than any other element of elemental magic.
  • Glass magic is technically a combination of fire magic and sand magic.

Healing 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[]

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.

Sound Magic[]

Sound Magic, also known as Tyrvimancy, involves manipulating sound. Users of sound magic can take away their opponents hearing for short term or blast them away with powerful sound waves.

Nullification Magic[]

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[]

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 Qirsyllviar).

Summoning Magic[]

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[]

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 Qirsyllviar.

While mages can use teleportation spells to send themselves and other people around Qirsyllviar without warpstones or Gate Portals, it isn't a very popular method for a couple of reasons. The teleportation can go horribly wrong, and the people being transported can end up in the wrong place, or wind up with missing body parts that ended up transported elsewhere. Even when the teleportation doesn't go wrong, a known limitation with spell-based teleportation magic is that in the vast majority of cases (around 85% of them) the clothes of the person or persons teleported don't get sent with them, leaving them naked when they arrive at their destination. Very, very few people pay no mind to this, often because they train their emotions to resist shame.

Transformation Magic[]

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

Potions[]

See also: Qirsyllvian Materials & Substances#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. 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.

Magic Techniques[]

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.

Alsihr Tiraz[]

Alsihr Tiraz (السحر طراز) is the term/phrase for the techniques and spells used by Ikaj mages. The form involves the manipulation of the three Ikaj elements, Fire, Ice & Lightning. 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 Ikaj Din religion as the al-Thaluth, and is now primarily used by Southeastern Aquilines.

Celestial Force[]

Celestial Force, also known as Celestialism, Sacred Magic or Magic of the Gods, is the practice of calling upon the powers of the divine to cast magic. These forms of magic techniques are mostly practiced by the various denominations of Septifidelity. Practitioners also highly covet the power of Saityroe's Comet, which passes by one every 40-46 years.

Demonic Magic[]

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[]

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.

Fae Magic[]

Fae 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.

Majutsu[]

Majutsu (魔術) is the techniques and spells used by Genjin mages. Unlike western magic users, who focus their magic through a tool such as a wand or staff, Majutsu practitioners cast magic by performing various hand-signs, called Fū-te (封手/seal of hands), in specific orders to focus and manipulate their ki for the task. The number of Fū-te required for a spell varies, ranging from just a single sign to as many as fifty.

Majutsu comes in three forms:
Level Description
Tei-Majutsu
低魔術
Relatively basic magic that can be used for mundane things and require little magic and effort. It is the first level of magic taught to budding Genjin mages.
Chukan-Majutsu
中間魔術
The more harder spells, and is where most manipulation and combat spells are classified. Even healing magic is classified as kijutsu.
Kosho-Mujutsu
高尚魔術
The most advanced magic. It involves almost manipulating reality itself and uses so much magic that more than half of the known spells are labeled forbidden or for emergency use only.

Dark magic in Genjin culture is referred to as Kokumajutsu (黒魔術).

Mermagic[]

Mermagic is the techniques and spells employed by merpeople to cast magic. Mermagic is mostly based around water.

Mofa[]

Mofa (魔法) is the techniques and spells employed by Wan mages. Mofa is qi-based and primarily revolves around the five Wan elements: Fire, Water, Earth, Wood & Metal.

There are also techniques for other purposes that don't revolve around the elements.

Music Magic[]

Music Magic is an application of sound magic and involves using music to perform magic. This technique of magic is cast mainly using musical instruments, but whistling and singing can be used too. Spells cast with Music Magic typically require a specific instrument along with a specific score of notes, including a correct pitch. More powerful spells have longer scores, and it's for this reason that Music Magic is difficult to master. A wrong note or pitch can cause a miscast that can be dangerous.

Instruments used to cast Music Magic include ocarinas, pipes, flutes, drums, harps & more, depending on culture and other factors.

Qi Magic[]

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, Tarak, and parts of eastern Aquilonis, but other races have mastered the craft as well.

Sacred Magic[]

Inscribed in ancient tomes, Sacred Magic, also known as the Heavenly Force, Holy Magic, 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 their gods. Devout religious believers, in particular spetifideles, 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.

Wicca[]

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[]

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 nightcrawlers and a number of vampire mages.

Forbidden Arts[]

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, requiring an astronomical amount of arks to cast (somewhere in the neighborhood of ten or more Tera'arks), that they are raw power in themselves; and a miscast often results in the death of the caster and/or the destruction of the surrounding area, sometimes for miles around.

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.

Familiars[]

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.

Magical Tools[]

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 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 magicians 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)

Magic Seals[]

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.

More powerful magicians can instantly create magic seals out of their own magic, but this is limited to only a handful of the most powerful magicians on Qirsyllviar, those capable of leveling land areas up to a thousand miles around if they so desired.

Wandlore[]

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 and the attachment of magical crystals. Cores and stones are 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 or the type of stone attached to them, but the common principle remains the same: the wand/staff chooses the wielder.

Magical Devices[]

Magical devices are a type of magical tools that are infused with long-lasting charms to serve a purpose

Types of Magical Devices include:
Communication
Communication Orbs Communication orbs, often called "Commorbs" for short, are spherical crystal magical devices that allow two or more people holding orbs on the same "frequency" or "channel" to communicate in real time over distances. The effective range of these orbs depends on the strength of the charm on the orbs, and so most often the users on the same frequency/channel are normally in the same general area. Commorbs are normally the size of a fist, but smaller orbs exist. Smaller orbs can be worn on the wrist with a bracelet or as an earring. Larger orbs the size of a large ball are normally kept by private users, but these are limited to two people communicating at once.

Another possible use is one large orb being used as the central communicator between several normal sized ones; i.e. the holders of the smaller orbs can only communicate directly with the holder of a the large orb, while the holder of the large one can communicate with all the smaller ones at once.

Magic Mirrors Magic mirrors are magical devices that allow for face-to-face communication in real time. Mirror sizes can vary from tall freestanding mirrors to small hand mirrors. Unlike commorbs, these devices can only be used between two people at once but have no limited range, as the two users can be on opposite sides of the planet. Basins of water can also serve the same function, but they're not entirely reliable.
Transportation
Flying Staves Flying staves are long stave-like took granted the power of flight. Types of flying staves include broomsticks, ordinary staves, oars, etc. Typically these transport devices are only big enough to carry one or two people at a time.
Magic Carpet Magic carpets are carpets, or even whole tapestries, with the power of flight. Unlike flying staves, carpets are woven directly with magical fibers created by alchemy, with the designs varying by culture.

Spell Books[]

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 insight and 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 in ages past 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 magicians 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 sets of Spell Books
Kutib min al-Thaluth
كتب من الثالوث
The books detailing Ikaj Magic.

History says they were written by the al-Thaluth of magic themselves.

Kitab al-Nar
كتاب النار
The Book of Fire.
Kitab al-Jalid
كتاب الجليد
The Book of Ice.
Kitab al-Barq
كتاب البرق
The Book of Lightning.
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.
Codex Elementum Sacred books of detailing base Elemental Magic, which have been translated into various languages.

A couple of books have multiple parts to them, as some branches of elemental magic are part of a the base category.

Liber ex Ver The Book of Spring, detailing Earth Magics
Liber ex Arena The Book of Sand, detailing Sand Magic
Liber ex Aes The Book of Metal, detailing Metal Magic.
Liber ex Herba The Book of Plants, detailing Plant Magic.
Liber ex Lignum The Book of Wood, detailing Wood Magic.
Liber ex Fungi The Book of Fungus, detailing Fungus Magic
Liber ex Aestas The Book of Summer, detailing Fire Magic.
Liber ex Autumna The Book of Autumn, detailing Wind Magic.
Liber ex Hiems The Book of Winter, detailing Water Magics.
Liber ex Frigus Glacies The Book of Cold Ice, detailing Ice Magic.
Liber ex Navitas The Book of Energy, detailing Electric Magic.
Liber ex Noctis The Book of Night, detailing Shadow Magic.
Liber ex Sol The Book of the Sun, detailing Light Magic.
Liber ex Speculo The Book of Glass, detailing Glass Magic. As Glass Magic is a combination of Sand and Fire Magic, this book can't be learned, or even understood, without first reading through the Liber ex Aestas and the Liber ex Arena.
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[]

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
Name Description Notes
Enchanted books
Akashic Records Also known as the Book of Ages. An ancient magical tome, allegedly predating recorded history itself, that records important events and anniversaries of history, and it updates itself as time passes. It's current whereabouts are unknown, but it is rumored to be stored in the Library of Trinity.

Rumors abound that altering the events recorded in the pages of the book can change history, but this is unconfirmed.

Enchanted books don't fall under the category of spell books, as these tomes are magic items in their own right and don't generally have spells recorded in them.
Rykardiac's Archaic Book of Records An ancient magical tome listing remarkable achievements throughout history, and it automatically updates itself when the records are broken. It's current whereabouts are unknown, but it is rumored to be stored in the Library of Trinity.
Enchanted Weapons
Crepuscul An ancient Zedylrian steel sword infused with godlike magic.
Seishitsu An ancient Zedylrian steel katana infused with power over the elements.

Magic Stones[]

Magic Stones are certain rocks, minerals and/or crystals that are naturally infused with magic without any prior enchantment, and grant a magical effect to the holder. Most are gemstones, and, unlike Philosopher's Stones, which are synthetic, these magic stones are natural occurring in nature. 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.

Most magic stones are a dime a dozen, are very average in power and are discarded quickly enough. But, some rare others are very powerful and grant godlike effects, earning them names.

Known Magic Stones
Name Description
Heart of Alfheim A large opal that is said to be the source of Alfheimish fairy magic, though many Alfheimish magic philosophers dispute this. It is currently stored in the city if Okeypian, the unofficial "capital" of the Neutral Zone.
Imperial Seal of Tianchao
天朝的璽
Tianchao de Xi
The Imperial Seal of Tianchao is an item carved from a magical piece of purple jade.

It serves as the personal seal of the ruler of Tianchao as a symbol of authority and, not only does the seal make every legal document stamped with it, such as edicts, laws and treaties, legally binding, but the magic also makes the stamped documents indestructible and immune to the passage of time, allowing such things to serve as part of the official record of Tianzu history.

Imperial Seal of Tianchao

Print of the seal.

The seal was first carved during the Mei dynasty, and has since changed hands many thousands of times, division periods being the most common. It was once lost for several centuries after the fall of the Kai dynasty and the advent of the Twenty Kingdoms Period, but was found again with the rise of the Jing dynasty. It was hidden again during the Arslan Conquest of Tianchao, entrusted to several monks by the final ruler of the Man dynasty. Centuries later, long after the independence of the Lin dynasty from Gergazar following the Fragmentation of the Gergazartan Khaganate, the seal was given to Zaltsus Khagan (扎爾特蘇斯卡幹/ᠵᠠᠴᠢᠰ ᠬᠠᠭᠠᠨ). The monks justified giving the seal to the foreign-in-origin ruler due to the fact that he had fully stabilized the empire following a period of weakness that characterized the rule of his predecessors, including the disastrous Lin Invasion of Yamatai, believing he had been granted the Mandate of Heaven.

It is currently in the hands of the huangdi of the Cui dynasty, the current ruling dynasty of Tianchao.

Made of purple jade, it's base is a perfect square, about 5" on each side and 6" tall, and is topped with the four divine beasts, a turtle, tiger, a bird, and a dragon, in that order, circling around an orb. The turtle is on the side where the "top" of the characters are, as if to signify that the documents stamped with it effect everything in the four cardinal directions.

On the bottom are sixteen carved Quanyu characters:
接受天命
天下勳爵
正義規則
消滅邪惡
Jieshou Tianming
Tianxia Xunjue
Zhengyi Guize
Xiaomie Xie'e
Receive the Mandate of Heaven
Lord of the World
Rule Justly
Destroy Evil
Ziran Qiu
自然球
The Ziran Qiu are a quartet of spherical jewels, each about 8cm in diameter, originally found in various locations around Marlakcor. They're also called the Orbs of Nature. No one knows where they came from but most agree that they were all created by the same hands.

The jewels have changed hands several times throughout their history as a result of various circumstances, including war. Only thrice in recorded history have all four been in the same place at once. Tianchao claims to be the rightful owner of the jewels, but the current whereabouts of two of them are unknown.

Taiyang de Yanjing
太阳的眼睛
Eye of the Sun
A spherical ruby originally found in Mt. Xintiao (心跳山/Xintiao shan), a volcano in central Pianpilu. It grants the holder a massive boost in fire magic.

The jewel is the most coveted of the quartet and 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 Hang 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 Tun Dynasty and the overthrow the Hang, but the jewel vanished before Tun even claimed victory.

Tiankong de Huxi
天空的呼吸
Breath of the Sky
A spherical diamond originally found atop Mt. Yangxiao (泱霄山/Yangxiao shan), the tallest mountain in Marlakcor. It grants the holder a massive boost in wind magic. It alone remains in the hands of Tianchao and is a closely guarded national treasure.
Haiyang de Xinzang
海洋的心臟
Heart of the Ocean
A spherical sapphire originally found in Shayuwei Dao. It grants the holder a massive boost in water magic 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 Dongbalian and its last confirmed sighting was during the Solarii Invasion. Reliable records confirm that is was used against the Solarii during 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 (either by accident or deliberately) and sank to the seafloor when the ship it was on was set upon by the Solarii.

Conglin zhi Hun
叢林之魂
Mitsurin no Tamashī
密林の魂
Soul of the Jungle
A spherical emerald originally found in the central region of what is now the Empire of Gaoliang. It grants the holder a massive boost in earth magic.

It is currently in the hands of the Yamato Empire. The jewel changed hands several times as a result of several circumstances, but the Empire of Đế Quốc Mưa held it by the time of the Yamato Invasion.

Đế Quốc Mưa initially used it against the Yamato in defense of their home, but it was captured by Yamatai following the Battle of Sông Xanh.

Nanatama no Magatama
七魂の勾玉
A set of seven carved jade magatama jewels, each carved from a different color of 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 Saikojuso 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 several 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
Name Location Other Notes
Baumblüte Academy Zauberplatz, Starkland One of the few known "women's only" schools of magic. Sister school of Rotholz Academy
Rotholz Academy A "men's only" school of magic. Brother school of Baumblüte Academy.
Académie de Magie Saphir Arc-en-ciel, Gallia A women's only school.
Académie Impériale de Magie Gergovia, Gallia Commonly known by it's initials "AIM," it's sponsored by the imperial government,
Bloodraven Academy of Sorcery Fylgon, Ravencroft Run by the State of the Order of Ravencroft.
Crystallino School of Magic Mirabilis, Solaria One of a number schools that complies with Synkratic Church's regulation on certain practices of magic.
Daingean Academy of Magic Ghlastír Run by the Mystic Order.
La Escuela de Magia de El Dorado Cigoña, Meridiña A less prestigious school. Often gets about three hundred students a year.
Saint Fleur's Academy of Magic Voltigement, Soleil A women's only school.
Scholeio Mageia Elpizeis
Σχολειο Μαγεια Ελπιζεις
Elpizeis School of Magic
Gainos, Keltikos
Kirigaya Magic Academy
桐ヶ谷魔術学園
Kirigaya Majutsu Gakuen
Kirameki (煌めき), Yamatai Also commonly known as Kirimagaku (桐魔学).

Founded and administrated by the Kirigaya clan (桐ヶ谷), it is the best and most prestigious school of magic in Fuso

Rioclyier Academy of Magic Kangario, Czi'kolgyar Run by the Confederation of Czi'kolgyar. Founded by the Enneamagi.
Rondar Magic Academy City of Rondar Run by the City of Rondar. Specializes mainly in Elemental Magic
Chamatkar Academy of Magic
चमत्कार जादू की विद्यापीठ
Chamatkar Jadu ki Vidyapith
Visheshghar (विशेष्घर), Kandrakar One of the best and most prestigious magic schools in central Tarak.
Theowulf's School of Witchcraft & Wizardry Lybláceastre, Albion Founded by Theowulf Seligmann. The best and most prestigious magic school in the Albin Isles.
Al-Jamiea Magic University
سحر ثلاثي الجامعة
Sahar Thulathia al-Jamiea
Buhayrat al-Balurii (بحيرة البلوري), Bialidrak
Wushu Xueyuan
巫術學院
Outskirts of Guangyi, Mozhou Province, Tianchao Founded by Yuan Li (媛麗): styled Meiwu (美物), during the Mei dynasty. It is the oldest and most prestigious academy of magic in Tianchao.
Tianchao Meipai
天朝魅派
Tangzhai, Tianchao A relatively young institution founded during the Jing dynasty, Tianchao Meipai is an imperial-endorsed and funded school.
Loadrion Academy of Sorcery Loadrion, Hylar
Quildrion's School of Magic Orskaydd, Talmyrnia Founded by Quildrion, Emperor Alfrydion's closest advisor.

Magic Guilds & Organizations[]

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

There are any number of magic guilds and organizations scattered across Qirsyllviar that operate independently or in cooperation with each other or local governments. Some national governments actually maintain a government-run magic "ministry", either as a branch of the government or a group subordinate to the head of state/government. Such institutions serve a purpose: the two most common being either maintaining relations between the magic and non-magic communities or to enforce their regime.

Known Magic Organizations
Name Headquarters Leader Other Notes
Order of the Mystics Lybláceastre,Albion Council of Three Founded by Merlin.
Coven of the Triquetra No official headquarters Three High Priestesses
Order of Ravencroft Dewin, Ravencroft Grand Warlock Ruling organization of the State of the Ravencroft Order
Order of Rondar Magic City of Rondar Grand Master Ruling organization of the City of Rondar

Notes & Trivia[]

  • The term "Mana" is the common term of internal magic in Soligaia, the Soligaian colonies, and mainland Aquilonis. In the Great East, the terms "Qi (氣)" or "Ki (気)", which originate from Wanyu and Genjingo respectively, or similar terms are used.
  • The suffix for the measurement of magic power, "ark" is from Hindi (ark/अर्क), one of several words meaning quintessence.
  • Sancaya, the term for a person's mana/qi reservoir, comes from Sañcaya (सञ्चय), a Sanskirt word that means reservoir, collection or pool.
  • "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 without the use of magic.
  • 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.
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