Categories of Magic
Magic in A'arde is divided into Categories, or "Types", which are determined by the type of Dunamis that they require in order to work. The Category of Magic that spellcasters have access to through their Mana System determines the kinds of Vocations they have access to, as well as they types of spells they can cast.
The Categories have been established since the Age of Arcana, where they were finalised and recorded by the Gnomish Archmage, Kaia Adamis, from the Tower of the Higher Arcane. While the Tower was destroyed during the Fall of the Flying Cities, Archmage Adamis' work survived through various tomes kept in secret collections.
Magic is Categorised into Standard and Non-Standard Forms. Standard Categories generally refer to types of magic that can be utilised through typical spellcasting and/or ritual casting. These Categories do not require any specialised skills to utilise, outside of the ability to cast magic through some means, and they form the basis of almost all the spellcasting Vocations or Vocation Paths within the Material Plane. Non-Standard Magic Forms are rare types of magic that can only be utilised in very specific circumstances or through training with additional skillsets. Some of these forms are not even available for Mortals to wield, as it would tear the Mortal body apart.
Standard Categories
Arcane
The most prominent type of magic, Arcane Magic is associated with Arcania, A'arden Goddess of Magic, and features heavily in the workings of Mages, Sorcerers, Bards, Artificers and Witches. It utilises the Dunamis of the Arcane Weave, Arcana, as its derivative power. As the most prominent type of magic, it is the easiest type for most people to use outside of a Calling, and is the default type that Innate abilities utilise if they are otherwise not inclined toward magical Vocations.
Sylvan
The magic most often associated with Sylvanus, Sylvan Magic is most often referred to as “Nature Magic” and is the most widely used magical type by Non-Sapient entities, such as Magical Beasts. It is the power that flows through the circle of nature, and is believed to be a derivative form of Elemental Magic that achieved balance, possibly through its contact with the more ordered entities among the Ancients. Sylvan Magic utilises the Dunamis of the Sylvan Weave, Sylvana, and is predominantly the magic of Druids and Rangers, though some Witches also use it in their workings.
Divine/Holy
Divine Magic is everywhere, regardless of whether it can be seen, and is considered the Magic of Faith. It symbolises the presence of the Gods themselves upon A’arde and beyond, and allows people with sensitivity to it to sense the Deities and their will. Those with a Calling of Cleric or Divine Paladin will be granted the use of Divine Magic through their Faith, and others may be bestowed with magical abilities through Divine Blessings. Divine Magic uses the Dunamis of the Divine Gratuity, simply known as Gratis, though access to Gratis is often dependent on pleasing Divine entities and can be easily revoked should a caster anger or disappoint a Deity.
Elemental/Primal
Elemental magic is a raw form of Sylvan Weave that taps into the inherent power of the four prime elements: fire, air, earth and water, as well as the six combined elements: lightning, ash/dust, ice, ooze, magma and steam. Users of Elemental magic often find they lack the finesse to engage in subtle spellcraft, but they are often able to tap into potential within the elements that cannot normally be harnessed. Most users of this kind of magic are Druids and Elementalists, though some Pact Keepers with elemental contracts can also utilise it. Elemental Magic uses Dunamis that leeches through from the Elemental Planes, known as Primis.
Spiritual
Spiritual power is different from the magics described above. Rather than being an external, ever present energy in the invisible world, it is instead a raw power within the self. Spiritual power can be developed and trained to give impressive abilities; it proves the sheer force of Will of the individual by drawing internal energy outward and projecting it into the physical world. This type of magic utilises energies known as Qi or Aura (not to be confused with a magical Aura), which develop within a Dunamic System known as a Spiritual Core. The most common users of Spiritual magic are Non-Divine Paladins and Spiritualists.
Psionics
Psionics is a rare and aberrant magic; it comes from a place beyond the Material Plane known as the Far Realm, and specialises in abilities of the mind. Psionic power is an entity that is only present within certain individuals; it cannot be gained or transferred except by symbiosis. Telekinesis, Telepathy, Empathy, Precognition and Ergokinesis are just a few of the abilities associated with it. The Dunamis of Psionics is known as Psyche, though little is known about how it manifests in the world outside of Psionicists. It is believed that tendrils of Psyche leak into the Material Plane from the Far Realm.
Chronurgy
Chronurgy is another rare form of magic that utilises Chronus, the Dunamis of Time itself. Chronurgy deals with potential and possibilities, making use of the theory of diverging timelines to take “wasted” or unused potential and convert it into something tangible and useful. Chronurgy can be taught and learned, but it is easiest to pick up when someone has been touched by the echoes of, or a divergence in, time itself. Some bloodlines are born with the inherent ability to manipulate Chronus, though this is often in minor ways, such as reversing the wilt of a cut flower bouquet.
Metatithemi
Created from Chaos acting upon Elemental and Weave magics, Metatithemi is a magic that allows users to bend, or even break, the base rules of magic. The Dunamis of Metatithemi is known as Allagi, and is created when the energies of Arcane, Sylvan, and Elemental magics overlap, creating a Burst. This Burst then creates its own fine ribbons of energy, allowing the transmutation of elemental energies from one type to another. While this type of magic can be learned, it must be introduced and infused into a potential user by another, and therefore cannot be learned from books.
Non-Standard Magical Forms
Runic Magic
A method of imbuing magical effects into objects and surfaces using empowered symbols from one of the Runic languages, such as Futhark or Ogham, Runic Magic requires a steady hand, a close attention to detail, and the ability to carve or otherwise draw Runes onto surfaces. Despite it sounding relatively simple, Runic Magic can go horrifically wrong very easily, as many Runes require very specific shapes and positionings to work properly.
Sigil Magic
A more complex form of Runic Magic, Sigil Magic is derived from the concepts of Draconic Magic and materialised into a physical form of magical language. This language is then used to create Sigils, which are able to generate more complicated or specialised effects than Runes. The most common Sigils are three-part, which combine a sequence with a Circle sequence and a Trigger sequence. The more parts there are to a Sigil, the more complicated and difficult to control it becomes.
Blood Magic
Blood Magic is a form of magic that uses the blood and body of the caster as a conduit or limiter. It comes in two forms: Bloodline Magic and Hemourgy, and while it has its place and uses, it is often looked upon with as much fear as it is with respect. As with all magics, Blood Magic can be used to do great good, such as healing or protection, but can also be incredibly invasive, used to control or manipulate others. Blood Magic is rare and considered extremely dangerous when used improperly.
Draconic Magic
A form of magic only usable by Dragons, it utilises mental sigils to cast spells without the need for Components. The Dunamis required to power Dragon Magic can only be found in a Mana Heart; an organ that only Dragons, and some Half-Dragons, possess. It also takes a considerable mental and physical toll, which Dragons are able to withstand due to their impressive resilience and mental fortitude. Half-Dragons often struggle with Dragon Magic, suffering great injury from its use if they attempt to exceed their physical capabilities.
Shadow Magic
A form of magic typically only used by Shadow Fey and beings of Shadow Origin or Concept, Shadow Magic is extremely rare in the Material Plane and requires a potential wielder to form a "link" to Tìr nan Dubhar or one of the other Planes of Shadow, either by visiting it for a prolonged time, or by having that link granted by a Shadow entity. It is not considered inherently evil, merely a reflection of Sylvan Magic, though it is looked upon with suspicion due to its links to death and darkness.
Fiendish Magic
Considered the antithesis of Divine or Holy Magic, it is used almost exclusively by Fiends and can only be wielded by Mortals whose Souls are already forfeit. Fiendish Magic is, by its very nature, a corrupting influence that ultimately drains and depletes Souls upon contact, which is why it can only be used by a forfeited Mortal Soul. Places tainted with Fiendish Magic often have a foul air about them, and leave anyone who experiences such a place with a heavy sensation upon them.
Localization
The Categories of Magic are specifically written with the laws of the Material Plane in mind, and are therefore only steadfast "laws" within the Material Plane itself. While the Categories generally translate well into other Planes, not all Categories are available across all Realms, and thus the details presented may not be true when attempting magic or magical study within other Planes.
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