The Basics of Magic

Introduction

Magic, also known as Dunamurgy, Dunacraft, or Manacraft, is the art of influencing the world through the use of predominantly unseen supernatural forces. These forces, while present within most regions of the known Cosmology, are not considered strictly necessary for the continuation of existence within the Material Plane, though they are thought to provide benefits to the natural order and can be harnessed by both sapient and non-sapient entities.

The use of magic as a whole is widespread throughout even the Material Plane, but not everyone can perform nor afford to use it, and despite its incredible capabilities, it has its limitations. For example, if a person is genetically predisposed towards a degenerative condition, Zoiurgy magic could help alleviate the symptoms or perhaps reverse some of the damage, but that degeneration would always return. Massive damage or trauma has lingering effects, and some effects, particularly those that are magical in nature themselves, are resistant to other forms of magic.

Origins of Magic

Prior to the Renewal, magic was not possible within the Material Plane of A'arde, though the adjoining Cosmological Planes were capable of it. It was not until the Primeval Titans invaded the Cosmology that magic became a known phenomenon, and it took the tearing down of the Anti-Magic Curtain by Aegis for magic to become as widespread as it is today.

It is believed that magic originates from a phenomenon known as the Mycorrhizal Network, a term coined by the Fey, though little is truly known about it.

The study and application of magic was believed to have peaked during the Age of Arcana, but the subsequent fall of that Age saw major decline in knowledge passed down.

The Use of the Term "Magic"

The term "magic" is used in a number of capacities in everyday Common; often to describe metaphysical and supernatural effects as a whole, as well as having usage as a catch-all term for supernatural energy, spellcasting, and the impact of these on the natural environment. It is also used as a literary romanticism, particularly when describing something of exceptional beauty. While this use of the term is generally accepted in everyday communication, scholars of the subject often try to encourage more of a distinction between the various terms.

In its technical form, "magic" refers specifically to the ability to manipulate, or the act of manipulating, the supernatural forces of the world, and the effects that these abilities or actions produce. It does not refer to the supernatural forces themselves, which are instead known as Dunamis (or Mana, in everyday Common).

Likewise, the term "magical", when used technically rather than figuratively, is used to describe something that is capable of manipulating supernatural forces in some way. This can refer to both living creatures and inanimate objects, as well as locations, sigils, spells, rituals, and natural phenomena.

The Art of Magic

Magic utilises Dunamis/Mana in order to enact change in some way, shape or form within the world. This includes activities such as healing, creating fire, or even changing the physical form of something. Mana occurs naturally within the world and has many origins, depending on the type of magic that the caster is capable of utilising. The most common form of magic within the world is Arcane, which utilises the Arcane Weave (and thus the energy of Arcana) to influence the world.

Magic is often cast in one of two ways: through innate ability, or through spellcasting. Innate Magic is passed down through the bloodline, and is most commonly seen in creatures that are seen as "inherently magical" (i.e. having the ability to utilise magic without training), including Sapients such as Elves, Dhaoinesìth, and Ginnaya, or Magical Beasts such as Palliate Frogs, Mortifers, and Horned Serpents. Spellcasting is the utilisation of learned magic and does not need to be inherited in order to use it, meaning that "inherently non-magical" Sapients such as Humans, Dwarves, and Bantamfolk are capable of using it, so long as they have access to a Mana Pool.

Categories of Magic

Magic in A’arde is divided into eight Categories (sometimes called Types), which are determined by the source of Dunamis they utilise.

  • Arcane - the most common form of magic that harnesses "law" via the Arcane Weave, associated with the A'arden Goddess Arcania
  • Sylvan/Nature - magic aligned with nature and balance, harnessed through the Sylvan Weave, associated with the A'arden God Sylvanus, the Fey, and other Gods of Nature
  • Divine/Holy - magic bestowed or gifted by the Gods, harnessed through Divine Gratuity
  • Elemental/Primal - the magic of the chaotic elemental powers that assist in shaping the Cosmology, harnessed through Primal Chaos, also known as "the Gift of Khaos"
  • Spiritual - magic formed and materialised from the inner self and the strength of conviction, known as Qi, Aura, or Willpower
  • Psionics - an aberrant magic from the Far Realm, it forms from mental strength and cognitive prowess given power by inherited ability, forceful empowerment, or symbiotic relationship
  • Chronus - the magic of time and potential, harnessed through Threads of Time and Fate
  • Metatithemi - magic derived from contained chaos and change, harnessing a combination of Primal, Sylvan, and Arcane energies to "break" the laws of magic

The differing energies reflect the multitude of ways that magic can be harnessed within A'arde and its Cosmology. While no type of magic is considered superior to any other, some types of magical energy will allow access to abilities and spells that are not present within other forms. As an example, Metathists are able to alter the properties of their spells to change their effects on the fly, such as casting a Firebolt spell but having it deal acidic damage. Other types of magic do not allow this, and new spells must therefore be crafted to achieve the same effect.

It is possible for spellcasters to harness more than one type of magic. A Mage introduced to Psionics through symbiosis with a Psionic creature may gain the ability to harness these kinds of spells, and it is not unknown for individuals to dabble in multiple Vocations to gain access to different kinds of magic.

Spellcasters that utilise different types of magic may harness the differing magical energies to achieve the same effect, while some types of spellcasting are limited to certain types of magic. Healing spells, for example, are predominantly found in Sylvan and Divine magics and are very difficult to imitate with Arcane, while spells that create extradimensional spaces are most often seen in Arcane, Chronus, and Metatithemi magics.

Other Forms of Magic

Some forms of magic do not fall into the Categories listed above, but instead inhabit their own school of thought. These types of magic are often reliant on physical skill, dexterity or resilience, as opposed to true magical prowess or a specific Dunamis of origin. Alternatively, they are so rare they cannot be considered a typical magical tradition, or are exclusively used by specific entities.

These forms of magic include:

  • 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
  • Sigil Magic - a more complex form of Runic Magic derived from the concepts of Draconic Magic and materialised into a physical form of magical language
  • Blood Magic - a form of magic that uses the blood and body of the caster as a conduit or limiter, Blood Magic is rare and considered extremely dangerous when used improperly
  • Draconic Magic - a form of magic only usable by Dragons that utilises mental sigils to cast spells without the need for Components
  • Shadow Magic - a form of magic typically only used by Shadow Fey and beings of Shadow Origin or Concept, it is extremely rare in the Material Plane
  • 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

Classes and Divisions of Magic

Magical spells and effects are divided into Classes and Divisions of magic. The Classes and Divisions of magic allow a caster to identify and classify spells based on their overall purpose and the specific effects they have on the world about them. Some individuals find they have a natural affinity for certain types of spells, and they will thus focus their learning on these types of spells in order to increase their efficiency and power as spellcasters.

The Classes of Magic are Thaumaturgy, Invocation, Diacrourgy, and Conversion. Each Class focuses on a certain aspect of magic that allows a practitioner to focus on areas that they excel. Each of these Classes, except Thaumaturgy, is then divided into three additional Divisions, which allows further specialisation within a Vocation by the addition of a potential Path.


 

 
 

Magic Items and Infusion

Magic Items are created by infusing magic into a premade item, either by Artifice, Runic Inscription, or Sigil Inscription, or by creating an item entirely from scratch and directly infusing magic into the materials as it is made. This kind of crafting often requires both a Craftsman and a Mage to complete, unless you can find an Artificer capable of crafting the desired item.

Manifestation

The manifestation of magic can vary greatly depending on the spell, the type of magic, and the individual casting it. While spells and rituals will often have a set effect or result, though the manner in which they come into effect can vary drastically from caster to caster, with some casters preferring subtle manifestations over showy effects. The results can also vary depending on intent and component variation. For example, a spell that summons spirits will result in different spirits depending on the material component used, while rituals that call out to Gods can read the attentions of different deities depending on the intent of the caster.

Certain types of magic are associated with certain colours, and these can often be noticeable when spells are cast, or when detection magic or artefacts are used. For example, Evocation magic is typically associated with the colour red, Necrourgy with a sickly green hue, and Illusion with pinkish-purple tones.

However, not all spells display visible identifiers, and those types must therefore be identified by their effect on the environment and people, or by the use of detection magic.

Personalisation of Magic

It is not uncommon for magic to take on visual traits that reflect the mentality or personality of their caster, and some casters will actively tweak the visualisations that their spells produce in order to create a specific visual effect. Some of the most famous users of magic in history could be identified simply by watching the form that their spells manifested.

Types of Magical Spellcasting

Innate Casting

Innate Casting is the ability to achieve magical effects without the need for Components, and in many cases, without the need for extensive training. It is most commonly witnessed in innately magical beings such as Elves or Ginnaya, and can be used by these beings even if they do not have a Mana Pool.

Spellcasting

Spellcasting is the act of utilising learned techniques and actions to enact change on the environment using Purified Mana from the Mana Pool. Spells cast in this manner generally use one or more Component Parts; Verbal, Somatic, and Material, and can be cast by any creature with access to a Mana Pool.

Ritual Casting

Ritual Casting is the act of casting a spell without expending Mana from the Mana Pool by utilising the Mana Overflow systems built into the Mana System. Spells cast in this manner take much longer than regular spells, but are incredibly useful if you have time to spare. Because it does not require the Mana Pool, Ritual Casting can be used by individuals who are born without one, though a Weave Channel is still required.

The Art of Artifice

Something of a melding of Engineering and Magical Infusion, Artifice was a long-thought dead school of study from ancient civilisations that saw a new resurgence a little under five hundred years ago. The Graphick were believed to be the last remaining remnants of Artifice, which became a lost form of study at the complete annihilation of the empires that built the Graphick during the Fall of the Age of Arcana. However, the unearthing of the Forge of the Quartet brought about a resurgence of Artifice in A’arde, as some of the forgotten secrets were decoded and taught once more.

While not a type of spellcasting, or even considered a strictly magical artform in and of itself, Artifice does lend itself well as a form of magical study for those who perhaps do not have the Mana Capacity for traditional spellcasting, or who have interests in other art forms outside of magical studies. Artificers are also widely sought by those seeking Magic Items, as they are capable of crafting such objects alone; without the need for an additional Mage or Craftsman.

Localization

Magic is common across all Planes of the Cosmology in various forms, though some types are limited or enhanced depending on location. Additionally, the supposed "Rules" of Magic are not necessarily consistent across all Planes and Demiplanes, with the The Planes of Navia, in particular, having a wide variety of rulesets across the various Levels.

Contents

Type
Metaphysical

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