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Magic is a mysterious force wielded by gifted individuals. It allows the wielder to perform feats that "break the laws of reality" (though it would be more proper to say that magic is also a part of reality which can supersede other parts). Magic is most commonly learned and used in pre-defined forms called "spells".

It is to be noted that the study and categorization of magic itself is a multi-faceted science that is rife with contradictions, as one would expect when one deals with the occult, mysticism and the unknown - it is a realm where theoretics and empricism are both two sides of the same coin, and also the same thing.

As such the primary way to categorize magic is dependant on how magic has manifested itself, and ultimately, functioned. What is listed is what is expected and proven to happen in most cases.

History[]

Many creation myths rely on the fact that the entire world itself was created through magic. Despite this, controlled magic was a rare and poorly-understood ability throughout the early histories of Halann.

Before the Day of Ashen Skies in 1 AA magic was more of a unknowable force wielded by few, and those who did would rely more on longform ways of spellcasting, such as rituals, reagents and the invocation from mythical sources like spirits or the divine. After the Day of Ashen Skies the fabric of magic changed fundamentally, and magic as a whole was more accessible to harness, though still rare. One such reason for this in Cannor was the arrival of the elves, which brought with them the magical bloodlines of elvenkind and the elven style of casting arcane magic.

Arcane Magic[]

Arcane Magic is the most common form of magic throughout the world, and for most, the easiest to learn but also manipulate. The aptitude for arcane magic is largely based off the user's own skill and willpower, though the user's raw power and maximum extent of said power is largely based off their magical affinity, or spark. Whilst other forms of magic can potentially be amplified by magical affinity, it is in arcane spellcasting where it is most prevalent.

The Eight Schools of Arcane Magic[]

The Magisterium currently recognizes eight schools of arcane magic as determined by Garion the Wise.

The eight schools is largely a Cannorian point-of-view on magic, and some places have their own way to look at arcane magic. Still, this does not deter scholars from attempting to categorize other non-Cannorian styles of arcane spellcasting, or even other types of magic entirely (e.g. Divine Magic) under said schools, each with varying degrees of success.

  • School of Abjuration: Deals in spells that protect, block or banish, such as defensive wards. Specialists in this school are called Abjurers.
  • School of Divination: Deals in spells that reveal information, such as scrying or telling the future. Specialists in this school are called Diviners.
  • School of Illusion: Deals in spells that alter perceptions and create false images and sounds, such as altering one's appearance. Specialists in this school are called Illusionists.
  • School of Conjuration: Deals in spells that bring creatures or materials to Halann from another plane, such as elemental servants. Specialists in this school are called Conjurers.
  • School of Enchantment: Deals in spells that affect the minds of others, such as charming or dominating creatures and people. Specialists in this school are called Enchanters.
  • School of Evocation: Deals in spells that manipulate energy or create something out of nothing, such as creating a fireball. Specialists in this school are called Evokers.
  • School of Transmutation: Deals in spells that change an object and its properties into something else, such as turning rocks into gold or shapeshifting into animals. Specialists in this school are called Transmuters.
  • School of Necromancy: Deals in spells that manipulate, create or destroy positive life energy, such as draining someone's essence or creating an undead army. Necromancy is often viewed with intense scrutiny and mistrust. Specialists in this school are called Necromancers.

Other Types of Magic[]

There are various types of magic that can be categorized outside of the Magisterium's schools. Criteria of classification include origin, function and method of spell-casting.

  • Divine Magic: Magic that originates from spell-granting deities or greater powers is classed under Divine Magic. While powerful in its own right, Divine Magic is primarily invoked through prayer or ritual rather than quicker spellcasting seen in other forms of magic, though still possible. Unlike other types, being a caster of divine magic is not a binary concept and works on a by-spell-basis: sometimes spells wont work, or a caster can lose faith or fall out of favour from their divine source, or perhaps gods or fate has decided to not grant them the spell - some have only been able to cast a handful of successful spells in their life. But the opposite is also possible: the powerless could find themselves imbued with sudden divine prowess. Unlike other forms of magic, Divine Magic is more about about invoking and asking for divine aid, rather than the skill of manipulating magic.
  • Druidic Magic: Although thought separate in the past, this is now commonly theorized as a sub-field of Divine Magic. Druidic Magic is largely ritualistic and said to originate from the Fey Realm.
  • Rune Magic: The traditional dwarven form of magic. Rune Magic primarily deals with using runes as words of power, similar to how magic circles can be drawn to control and create magical effects. Runes are usually inscribed onto hard surfaces, but the Veykodan ruinborn in Aelantir have developed magical runic tattoos.
  • Bardic Magic: This is a sub-field of enchantment magic, but has received much attention due to its highly noticeable nature. Bardic Magic is the use of song, dance or artistic performance to channel magic power. Bardic Magic is in turn subdivided into "Colleges" that focus on different uses and performance styles. This form is most famously used by the Skaldskolan skalds, as well as the Seinathíl troubadour Alarian Singkeep.

Limitations of Magic[]

Using Magic to Heal[]

Much to the dismay of many, the ability of magic to heal wounds with a single spell is impossible. Instead, medics must rely on long, laborious and complicated processes. A common analogy is that asking a mage to "heal someone with magic" is like asking them to blow up a fort: they can do it in many different ways, but there's no one-step catch-all method.

Examples of magic used for healing purposes include:

  • Using a fire spell to cauterize a wound
  • Dulling a patient's senses to reduce how much pain they feel
  • Using divination to learn what parts of the body to target during precise surgery
  • Using telekinesis and transmutation to set bones and accelerate bone repair
  • Manipulating liquids to stem blood flow

The only known exception to this is the elf Alaria Lifehand, who was a member of the Remnant Fleet. She possessed incredibly powerful conjuration abilities that she used to truly and swiftly heal people. Unfortunately, she was killed in battle before passing on her knowledge, though some claim her abilities were divinely granted and impossible to learn as since then no conjurer has managed to replicate her abilities.

Using Magic to Create Portals[]

It is known that the precursor elves used magical portals to be able to travel vast distances in an instant. Sadly that knowledge has been lost to time, and is believed to be impossible with our current understanding of magic.

Using Magic for Planar Travel[]

While not impossible, it is considered extraordinarily difficult to do, unless you find an already open planar entrance, such as the Deepwoods, the Domandrod or the Shadowswamp.

Warding on Older Things and Structures[]

Applying spells onto older things, most notably buildings, was a much more difficult feat than on a newly made item or building in construction. This meant that while protective wards, like all magic, was liable to fade over time, it also meant it was harder and harder to keep the wards fresh or the add new wards entirely to protect buildings.

This had two implications:

  • older structures in general like castles were more vulnerable not only due to the advancements of technology, but also due to their wards fading and being more difficult to replace
  • older structures that retain their existing wards are harder to replace or upgrade with new wards. New wards had to be added on top of old structures, which often led to incompatibility and erosion of the propety's protections if the mage was not careful

"All things have a history, and magic remembers such things. As older people had a harder time learning new things, so did structures and spells put upon them." -Royal Wizard Alia, Master Abjurer

Universal Magic Hypothesis[]

While the general belief is that magic can be categorized into different types of magic, by the late 19th century most scholars began to reject the traditional notion of divine and arcane magics, and instead promote a "Universal Magic" hypothesis:

  • Magic is an unknowable force, but the one constant is that it is a energy that can be manipulated and harnessed.
  • The traditional categorizations are arbitrary, and simply man's way to easily explain how that magic or spell is harnessed, utilized or cast in the first place.
  • There are many sources of magic. It can be granted by others who wield the power (from personal imbuement, blood or otherwise), it can be gained from objects imbued with the power, and most importantly, it can be gained from pure will and conviction of the individual.
  • Most if not all gods are false, but merely beings of magical power. These beings of great power however can share their powers with others, permanently, temporarily or contractually (as in warlock pacts) or as a fleeting blessing or favour (as in divine prayer)
  • Magic is finite, and whilst most magic is in a circular loop and once spent simply moves elsewhere, certain actions such as that related to black damestear is slowly reducing the magic across the cosmos.

Ravelian True Source Hypothesis[]

The Ravelian Church uses a variant of this hypothesis in their research on the God Fragment. Ravelian scripture portrays the God Fragment as the last essence of a One God and claims that the 'True Source' is in fact this One God, making magic inherently divine in nature. During the Fourth Ravelian Debate, the church also claimed that the God Fragment was created by the precursor elves destroying God. Additionally, the ability to control and wield magic is supposedly the last of a long line of sins against God.

Biology[]

Effects of Arcane Magic[]

Arcane magical affinity has a direct impact on the biology of the individual. Powerful mages commonly live about a decade longer than their ordinary peers, even without the assistance of specific anti-aging spells. Magical potential is also strongly linked to a decrease in fertility.

The Spark, or Magical Potential to Cast Magic[]

One must activated the so-called 'spark' (also known as being 'connected', or 'corded' as per the term Discordance) to be able to wield and harness arcane magic in the first place. No amount of years studying wizardry can alter this, one either has the spark or does not. Would-be mages can have different magical potential too, some may have a great deal of raw magical power, whilst others may only be able to cast minor cantrips for most of their life.

The origin of said spark is varied and often unclear. Some have been said to be imbued with magical powers from mystical sources, others attribute it to the individual's personal willpower alone (and thus, for example, crossing some sort of 'mental/spiritual barrier' to unlock spellcasting), or one's soul or spirit being magical, but the most popular origin is the concept of sorcerous bloodlines - inheriting said spark due to one's lineage, which at some point or the other has been touched by magic. A 'common' sorcerous bloodline is that of the draconic bloodline, where one's ancestor had previously mated with dragons. For humans, this was likely in proxy via elven ancestry, due to the precursor elves' long enslavement under the draconic scions.

Blueblood Theory[]

The Blueblood Theory officialized the theory under science and empiricism, proposing that magical potential is inherently an ability that is passed down via genetic inheritance. Simply put: the stronger the magical affinity of one's bloodline, and ideally, parents, the stronger the affinity will be for the child. As such, many prestigious magical bloodlines have been preserved throughout the century, and it is a clear fact that powerful mages make even more powerful children.

The theory originates from the fact that those with abnormal amounts of magical potential can have visually blue blood if viewed under a specific detecting spell. On the years leading up to the Blackpowder Rebellion the magical aristocracy of Anbennar were referred to by the term 'blueblood'.

Despite this, supporters of the theory concede that it is not a total explanation. It is not uncommon for children of powerful mages to have no magical skill at all, nor for random individuals to discover latent magical ability despite having no familial history with the art, which gives validity to the alternative imbuing origin of the magical spark as opposed to a bloodline.

Floodborn[]

The unique phenomena started by the Crimson Deluge led to the creation of the Floodborn, which caused mages born in Escann to surge in raw magical ability in those born. The caveat was that the Floodborn were consistently beset by an affliction known as The Drowning, which often coincided with heavy rains of the deluge. This caused mages to go unconscious and for their lungs and body to magically fill up with water and other foul fluids, and it was up for the unconscious mage to use their innate magical willpower to stave off and survive the attack.

This caused three things:

  • Escann, from the Deluge onwards, had a greatly lower population of mages (as most would die due to the Drowning, often during childhood)
  • Any mages that survived the Drowning would be known as Floodborn: mages known for their extraordinary raw magic potential
  • The rise of the Witch Kings Era which saw Floodborn take over many of the kingdoms of the region. Many of these Floodborn would have been noble scions, surviving the Drowning due to aid only monarchs could afford.
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