Magic

Magic has existed since the dawn of existence, it is a mystical, supernatural, and primal force that exists naturally throughout the alterplanes. It interacts with, and changes many aspects of the world, (hence why some places are more "magical" than others).

Sources of Magical Power
Intramural Energies - The mental and spiritual power that Mancers develop for themselves in order to control things like chi, do things like astral projection, and thought-casting, etc.

Ambient Energies - Mancers can tap into this power for many effects, such as elementalism, and mystical energy bolts. By definition, this energy is derived from Magus, the god of magic. These generally involve actual casting of spells.

Extradimensional Energies - Magic that involves invoking mystical energy from other dimensions. As well as summoning extradimensional creatures and beings.

Cosmic Energies - Cosmic energies are vastly unknown, and unused by Sorcerers. It is undoubtedly the most powerful source of magical power. It focuses on controlling cosmic power for various effects, such as manipulating reality, and creating entire universes out of thin air.

Casting Magic
Magic casting is the practice of harnessing various energies to manipulate one or more aspects of reality, as such magic is extremely powerful, and dangerous. In essence though, casting magic is taking a thought and making it real. Magic can be used to achieve many things, such as summoning flames or teleportation, or controlling the weather. Magic can also vary depending on their specific culture as well.

Spells
Spells are magical abilities or techniques used by Mancers in order to manipulate one, or more aspects of reality. At its basest level, the casting of spells is taking a thought, and making it real. Spells, in general are bursts of magic in various quantities, sizes, and power, either controlled, or wild. The casting of spells, for the purpose of better controlling the person's magic, typically requires incantations, various words or phrases. However, more powerful Mancers can cast spells non-verbally. Tools like wands are essential for the casting of magic, as magic is to primal and wild to be focused without something to channel it through.

Preforming Spells
Magic is generally preformed by speaking an incantation, and casting with your heart's full desire. Less skilled wizards often need to repeat or chant the incantation in order to sustain a spell, though more skilled wizards can cast magic non-verbally. Magic can also be cast through spellbooks, staffs, or wands to make it easier to cast, or easier to control, or for the purpose of amplifying the magician's base ability.

Every spell can be divvied into one of ten major categories known as magic classes that dictate the power, difficulty, and/or complication that said spell has. Those being First, Second, Third, Fourth, Fifth, Sixth, Seventh, Eighth, Ninth, and Tenth Magic.

Categorization of Magic
Magic can be categorized into several different types and classes. Magic types are the categorization of spells put into different categories based on the type of magic that the spell is. Magic sc are the categorization of spells based on their power, difficulty, and complication.

Magic Types
Arcane Magic - Arcane magic is a type of magic that involves directly manipulating energy and matter. By using arcane magic, Mancers have preformed feats such as firing blasts of mystical energy, using telekinesis or creating shockwaves.

Elementalism - Elementalism is the practice of harnessing the four basic elements of life, fire, air, earth and water for various purposes, such as creating fireballs, or firing lightning from your hand, or controlling the weather.

White Magic - Also called "light magic", "the pure arts", and "the white arts", white magic is magic that involves the manipulation of pure, and often holy forces. White magic practitioners are extremely rare, as is information on white magic.


 * Exorcism - Exorcism is the practice of expelling or exercising demons, ghosts, or otherwise malevolent spirits from places and/or beings. Exorcism is extremely complicated and difficult. Finding a full explanation of exorcism is exceptionally hard.

Black Magic - Also called "dark magic", "the dark arts" and "the black arts", black magic is magic that involves the manipulation of dark forces. Several types of magic fall under this type, those being; necromancy, darkcraft, blood magic, and goetia. However, it should be noted that black magic is forbidden by the Brotherhood of Wizards, and that all black magic comes with a cost.


 * Necromancy - Necromancy is a type of magic that allows the caster to reanimate and control corpses, whether those be freshly deceased corpses, or skeletons, or somewhere inbetween. It also allows the caster to summon and control undead creatures.
 * Darkcraft - Darkcraft involves the controlling of shadows and pure darkness. Darkcraft allows the user to control dark spirits and at it's height, control wraiths, monsters of pure darkness from the abyss.
 * Blood Magic - Blood magic involves the use of blood, and/or living or dead bodies as a sacrifice to preform powerful and malevolent rituals and spells.
 * Goetia - Goetia, pronounced "go-eh-tee-uh" is a type of black magic that allows the caster to summon demons and other infernal beings. However, certain precautions and actions must be taken in order to control the beings summoned, if these aren't taken, then the demon could be free to do whatever it pleases.

Cerebrism - Cerebrism is the magical practice of manipulating the mind in various ways. Cerebrism can be used to achieve various things, such as telepathy, and mnemopathy.

Divination - Divination is the practice of using various magical elements and components in order to see the past, present, and future. Pyromancy, hydromancy, aeromancy, geomancy, oneiromancy, numerology, ceraunoscopy, astromancy, chiromancy, and gyromancy.


 * Pyromancy - Pyromancy is the practice of divination through means of fire and smoke.
 * Hydromancy - Hydromancy is the practice of divination through means of water and the ocean.
 * Aeromancy - Aeromancy is the practice of divination through means of air and wind.
 * Geomancy - Geomancy is the practice of divination through means of the earth and nature.
 * Oneiromancy - Oneiromancy is the practice of divination through means of dreams and nightmares.
 * Numerology - Numerology is the practice of divination through means of numbers, mathematical equations and probabilities.
 * Ceraunoscopy - Ceraunoscopy is the practice of of divination through means of lightning, thunder and the weather.
 * Chiromancy - Chiromancy, also known as palmistry is the practice of divination by reading a person's palm.
 * Gyromancy - Gyromancy is the practice of divination by spinning or walking around the inside or around the circumference of a circle drawn on the ground, of which is marked with letters of an alphabet.
 * Astrology - Astrology is the practice of divination through means of celestial bodies, e.g. planets, meteors, sun, moons, etc.
 * Astronomy - Astronomy is the practice of divination through means of stars and constellations.

Spatiomancy - Spatiomany is a type of magic that focuses on manipulating space, whether by travelling through it, or disrupting it, among other things.

Chronomancy - Chronomancy is a type of magic that focuses on manipulating the flow of time. Allowing a person to travel through it, see through it, slow it, etc.

Alchemy - Alchemy is an ancient branch of magic that blurs the line between magic and science. It focuses on studying and controlling the composition and structure of magical substances and items. It deals with studying the structure of matter and energy, as well as the four basic elements of life, those being fire, air, earth and water. It's concerned with the transmutation and transformation of matter and energy, as well as studying the laws of nature. Thus, alchemy is closely related to potioneering, elementalism, transmutation, chemistry, technomancy, and artificing. Alchemy is extremely complex and difficult, as such alchemists are very rare.

Artificing - Artificing is the creation of magical items and devices. It deals with the construction and creation of the items, as well as the magical imbuement of the item, of which makes it a "magic item".

Technomancy - Technomancy is the study of magic, and it's relation with machines and technology. Technomancy is most often seen in the form of automations.

Potioneering - Potioneering is the practice of brewing and studying potions and elixirs.

Spell Types
Spells are put into several different types, to better organize the use of them. Click here for a list of spells

Combat Spell - A combat spell is a spell that is used specifically during combat.

Charm - A charm is a spell that changes the original properties of something, or helps someone in some way.

Conjuring Spell - A conjuring spell is a type of spell that creates matter form thin air.

Enchantment - An enchantment is a type of spell that adds magical properties to something.

Jinx - A jinx is a type of spell that is typically used for or as a practical joke or prank.

Curse - A curse is a type of spell used only for the purpose of causing long-lasting, or permanent physical or mental harm, illness or suffering.

Magic Classes
Magic classes are the categorization of spells based on their power, difficulty, and complication. There are ten magic classes, those being; First, Second, Third, Fourth, Fifth, Sixth, Seventh, Eighth, Ninth, and Tenth Magic. The higher the number, generally the stronger the spell is. However, most Mancers cannot preform above fourth magic.

Practitioners
Magic practitioners go by many names, and uneducated folk commonly call a magic caster something they aren't, as many of them do not know the difference.

A magus (plural - magi, pronounced "maj-eye"), is a person born with magic power. Magic comes to magi easily, and strange things often happen around young magi when their emotions are high. While they still have to learn to cast it, it's easier for magi to cast magic, than someone who wasn't born with magical power. Magi are capable of handling an amount of magic that the human body is capable of containing, generally making them more powerful than non-magus magic users.

Mancer, is a general term for a person who casts magic, it encompass all magic users.

School of the Sorul (Scholar) - Soruls are Mancers who can use First Magic, the weakest class of magic, that has basic spells, e.g. the prestidigitation spell, a spell that allows the caster to cause small mystical effects, such as changing the symbols of a card, or making fake footsteps appear.

School of the Duriòr (Proficient) - Duriòrs are Mancers who can use Second, Third, and Fourth Magic. Most Mancers fall under the title of Mancer, as Second, Third, and Fourth Magic are the most common classes of magic that the average Mancer uses.

School of the Arasos (Exceptional) - Arasos are powerful Mancers who can use Fifth and Sixth Magic. Most Mancers can't cast magic higher than Fourth Magic, so Arasos are few and far between.

School of the Madúr (Maven) - Madúr are immensely powerful Mancers that can cast Eighth, and Ninth Magic, the highest thought possible magics dictated by the Brotherhood of Wizards. Madúr are commonly known to seclude themselves, living alone in hidden locations. Notable feats preformed by the average Madúr include: molecular manipulation, pocket dimension creation, and time manipulation.

School of the Sarûs - Sarûs are legendarily powerful Mancers that are capable of using Tenth Magic, the most powerful school of magic. Sarûs are immensely rare, only a handful have existed throughout history. Feats performed by the typical archMancer include: creation, life creation, reality warping, and dimension creation.

Limitations
Magic, does however have limitations, that no matter how powerful the Mancer, can't be overcome.

Law of False Love: Magic cannot grant true love, it cannot make someone truly in love with another person, or thing. Even love potions like Nellamour, or mind control spells could create actual love, they just amplified someone's desire or obsession for someone or something.

Law of False Luck: Magic cannot create true luck, it cannot make someone luck, or unlucky because magic is neutral, it chooses no sides. Luck charms, and luck potions simply cause, and then amplify something known as a placebo effect, where any medication or treatment, even an ineffective one, to display results because the recipient believes that it will work, the effect that luck spells and potions cause makes the recipient believe that they will always succeed, and then they do, because they believe that they will.

Law of Creation: While skilled Mancers can conjure objects out of nothing, the strength, size and power of the item is determined not by the spell, but by the Mancer's skill, intent, heart and resolve.

Law of the Final Act: No magic, no matter how powerful the Mancer, not even the most powerful Sarûs can revive the dead. However, magic can reanimate corpses, making them mindless monsters that follow their reanimator's every command, this type of magic is known as necromancy. Though there are ways to gain immortality, ways that are lost, (e.g. being turned into a vampire). No magic can bring the dead back to life, as death is the final act.

Magic and Emotions
It's no secret that magic is somewhat fueled by emotions, this is indicated by the fact that in order for a spell to be properly cast, the caster has to do so with their heart's full desire.

When a Mancer feels strong negative emotions, their magic tends to become unstable and destructive. It becomes hard to control due to the fact that they have little control over themselves. This effect is stronger primarily with rage, hatred and fear. When a Mancer feels strong positive emotions, depending on the emotion, their magic could have different effects. When a Mancer feels strong joy, and they don't have good control over their magic, it starts to burst out in small amounts. When a Mancer has a strong level of trust with someone, and vice versa, both of their magic combine together and it becomes stronger (depending on the level of trust).

However, when a Mancer feels strong levels of love, multiple things could happen. Strong feelings of love could make them stronger and more powerful. Though depending on the type of love they feel for someone, it may change. Twisted feelings of love could lead to magic becoming unstable and destructive, it could lead to them loosing control of their magic entirely, and it gaining a mind of it's own.

Magic and Color
Magic has strong relation to color. From the color of a spell, to the color of a potion, to the color of magic runes.

Colors With Strong Relations to Magic and Their Meanings
Purple - The color purple symbolizes mysticism, mystery, royalty, and and luxury. But it also symbolizes corruption, and darkness. Darker purples tend to relate to darker spells, and lighter purples tend to relate with magical energy.

Red - The color red symbolizes chaos, calamity, war, and voracity. But it also symbolizes health, vigor, passion, anger, and love. Red is most commonly associated with more malevolent, and chthonic magic.

Gold - The color gold symbolizes order, peace and creation. But it also symbolizes greed and jealousy.

Green - The color green symbolizes nature and the natural world, however, it also symbolizes death, reanimation, life, and rebirth. Green is closely related with necromancy, ghosts and spirits.

Blue - The color blue is the color of the sky and the ocean. It symbolizes balance, serenity, stability, wisdom and health. Though it also is closely related with powerful primeval magic, and is the color of storms.

Black - The color black is the color of life, death, and rebirth. It symbolizes the natural cycle of life and death. It also symbolizes darkness, shadow and evil.

White - The color white is the color of life, purity and birth. It symbolizes souls, purity, and rebirth.

Magical Items and Devices
These are objects that have been endowed with various magics. Their uses can range from mundane quality of life things, or giving someone a magical effects, or to channeling magic easier. Some of these items are common and are used frequently in the magic community while others are rare.


 * Spellbooks - Also called grimoires, tomes and therimoires, spellbooks are books that contain the spells, potions, rituals and other magical contents that a mancer knows. However, not all mancers have spellbooks, they're considered to be extremely rare.
 * Magic Staves - Staves are are... well staves that have been imbued with immensely powerful magic. Magic Staves, also called "Wizard Staves" are only used by ArchMancers, extremely powerful mancers. Staves greatly amplify the caster's magic as well as mitigate the negative effects it has on them. However, staves are extremely difficult to control, hence why a powerful mancer is required to wield one.
 * Wands - Magical instruments used to help focus, channel, sustain magic, and to cast specific spells that can only be cast through wands. Wands are rods, or sticks of polished wood, of varying length. Wands have a wooden exterior, and on the inside is stardust. Wands have varying designs and each one is different, the appearance of it depends on the owner's personality. They are essential when casting most magic (if other devices aren't used), because magic is to primal and wild to channel without one. However, extremely powerful, skilled and experienced mancers can cast without a wand, it just takes an immense amount of focus.
 * Potions - Potions are liquids created from both magical, and non-magical ingredients that give a wide variety of magical effects. These effects can mame, or help the user. Potions are typically drank, however, they can be applied in other ways.
 * Orbs - Orbs are quasi-sentient magical crystal ball-sized spheres used by the School of the Sorcerer, and are given to them when their training with a Grandwitch ends. Orbs are formed by stardust particles that fall from space. Orbs amplify magical power and grant access to spells that can only be cast through them. Orbs are made of pure, solid magic, and take a variety of colors depending on the owner's personality.
 * Runestones - Runestones are magical stones used to sustain a spell after the caster has left. Dispelling doesn't work if the area or thing has runestones surrounding them, the dispeller would have to dispel the stones separately.
 * Broomsticks - Flying. magical, wooden broomsticks ridden on by mancers to achieve faster travel.
 * Demeuros Looking Looking-Glass - Demeuros Looking Glasses are mirrors used to see past events, or the memories of others. They're used by a person walking into them. In order for past events to be seen, something from that event must be taken in with the user, and in order for memories to be seen, an item that holds a close bond with said person must be taken in.
 * Osiurian Bombs - Osiurian bombs are small, ping-pong ball sized balls that when thrown, a green gas releases from it that smells undoubtedly, unequivocally and absolutely horrendous. They're typically used for pranks, but do have some practical uses.
 * Turean Blind-Makers: Turean Blind-Makers are ping-pong sized balls that when hit with enough force, cause a pitch black gas to release from them, and to fill any surrounding area with it, impairing whoever's caught in its vision.
 * Excalibur - A powerful, magical sword wielded by King Arthur Pendragon in the middle-ages. Excalibur is indestructible, and can cut through nearly anything. It grants its wielder the abilities of superhuman strength, speed, stamina and durability. It has the power to absorb magic, effectively making the wielder invincible to it.
 * Omega of Arius - The Omega of Arius is a mark, that depicts an omega symbol (Ω) with a line coming from the bottom, and a short horizontal line across the bottom of that line. It has a small circle inside of the omega, and a short vertical line coming from the top. It greatly amplifies the user's physical ability, as well as their magical ability. It grants the user the ability of flight, heat vision, clairvoyance and the ability to freeze time completely. However, the mark is extremely dangerous, as it slowly zaps the wielder's humanity, plunging their mind into darkness and evil.
 * Manastones - Manastones are magic gems of various colors used to increase the owner's magical stamina, allowing them to cast more spells for longer.
 * Jade Cocktails - Jade Cocktails are glass bottles of green fire, and are highly explosive. The green fire can't be put out by water, only powerful spells can.
 * Amulet of the Wild - The Amulet of the wild is a necklace that allows the caster to transform into various animals.
 * Auxiliometers - Auxiliometers are bronze, circular medallions about the size of an olympic gold medal. They have a gold trim around the outside, and are can be used in a variety of ways. They can be used to guide the owner to their true destination, even if that isn't where the owner is trying to go by reflecting sunlight from the gold in the direction of the person's destination. They have runes inscribed on the inside, as well as one arm, like a clock. The runes tell the owner different things, such as if someone is lying or telling the truth, if there's incoming danger. The clock moves to the rune, and each rune says one thing. However, readers of these runes are immensely rare, and if you find something that can teach you how to read them, it's still extremely difficult.
 * Infinity Containers - Infinity containers are containers (typically bags) that have varying levels of large amounts of space inside of them, more so than they should just by looking at the bag.
 * Travel Keys - Travel keys are keys that allow the owner to unlock a door, and travel through it to any other door around the world. However, the user must have seen the location of the door, and the door must have a lock on it.