The Laws of Magic
The world of Calcaria has been rich with the flow of magic since the arrival of the Amari; otherwordly beings who shaped the land and fostered life. Magic was used by the Amari, Eldar, and other early races to great effect. However, a lust for power and ambition led to a series of conflicts and distasters known as the Malediction. As a result, the god Niskus erected the Five Pillars of Magic, which are slowly draining this now unstable force from the world. Despite this, most scholars estimate that magic can be used for another seven millenium before it completely evaporates from Calcaria. After this no one is quite sure what will happen...
Magic can be divided into several categories: Arcane, Divine, and Druidry.
Arcane Magic:
Arcane magic is an energy that flows throughout the world and is present in most living things. It can be seen as both an active and latent force. Active magic is the energy which is continuously moving through the world and casters alike, whereas latent magic is essentially like background energy that simply exists in semi-permanent stores (in most living things). Casters can use active magic around them and draw upon their own reserves of latent magic, as well as the reserves of other people and things around them. Among Human, casting ability for arcane magic is present in around 45% of the population in theory, but without practise and rigourous training most people are incapable of performing anything substantial. In Dwarf populations this casting ability is even lower. For the Elves and Florens of Calcaria arcane casting comes as naturally as breathing as they all have an innate casting ability. Even those with the ability to cast must undergo much training and practice to perform magic adequately and realitively safetly. Creatures without an innate ability to spellcast have one, dangerous, option to change this; this use of Glimmer, a highly addicitve and rare drug. The actual disciplines of arcane magic are relatively numerous and range from necromancy, pyromancy and geomancy to the lesser types such as summoning and illusion. All disciplines essentially use magical energy to either control an element of the world or alter the state of something. Of all the disciplines necromancy is seen to be a grotesque and illegal practice among many cultures. Arcane magic can have many different effects, and each comes with its own flair depending on the caster. What is common across the board is that arcane magic is never quiet, and it takes a great amount of study to be able to conceal arcane casting through other illusions. And while divine magic is soothing and calm, arcane magic is usually violent in one way or another. Arcane casters are limited by three things: Physical Limitations - The use of magical energy enforces a huge strain on the casters body, particulary the nervous system. As such, if ones body is incapable of handling too much energy at once, it can cause serious damage such as loss of senses, hemorraging, paralysis, and even death. Not only can arcane magic damage the body if improperly used, it also takes its toll and can exhaustion over time. As such the body requires high energy sustenance to recharge and be able to cast effectively again. Therefore, it is important that one rigorously trains their magicial abilities. In leiu of training one may risk the use of Glimmer to filter the harsh effects of casting. Availability of Magic - Ones own reserves of latent magical energy will recharge naturally over time, but if latent magic in the area is used up or limited, then it can restrict the casting ability of a mage. Natural recharge rates of latent magic can be relatively slow, although this can be hastened if one is near a ley line where active magic naturally flows. Training Level - Essentially, mages are only as good as the spells that they know and their ability to cast them. The more one trains body and mind, and the more knowledge of spells they have; the higher their magical ability will be. For example: a novice pyromancer could potentially ignite a weapon or produce a small burst of flame. But they would be incapable of sustaining a flame for an extended period of time and certainly would not have the ability to produce an enormous fireball to engulf the enemy. These things require time, knowledge, training and practise. Arcane Casters include: Wizards, Warlocks, Sorcerers, Bards, Eldritch Knights and Arcane TrickstersDivine Magic:
Divine magic differes from arcane magic in that rather than being a natural force it is actually channeled through a deity. Though divine magic is magic, it is not often referred to as thus. The Church, as well as common folk, simply call it manifesting "miracles". It is easy to see why; casting divine magic brings with it holy light and a soothing feeling, and is often used to cure that which no medicine can cure. Nevertheless, it has considerable downsides when compared to the quick and violent arcane magic. Divine magic requires many qualities in person, but in particular zeal, patience, and endless dedication. These qualities are rare, and only the most dedicated of a deities followers even possess them to the degree that is necessary in order to achieve divine magic. To achieve the state of mind required to channel takes hours of meditation, usually under the open sun. To be able to use this divine magic in the heat of combat requires a calmness unachievable by most. As divine magic is bestowed upon the caster it does not follow the same rules as arcane magic; one is simply limited by their devotion and personal qualities. Divine magic therefore can not be cast through a Glimmer condiut. The most powerful, mortal, divine casters are those pure souls who worship Danu with unwavering conviction. Although in theory divine magic allows the ability for one to be ressurected, it is exceptionally difficult achieve. It is also extremely frowned upon in most cultures as it is seen to be interfering with the natural balance of life. Divine Casters include: Clerics and PaladinsDruidry:
Druidry is a type of magic that taps into the latent energy of surrounding living organisims. Druidry does not cause the same debilitating effects to the caster as arcane magic, but can still be dangerous to cast and requires an innate casting ability as well as a great deal of training and meditation to learn. The Brutgor and Floren peoples have sizeable populations of Druids. Druidry cannot be achieved through the use of Glimmer. Druidry Casters include: Druids and RangersLocalization
Magic is a powerful force that can rewrite the laws of reality—turn ice into fire, restore life to the dead, travel great distances in a heartbeat. Magic can grant unimaginable power, but it is not without risk—channeling raw energies can be deadly to the unprepared, and the prepared. Sometimes, the flow of magic turns against you. It's hard to shape, it's too chaotic, it's too powerful—whatever the reason, some magic energy lashes out during your spellcasting attempt and causes you some harm. This is called burnout and it can happen to any caster, whether arcane or divine. Magic is dangerous work, and the slightest distraction can be catastrophic.
Magical power is not equal in all places. Perhaps you're in a temple or a wizard's tower, where the flow of magic has been tamed? Or you're near an arcane vortex or an elemental gate, where magic is wild and hard to control?
These environmental effects can impact your ability to cast spells and change how likely you are to suffer from magical burnout.
Type
Metaphysical
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