Magic in Elaienna

Magic appears to predate modern history. It may even predate written history itself, but I fear we will never know for sure. Indeed, there are many myths in the Empire about what exactly happened to introduce magic into the world, but we'll likely never know the truth. Either way, it's brought us fantastic progress, working hand in hand with modern technology to help our realms develop... but to every good thing, there exists a foul downside.
— Chief Librarian Palladius
  According to the historical records, magic has been with the world of Elaienna for a very long time, the Raqise and Hysilens being famous for using it to excellent effect - but only became more generally available within the past few thousand years, the refinement of knowledge on Crysium Shards allowing the world's community to realise the potential of magic. Prior to that, only those with a magical bloodline - which was predisposed to manifest in certain races such as the Elves - could wield magic, and only whatever schools of magic their bloodline concerned themselves with.  

An Evolving Art

Ancient History

The understanding as to what occurred regarding magic in the ancient era is... complicated. Ancient texts from antiquity make few mentions of anything magically-related, which has led many to believe that prior to the ascension of the Hysilens, access to magic was an extremely regional affair; Aether does little on its own and is harmless if not wielded magically, so it can be inferred that magic was at large only available to the magically-inclined races initially.   Indeed, this is backed up by a few sources; the ancient Hysilens who were said to have ascended to divinity, according to recovered texts, made extensive mentions of aether and magical studies, which would imply that magical prowess ran ripe in their racial bloodlines. The Elves, too, enjoy a less solidly documented but equally famed prowess for the arcane, with magical bloodlines being in elven society more often than any other race.   As such, it's believed that magic at large was a gift from the Hysilens to those of Elaienna following their departure - alongside Crysium Shards. Nobody can verify the veracity of this tale for certain, but even to this day it remains the most popular theory for the origins of magic... The reality, is more complicated, as is often the case.
 
     

The Raqise Confederacy

One of the most important events on the topic of magic is the rise, reign, and fall of the Raqise Confederacy, something that is full of myriad half-truths and embellishments, but is also the closest look into ancient history as we have. The Raqise were a humanoid feline race, originally uplifted from house cats by the Hysilens and were the race left to pick up the pieces following the departure of the Hysilens, alongside several other races guided by the guardian foxes prior to their ascension.   The Confederacy came about as a result of this, the grand realm of the Raqise beginning to expand far and wide, and their attention was undoubtedly turned upon the Arcane before long. In many ways, the Raqise Confederacy exceeded anything that came before or after it, its level of magical mastery exceeding even what is known of Hysilens society - though it can be surmised that the Hysilens were still more advanced magically, as their recovered records are even less complete than Raqise ones, but the greatest known feats of the Hysilens exceed anything recovered of the Confederacy.   Eventually, however, the Confederacy's interest in magic started to turn dark; the capital of the Confederacy, a metropolis known as Aelantyr, became a nexus for deplorable arcane experiments; undeath, reanimation, puppetry and all sorts else began to consume the interests of the Raqise who saw themselves as untouchable.   Their downfall would change things forever, as Aelantyr was all but instantly consumed by a Shardstorm so violent that it persisted for over 200 years before beginning to slowly dissipate. This Shardstorm all but crushed the Confederacy's central government, and other Shardstorm and corruption regions were quick to follow and subsume what remained of the Confederacy's land, and began to run rampant across the world itself for dozens of years, depositing Crysium Shards as they went. This period became known as the Shard Age, as the Shardtouched beings intrinsic to corrupted regions and the Shardstorms roamed freely as the Shardstorms raged, infecting ever more hosts.  

Casters in Chaos

The Shard Age had a lot of negative impacts upon the world, with the corruption proving so rampant that it would take thousands of years to recover, and realms being destroyed by the Shardtouched. Even after the Shardstorms began to recede, realms were left much smaller and compact than ever before, the ongoing threat of the Shardtouched preventing overextension. This was a time where the powers of Chaos truly reigned supreme, which began to lead to the appearance of magical abilities in far more people; namely, several Elven bloodlines that became blessed with a variety of magic schools.   Why the elves in particular became so magically imbued is one of the great mysteries, and one that remains a quandary for the world to answer in the modern age; some think that the elves' were the most susceptible to the Shardstorms' magical effects, suffusing them the most, but the presence of a few other forms of magic bloodlines in other species make this theory something of a nonstarter in the modern view.
 

Major Magical Advances

Crysium Shards

Casters were not the only thing to be far more proliferated in the wake of the Shard Age. Crysium Shards had been known about by the Raqise before now, but they were stupendously rare - with a couple of sources discovered in the entirety of Aelnar during the Raqise's initial charting. By the time of the return to nation-states for most of the world, however, Shards had gotten a lot more common - they still weren't frequent sights, but reconnaissance determined a handful of major sites where they can be harvested now.   The location of the Shards was - and still is - in many ways an important clue into ongoing research on the nature of the Shard Age and the Raqise's realm, as the flow of Aether around the locations of the Crysium Shard fields was known to be far higher than normal, and regions where it began to occur naturally had aether levels notably higher than the world's normal levels.   At some point after their discovery, it was found out that the various colours of Shard could enhance magical powers of appropriate schools, and in so doing serve as magical foci for spellcasters - staves, swords, and so on - across the world, while also allowing for more advanced schools of magic as their properties became more and more well understood.  

Crysium Casters

The uses of crysium shards appeared to stagnate for a time, as those with the shards sought primarily to solidify their positions in society and were less concerned with expanding the knowledge of the crystals, but eventually advances were made, one of which would give way to a brand new era of spellcasting.   The Shard Ritual had been discovered, - or developed, nobody actually knows for sure - through which magical talent could be given to those without it naturally, and the existing magical specialities of those from magical bloodlines could be expanded to encompass new schools of magic, dependant on the nature of the Shard being infused.   This marked the beginning of the current age of spellcasting, enabling a new way for accessing spellcasting for those species that are not so magically inclined. Becoming a well-rounded caster in this manner still required a large number of crysium shards to be infused, and several schools of magic were bloodline-specific and unavailable this way, but for those who could afford the shards - no mean feat, to be sure - it was well worth it. Most new casters as a result, are from wealthier families, but even getting a hold of a single crysium shard can be a great boon, as it allows one to become a specialised magic user, such as a Pyromancer.
           

Multidisciplined Casters

Even a spellcaster with a magical affinity from birth can benefit from Crysium Shards; most magical bloodlines - with only a few exceptions - only pass along a single school of magic to their bloodline.   As such, in order to expand one's horizons and go from something like a Pyromancer to a full-fledged Sorcerer, the Shard Ritual is required to allow them to infuse different kinds of Shard.   This, indeed, has allowed the richer individuals across the world to become true masters of magic, and this is a famous status symbol across the world.
 
Crysium Shards
Material | May 17, 2025

Crysium Shards are magically-infused crystals known to exist across Elaienna, with a general rarity that can be further compounded upon. Many tales are spun with regards to the origin of the shards.

 

The Limitations of Magic

While magic is an exceptionally powerful force, and can do things that truly are wondrous, it is not without drawbacks; the cosmos itself seems to have placed unbreakable limitations upon the powers of magic, which are as follows.  
  • Magical abilities are a conscious choice between three factors: range, power and cost. The abilities of a spellcaster can be tailored to increase one of these factors greatly at the cost of the other two, or it can balance all three evenly, or it can more generally focus on two of the factors at the heavy detriment of the third factor.   This generally means that contact abilities with a high Aether cost will generally have the most raw power behind them, while weaker abilities with high Aether costs will have exceptional range. Spells like the ever-famous Fireball focus on power and range for example, with a heavy increase in Aether cost to cast.
  • Spells cannot be formed within the body of another being, living or otherwise. A Pyromancer can fling a fireball from their palm, but a Hydromancer cannot generate a magical bubble of water within the lungs of another person, even in close contact. Notably, this gets easier if someone's Aetheric Warding is heavily compromised, but it still remains difficult enough that it is not a valid combat strategy.
  • Lifting objects with magic is relatively trivial, but items imbued with magic in any way become exponentially more difficult to lift; Aether has an arcane 'weight' to its presence that enables Aetheric Warding to work, but it also makes lifting arcane items harder.
  • Matter can be created through magic, but it's never as stable as regular magic; it's easily broken, decays faster, and when it is broken or decays it just dissolves back into Aether. Additionally, it's very easy to identify magically-conjured items, and most communities regard them as fakes or phonies.
  • The manipulation of time with Time Magic is by far the single most complex form of magic; it's possible to do, such as by sending memories of your future self back to your past self as a form of precognition, but physical time travel is an established arcane near-impossibility. Precognition is possible, but never fully accurate.

The Mechanics of Magic

Magic in Elaienna is a system that requires some base form of talent in spellcraft, be that from a natural source such as a bloodline, or from a Crysium Shard that provides the caster with a form of magic talent, but beyond that latent restriction, by its very design magic in the world is fairly broad.   Magic schools shown further below contain pertinent uses, but these don't really tell the full story of spellcasting in Elaienna; the reality is that the pertinent uses are just the most famous things a given school of magic can do. The truth of the situation is that the magic of the world works in a way that forces spell knowledge to succeed.   Spells are formulaic codifications of magic that all casters can learn; even those said to be restricted to a single school of magic are not truly restricted; instead, they're incredibly naturally predisposed to spells of that school and have great difficulty learning magic of other schools - indeed, for the most exclusive bloodlines such as Chaos Magic, it can be near-impossible (but not fully impossible) to learn magical spells of other schools - while the truly generalist spellcasters have little difficulty learning spells from all of the magical schools that they have a talent in.   Crysium Shards come into this by defining the magic schools that people can actually learn; spells from a magical school without a corresponding shard cannot actually be learned by those not born with a natural capability for that school of magic, and in this way there's quite a few specialist casters, such as Chaos Mages, s and Bards, which focus primarily on their bespoke school of magic, but - with incredible difficulty - can learn other schools of magic.   Magical spells are an ever-growing form of innovation across the world, just like technology is; magi across the world work to scribe new magical spells to test, and this is generally how magical innovation takes its form; two mages that know the same spells will perform the same in battle - not accounting for variance in their actual skill in spellcasting and stylistic distinctions in combat - but a mage who has the latest in magical spells will - naturally - perform better if those spells excel in combat.   In this way, the yardstick for a mage's power is not just their raw talent and magical skill, though that does play a big part, but it's also how well their roster of readied spells suit their intended combat style.  

Types of Spellcaster

Casters across the world generally fall into two distinct classifications; those that are descendants of a magical bloodline with a natural capability for magical talent, and those that can only wield magic after absorbing a Crysium Shard with the Shard Ritual. Despite how it may seem, spellcasters are an exclusive class of society, and the vast majority are in the former category - it should not be understated how prohibitively expensive crysium shards truly are, especially for the larger ones needed for true mastery of a magic school.  

Bloodline Spellcasters

Individuals who are descendants of a magical bloodline possess a natural affinity for magic and can wield it inherently as a result. Many of these bloodlines can be found amongst the elven races, but the dragonkin are known for them too - albeit at a much rarer frequency - along with a few other races.   Most born with bloodline magical capabilities become specialised casters such as Pyromancers due to the nature of bloodlines only granting access to a single school of magic in almost all cases, but those who undertake the Shard Ritual to gain extra magical school can become Sorcerers with a more diverse portfolio of spells. Besides elemental magic, bloodlines are also famous for Druids and Summoners.   While these casters will generally focus greatly upon their main bloodline's school, it's not at all uncommon for them to branch out to pick up spells that complement their intended form of magic, and while they will never be as powerful with these spells as a learned spellcaster, their skill can certainly be plenty sufficient for most purposes.   The biggest drawback of a bloodline spellcaster is their reliance on an Arcane Focus to commit their intended spells for the day; this is much unlike the spellbooks of a Wizard which have a far greater storage capacity for magical spells.   This generally means that a caster reliant upon an Arcane Focus has to be a lot more picky and choosy with their magical spells than a learned caster would be; they can certainly reach the same dizzying levels of breadth, but require truly expensive Arcane Foci to reach that point, as their spells are committed to the focus itself mystically.   To many bloodline casters, however, that restriction is worth it, as their power in their bloodline tradition is second to none.

Learned Spellcasters

Those who lack the gift of magic from a bloodline are paradoxically generally set-up to be the grander spellcasters, and have to go through the Shard Ritual in order to gain magic. In the ritual, all of the desired Shards are placed around the recipient, and over a short period of time - often under an hour - the energies from the Shards are absorbed by the new caster. Empty shards are left behind, and the initial power of the caster in a given magic school is generally coupled to the purity of the Shard of that school.   There exists limits however, that define how powerful a learned spellcaster can start off - which is generally no better than a journeyman spellcaster - which forces further development to be undertaken via training, irrespective of how pure a Shard may be.   Most that go through the ritual are relatively wealthy or have sponsors, and tend to take up many schools of magic from Shards. As a result, they're often the studious sort and become Wizards, though in many ecclesiarchal societies, Divine Shards can frequently be absorbed to become a Cleric instead.   Generally speaking, a learned spellcaster will have a large collection of spells with a high degree of skill in all of them, making them exceptionally broad spellcasters, capable of bringing the right spell for any given task, especially when utilising the ubiquitously-available Utility Magic to bring a truly dizzying array of niche options to field.   Indeed, many Wizards in particular benefit from their spellbooks, which far exceed an Arcane Focus of a bloodline spellcaster in the ever-important area of spell recollection and storage, generally meaning wizards have a nigh-infinite number of potential options for spells, should they reach that level of development.
 

The Fractured Curse

While there exists the Shard Ritual to grant magic to people, many societies also developed one to seal it permanently. Not occurring naturally in any populations, the Fractured Curse is a magical procedure that completely severs the afflicted from magic, and does so permanently.  
Fractured Curse
Condition | Apr 1, 2025

Those with the fractured curse have had their ability to process Aether into magical energy forcibly sealed. They're completely immune to the effects of Aether or any direct application of magic, but also cannot use it.

 

Schools of Magic

There are many schools of magic within Elaienna. Some are more common than others, but almost all of them can be gained through the medium of Crysium Shards.  

Air Magic

  Elemental Air Magic is represented by Anemo Shards. This magic's powers range from controlling the wind to creating lightning or thunder. Skilled casters are even able to fly or create vast wind barriers as an extremely potent defensive tool.   Air Magic is typically used by dedicated Anemancers, generalist Wizards and elemental Sorcerers  
Air Magic
Magical Type | May 18, 2025

Air Magic has had a strong historic preference the world over, as its mastery of the wind has proven crucial time and again for travel and trade throughout history.

Divine Magic

  Divine Magic is represented by Holy Shards . This magic's powers primarily concern healing, though some offensive abilities are granted too, which rely heavily on light-based effects. Skilled casters are even able to use the magic to resurrect the dead, albeit with difficulty.   Divine Magic is mainly used by Clerics, Paladins and Druids.  
Divine Magic
Magical Type | May 18, 2025

Divine Magic is a very old form of magic with a storied history that draws its power from the higher realms, bestowing potent healing effects and offensive spells.

Fire Magic

  Elemental Fire Magic is represented by Pyro Shards. This magic's powers can be used for magical purposes ranging from smoke creation to fiery effects and damaging spells. Skilled spellcasters can even resist fire-based attacks.   Fire Magic is mainly used by dedicated Pyromancers, generalist Wizards and elemental Sorcerers  
Fire Magic
Magical Type | May 18, 2025

Fire Magic is without a doubt one of the most famed forms of magic within the magical communities, renown for its incredibly potent offensive capabilities.

 

Psionic Magic

  Psionic Magic is represented by Psionic Shards. This magic's powers can be used for illusionary and control magic. They can be used to manipulate the unwitting, but are also capable of damaging the brain with some finesse. Skilled spellcasters can even use this magic silently kill others.   Psionic Magic is mainly used by dedicated Psions, generalist Wizards and more broad Sorcerers.  
Psionic Magic
Magical Type | May 17, 2025

Psionic Magic is a rather old form of magic, initially devised by the Hysilens for far more benevolent purposes, it has since become one of the most dangerous forms of magic.

Water Magic

  Elemental Water Magic is represented by Hydro Shards. This magic's powers can be used for the control of water flows, rain, water purification and ice-based magic for offensive purposes. Skilled spellcasters can even breath underwater indefinitely, and grant the ability to others.   Water Magic is mainly used by dedicated Hydromancers, generalist Wizards and elemental Sorcerers.  
Water Magic
Magical Type | May 17, 2025

Water Magic has generally seen a storied history, with a high degree of fame the world over. Intrinsically, its abilities allow for the control of water and ice.

Nature Magic

  Nature Magic is represented by Nature Shards. This magic's powers can range from influencing plant growth to communication with animals and plant life. Skilled spellcasters can even control entire forests of wildly varying sizes.   Nature Magic is mainly used by specialist and generalist Druids, generalist Wizards and more broad Sorcerers  
Nature Magic
Magical Type | May 18, 2025

Nature Magic is one of the oldest magic traditions on the planet, even outstripping Divine Magic's popularity in its prime. It was used by the Hysilens fastidiously.

 

Earth Magic

  Elemental Earth Magic is represented by Geo Shards. This magic's powers can be used for the manipulation of the earth around them to attack or restrain their foes, or even to protect them and their allies. Skilled casters can even create tremors around themselves, even excluding them and their allies from the tremors.   Earth Magic is mainly used by dedicated Geomancers, generalist Wizards and elemental Sorcerers.  
Earth Magic
Magical Type | May 18, 2025

Earth Magic is a powerful form of magic devoted to wielding the earth - be that the ground or a cliff face. It's got a rather mixed legacy the world over, due to its slow-acting nature.

Necrotic Magic

  Necrotic Magic is represented by Necrotic Shards. This magic's powers can be used for the draining of life force, raising the dead, communing with spirits and more. This is a relatively shunned magic form due to its ability to create the undead. Skilled spellcasters can even create multiple undead at once.   Necrotic Magic is mainly used by dedicated Necromancers, generalist Wizards and more broad Sorcerers.  
Necrotic Magic
Magical Type | May 18, 2025

Necrotic Magic, also known as Necromancy, is a form of magic with a quite... troubled past. Known for many 'good' powers, but many more foul ones, its reputation is spotty.

Dimension Magic

  Dimension Magic is represented by Dimension Shards. This magic is known to be very rare and dangerous, allowing for the local alteration of gravity and the creation of kinetic blasts. Skilled spellcasters can even use this magic for teleportation over large distances, albeit with some restrictions.   Dimension Magic is mainly used by dedicated Spatial Mages, as well as generalist Wizards.  
Dimension Magic
Magical Type | May 18, 2025

Dimension Magic is a rare and exclusive magic across the world, restricted to access only with Dimension Shards and the Shard Ritual, its powers concern teleportation.

 

Shielding Magic

  Shielding Magic is represented by Pure Shards. This magic's power is used to ward allies from harm from a variety of effect types based on the potency. Skilled spellcasters can even attempt to cancel magic entirely in a wide area and prevent other casters from using magic.   Shielding Magic is mainly used by dedicated Metamages, most-all Wizards and more broad Sorcerers.  
Shielding Magic
Magical Type | May 17, 2025

Shielding Magic is an extremely old and storied magical form, believed to form the basis of most defensive magical techniques of the modern day's mages.

Summoning Magic

  Summoning Magic is represented by Memoria Shards. This magic's power is used for summoning and conjuration magic, to bring forth beings from other realities. Skilled spellcasters can even bring forth incredible familiars or summons, and sustain many of them at once.   Summoning Magic is mainly used by dedicated Summoners and a rare few Wizards.  
Summoning Magic
Magical Type | May 17, 2025

One of the most storied magical forms in the world, Summoning Magic is an ancient magic believed to have been developed by the Hysilens themselves.

Time Magic

  Time Magic is represented by Temporal Shards. This magic is very rare, somewhat limited and temperamental. Its power can be used to slow or speed up time - but never stop it. Skilled spellcasters can even use the magic on large numbers of targets at a time.   Time Magic is mainly used by dedicated Chronomancers, generalist Wizards and more broad Sorcerers.  
Time Magic
Magical Type | May 17, 2025

Time Magic is a very old form of magic indeed, and one of the few pillars of magic with limitations defined as far back as the age of the Hysilens and Raqise that remain intact.

 

Blood Magic

  Blood Magic is represented by Blood Shards. This magic's power is used for the manipulation of blood in all its myriad forms, and is typically seen in use by vampires. Skilled spellcasters can even ignore several fundamental rules of magic.   Blood Magic is mainly used by vampire Blood Mage, as well as Haemomancers, and a rare few Wizards.  
Blood Magic
Magical Type | May 18, 2025

Blood Magic is a truly ancient form of magic, and one of the few forms of magic that has little to do with the Hysilens at that. Its powers are versatile and unnerving.

Utility Magic

  Utility Magic is a curious type of magic, lacking any Shards to speak of, it's both very common and universally available, but has little combat potential. Its power is highly varied but allows for various small odds and ends to be done by a magic user.   Utility Magic is used by all kinds of magic user, from dedicated Chronomancers, to Sorcerers, Wizards and Chaos Mages.  
Utility Magic
Magical Type | May 17, 2025

Utility Magic is a form of magic that is seldom talked about, but has plentiful use across all of the world, covering all kinds of plentiful, yet trivial chores and odds and ends.

Talecraft Magic

  Talecraft Magic is one of the rarest forms of magic, exclusive to bloodline spellcasters, not having any Shards to learn it for those not of a talecraft magic bloodline. This magic's powers concern the weaving of tales of myth into truth to impart effects, both to the battlefield and to the caster.   Talecraft Magic is exclusively used by dedicated Bards and the lucky Sorcerers who have a bloodline for it.  
Talecraft Magic
Magical Type | May 17, 2025

Talecraft Magic is a bloodline magic with no Crysium Shards to speak of, but with a strong magical tradition across the world for weaving legends into reality.

 

Rune Magic

  Rune Magic is represented by the Rune Shards. This magic's powers are fairly nonstandard, allowing a caster to scribe magical effects onto physical mediums, either to cast later or imbue onto an item. This also extends to various forms of mystical enchantment runes cover.   Rune Magic is mainly used by dedicated Runesmith as well as more specialist-leaning Wizards.  
Rune Magic
Magical Type | May 17, 2025

Rune Magic is an ancient magic, believed to have been gifted to the Dwarves in antiquity by the Hysilens for some unknown reason. Its legacy is a grand one.

 

Advanced Magic Schools

Magical communities the world over have been working on advanced schools of magic for centuries, and while there are subtle variations between the schools of magic, they have both arrived at very similar results with regards to the options for the various advanced schools of magic.  

Alchemy

Alchemy is a highly advanced and generally dangerous form of indirect magic that focuses on using Aether to twist the meaning of ingredients into reality, fusing various items together to create potent concoctions capable of myriad different things, from healing to bolstering physique, making one's bow hand supernaturally steady and much more.   At its highest end, Alchemical legends are known to be able to expertly transmute items using their alchemical equipment, turning lead into gold, and transmuting all sorts of potent alchemical legends.
 

Wyldewood Magic

Exclusive to the elven communities of the world, Wyldewood Magic is a utility magic that focuses on shaping artificial trees into supremely efficient - if slow - producers of unique materials, known as Wyldewood Metals. A famous example of this is Silverel, which is famous for possessing the qualities of Mithril while having exceptionally potent Aether conductivity.   While the materials are the main use of the magic, the Wyldewood itself is extremely valuable to the elves as well, and the magic is used to create it just as much as the metals. It's one of the only magical schools to lack intrinsic offensive capabilities.


Cover image: Cluster Magic by ShortCircuit123
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