Magic

Magic also known as the Divine Arts, or elements, are important focuses of energy and make up the entirety of Eon's being - each of the 8 realms existing go by the laws of magic.   Magic is actually quite common, consisting of several elements and aspects, and it is used for a variety of things, ranging from combat to cooking to entertainment purposes (such as in carnival shows, or even powering game systems). However, despite all of this, there remains a slight stigma against those who use magic, especially in Magnesia. This is due to misconceptions that have been perpetuated throughout the Ages in regards to the “unholiness” of magic and those who wield it. (Despite some sects of the The Divine Light promoting the positive nature of using magic) As such, those who possess these abilities often keep them hidden so that they don’t get harassed and/or persecuted, which may also extend to their families if some of their tormentors are relentless enough. Though, it isn't all bad for anyone dabbling in magic. People who have apt control over it and decide to become hunters are heralded as fierce warriors risking their lives to keep people safe. Or priests who decide to use it for healing are called saviors for using it to heal. Magic can either be manifested through a conduit, which would be a weapon of some kind, or through the mental manifestation through a person's thoughts, feelings and emotions. While some people are capable of using magic without needing a conduit (i.e Delta , Catastrophe ), some others require it to help with their own magic amplification (i.e Samara )   Other types of magic exist that are not from Eon, such as shadow magic - a powerful, higher tier magic using void or darkness magic to outpace the element. For example, void ice is extremely powerful, and can freeze normal ice and spread faster, while void fire can burn up normal fire. This magic can also affect beings made of light or harmony.   There is also to note that some of the elements have a primordial form which comes from Eon being crafted with it when it was first made. This comes from the primordial fire and primordial ice realms of Muspelheim and Helheim specifically. Each realm also has its own physics when it comes to magic - this page is to cover the very basics of magic. Realms will individually have their own magic, as listed so:  
  •  Midgard 
  •  Vanaheim 
  •  Jotunheim 
  •  Muspelheim 
  •  Niflheim 
  • Alfheim 
  •  Delirium
  •  Ondveil 
  •  Yggdrasil and the Realm between Realms 
Svartalfheim is not apart of the list due to being destroyed during Ragnarok.

Manifestation

Magic has been around since the formation of the planet and assisted in the creation to each realm. The Divines themselves were born infused with the element that may be associated with their realm. However, they can have their own favorites - for example, Coraxol prefers using space and reality, which is why her descendants have a good hand of manipulating gravity or using reality bending magic.   The capability of a person knowing magic from the start of their birth depends entirely on where they're from, their heritage and their species. Magic use can appear as early as puberty or manifest later in life through natural or artificial means, such as subjecting someone to high exposure to magic. The latter is not recommended however, as it can be like getting radiation poisoning and can cause malformations or disfiguration.   Magic is divided into two categories - the Natural Arts which is fire, ice, water, lightning, earth and air, and the Mother Arts, which makes up space, time and energy. Some types of magic can fit under an element in the Natural Arts, but most non elemental magic use, like healing or light, is under the Mother Arts.    

Fire

The most common form of magic, fire magic is used for just about any and every reason, every single day. Those who come into magic will most often discover that they possess this form, and that it is the easiest to control and master. Why this is remains unknown even to this day, but it is often speculated that it may have something to do with how the world was made. Many historians suggesting that, fire was the most abundant element in the very beginning, considering that Niflheim and Muspelheim were the first realms to be created.   Despite its ease to use, fire magic can still get very complicated and powerful the more one learns, requiring incredible concentration to maintain and control at the higher tiers. Those who study it diligently, however, will find those higher tiers little harder to master than the lower tiers.   Fire's opposite is ice - and thus, is used for fighting against fire.    

Ice

Another very common form of magic, ice magic has a slightly lower practical uses outside of combat than fire magic does, though this doesn’t stop people from trying to find new ways to implement it wherever they can. Ice is harder to control than fire is, though not by much; most of the difficulty comes in maintaining a consistent temperature to keep the ice frozen, which means that those new to it will often end up having to attempt several times to form a simple ice cube in the beginning.   The higher tiers of ice magic are known to be almost impossibly difficult to master for those who didn’t start off with the element when they first came into their magic. Because of this, many feel discouraged to even begin learning ice magic in general, but those who persevere will often find that, even if they can’t master the higher tiers, the lower tiers are still quite manageable.  

Water

The polar opposite of fire magic, water magic is extremely difficult to control and use, and even harder to master. Despite fire’s raging nature, it is easily contained, whereas water is much more chaotic and unruly, impossible to truly contain for long. Many who have tried to use water magic have ended up either seriously harming themselves or others, or causing massive amounts of damage to their surroundings.   Because of water’s overall difficulty to control, most who do manage to learn it tend to veer away from the higher tiers altogether. There are very few throughout history who have successfully managed to do such a thing and they tend to be respected by many magic users, but feared by many more, for an individual who can master water magic to such degree possesses incredible power that should not be messed with.   Water's opposite is thunder - and best to used against in battle.  

Lightning

Very powerful and extremely practical, lightning magic is used quite a bit outside of combat. Many homes are powered by it, and many businesses use it to work their appliances. It is one of the easier forms of magic to use, but only at the most basic levels, which is what most people tend to use to begin with, thus alleviating the stress of maintaining something that powerful for too long.   Lightning magic can be catastrophic in its higher tiers, especially if paired with the higher tiers of water magic or wind magic. It is also highly dangerous to wield, and many who have tried to master the higher tiers have ended up seriously wounded or even dead due to either lack of preparation or plain ineptitude. A good way for one to prevent this is to stand somewhere grounded, have someone who knows earth magic to be there with them in order to create a protective shield (since earth magic is the polar opposite of lightning magic), and to wear something rubbery to avoid conducting any of the electricity produced.  

Wind

Wind magic is a form of magic that not many attempt to learn, and not many come into it as their first element, making it an element that is much rarer, almost as rare as water magic. Wind magic has very little practical use outside of combat,but for example, a farmer may use it to power their windmill to create energy out in rural areas of some countries.   The higher tiers of wind magic are capable of absolutely devastating things, and should only be attempted by those who have put plenty of time and effort into practicing the lower tiers. It is also suggested that all attempts at practicing the higher tiers take place in wide, open spaces a decent amount of distance away from civilization so as to minimize potential damage and/or casualties, since the storms conjured up in those higher tiers are incredibly powerful.    

Earth

  Earth magic is fairly common, but more often than not used for more practical things than it is for combat. A major example of this is how widely it’s used in agricultural endeavors, with farmers using it to help with their various crops to ensure they’re all arranged properly and appropriately nourished. In combat, it is mostly used to trap or block off enemies, and even to trip them as they advance.   The higher tiers of earth magic possess some of the most destructive powers that exist. For example, someone who manages to master the higher tiers will be able to create massive earthquakes and sinkholes capable of leveling entire cities. These are made even more potent if the individual in question has a staff, which is often used to channel and amplify magic to a much higher degree, and the resulting disaster could potentially level more than just a single city.  

Non Elemental magic

Non Elemental magic is usually categorized under the Mother Arts - they're the reason for all other magic to exist. An ability that doesn't necessarily exist within the elements is telekinesis or psychokinesis - the reason of this being that its almost impossible for someone to wield that unless they come from a creature or person with strong abilities not even seen on Eon. It has been noted that some individuals are capable of it somehow, but if they are, they're very good at hiding the ability.  

Time and Space

Time and space are the two most common, and most difficult to handle, elements out of the Arts. They can cause immense strain on a person's psyche, and the only ones on Eon who can really master or control such elements are children and descendants of Coraxol and Opeitos for the most part, such as taurvros / behemoths  and brashur. Most users with that kind of control uses the magic for battle purposes with space - for example, being able to create singularities (black holes) or reducing someone's gravity to zero and making them float helplessly. Though, its been recorded that that kind of magic can be used for every day use as well. Time can be used for convenience's sake, with slowing down time to help someone out of danger, or to complete a task before a deadline.   Due to being extremely difficult to use, let alone being attuned to it naturally, not a lot of research can be done with time and space magic. And if a person is capable of using it, they wouldn't want to be harassed by scientists and historians about the magic.  

Light

Light magic is often referred to as “magic of the soul” due to how it draws most of its strength from willpower and belief. Aside from the obvious ability to produce illumination, light magic can also create barriers, be used as adhesive for any material, and produce a comforting aura to calm someone in a panic, among other things. It is rarely taught in conventional magic classes, and even the most advanced courses only tend to cover the basics. Francine represents the element of light as one of the Divines. Another obvious ability to light is its ability to cure or heal at a person's will. Worshipping gods that provide this ability will in turn be granted to followes, such a priests of the Divine Light. Samara, being the Archbishop, will go on pilgrimages to seek out those in needs and pray to the Divines for more light to share upon others.   The one race that is considered to be the true masters of it are elves, Francine's species she made from a relationship with a lightwarden. They are so proficient in the use of light magic that even their own homes can be constructed using it, and using it is as natural to them as breathing and speaking. Because of light capable of being a solid material, anyone with mastery over it may use it as a buffering ability.   The higher tiers of light magic are said to be capable of incredible things, such as rebuilding collapsed structures and illuminating dark areas. There are many secrets to light that is currently being studied but unfortunately offer no findings just yet.    

Dark (or Void)

Dark magic has the potential to be either incredibly helpful or extremely harmful depending on whomever is wielding it. The power to control darkness can be the literal form of darkness that causes night or intense shadows. Darkness can also encompass buffing the strength of a person just the same as light. Because of the fact that it draws more heavily from the physical aspects of the caster, dark magic is commonly referred to as “magic of the body” by many.   Much like light magic, dark magic is rarely, if ever, taught in conventional magic classes. The more advanced classes do offer to teach it, but only to those students who excel above and beyond all of their peers and prove themselves trustworthy with the knowledge of such a powerful form of magic. This often irritates hopefuls who are determined to learn about it, but there is not much else they can do but complain and move on. However, there is another form of darkness called void. Creatures born of the void are called voidseeds and likewise use this magic. Void is born from darkness but branches out to another form of darkness that is fully completely opposite to the holy aspect of light magic, which also branches out the same way from the baseline of light. Void is a stronger darkness, but it's so dark that light can't even escape.
Type
Metaphysical, Elemental