Magic Technology / Science in Geshkara | World Anvil

Magic

Why's all the magic gotta be for fighting? Where's the spell to harvest my crops or make my teeth straight?
  As almost all known magic has been discovered from ancient Elvish sources, and very few new spells created/discovered since the era of men, the expression of magic is directed towards what the elves valued, rather than modern humans. From this, and other archaeological evidence, certain eccentricities of ancient Elvish culture can be gleaned. From the fact there are no spells regarding argiculture, and no depictions of it in any elvish art, it is thought the ancient Elves produced their food magically, though this magic has been long-since lost.   The exact fundamental mechanics of magic are still poorly understood, as it seems to elude or confound modern, scientific study. Beyond this, due to human interventions like the Sealing, the power and possible expression of magic has been limited on Geshkara. A prohibition on magic in Furanist doctrine also led to a steep decline in the study of magic in the late medieval and early modern eras. While most Furanist polities have since rolled back or ceased enforcing their strict prohibitions, there remains a distinct social taboo against magic. As such, the most comprehensive corpus of magical studies comes, perhaps unsurprisingly, from the Varani Empire more than 1400 years ago, whose ruling High Arcanum was made up of powerful mages who accomplished reality-altering feats, such as the Burning.   The Varani divided magic into eight "schools": abjuration, conjuration, enchantment, illusion, mysticism, necromancy, thaumaturgy, and transmutation. These schools don't represent any real or meaningful property, and are simply an arbitrary set of groups used to classify magic. Certain spells had a history of shifting classification between different editions of the Arcane Codex produced by the High Varani Arcanum.   Abjuration deals with protective magic, reflecting, dispelling, or otherwise thwarting.
Conjuration deals with the summoning of matter or energy.
Enchantment deals with the magical affectation of creatures and objects, and imbuing them with magic.
Illusion
Mysticism deals with directly interfacing with the Weave, analysing and influencing it.
Necromancy deals with destruction and the perversion of vital essence.
Thaumaturgy deals with order and the restoration of essence.
Transmutation deals with the transformation of matter and energy into other states.

Comments

Please Login in order to comment!