Magic in Jeharr | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Magic

Jeharr is a place of miraculous manifestations of cosmic power which is drawn from the Sea of Sparks in which all of known existence resides. Several enigmatic forces and many more creatures exist and do battle on the Sea of Sparks, but only a few interact with the raw cosmos of the sea. Magic is practiced by all manner of creatures in Internus and many different styles of manipulating raw Spark are practiced on Jeharr.  

The Keepers of the Sea of Sparks

  There are rules that are to be followed when using magic from the Sea of Sparks. These rules are enforced by the Keepers of the Sea of Sparks whose nature is even more mysterious than the Sea itself. The rules enforced by the powerful and enigmatic Keepers are known as the Edicts of Existence.   The Truths laid out in the Edicts govern most of magic on Jeharr, although ancient magic that predates the Edicts still exists even if it is rare. This type of magic is known as Primordian Incant.   All forms of magic, magical effects, manifestations, and the like have two fundamental characteristics. The first describes its innate quality, known as its nature.  

The Medium of Magic

  The "Medium" of magical manifestations is the first characteristic of magic. A magical spell or effect's Medium defines a magical effect or spell's source and method of the manifestation. The Medium also narrows the possible effects created by the manifestation, in effect "taming" or "focusing" a spell's nature.   While Mortals can manifest magic of all natures, some of the Mediums are less accessible by modern Mortals than others.   In total, there are four Mediums, they are as follows:   Primordian, Etherian, Fundamentarian, Harrian  

The Nature of Magic

  The "Nature" of magical manifestations is the second characteristic and one of the best understood aspects of magic. In modern study, a spell or magical effect's nature is also referred to as it's School.   The Nature or School of a manifestation of magic determines it's general application or effect. As an example, a spell cast by a Mortal with an Evocation nature might create some sort of raw elemental power, or knit together wounded flesh, depending on the intention and Medium.   The modern names for the possible Natures of Magic are as follows:   Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.

Comments

Please Login in order to comment!