Magic is a powerful force in Morn that is understood differently across cultures. It comes from the Weave, a normally invisible layer of threads that sits over all of existence. The Weave comes from the sun and
Solene. Solene is believed to constantly be spinning new threads in the Weave from her realm of Brightloom. Using spells such as Detect Magic, it is possible to see the Weave. Since Brightloom connects directly to Morn via the sun, the Weave can be seen spilling into Morn from the sun.
Common folk do not have much understanding or control over magic and tend to avoid it, seeing it as something best not to be messed with. Most common folk go through their lives without encountering magic at all.
Spellcasting
Spellcasting is a rare skill in Morn that grants powerful abilities. It is largely divided into three categories: divine spellcasting, primal spellcasting, and arcane spellcasting. Divine spellcasters are granted their abilities by the gods while arcane spellcasters gain their gifts either through studious practice or innate abilities. Primal spellcasters gain their abilities from their connection with nature, although some argue that their connection is actually with
Silvanus or
Morrigan and so primal spellcasting is properly classed as divine.
When casting a spell, the spellcaster is interacting with the Weave by making changes to the positions of the threads. Moving threads around magically alters reality. Low level spells make very small changes to the Weave, moving only one or two threads. Higher level spells make much larger changes to the Weave and may move a high number of threads.
Spells usually have a verbal component, such as a word that must be uttered allowed for the spell to be cast. Most spells are cast using words from the language of ancient elves, however some spells are cast with ancient Draconic words. Many spells can be cast using their ancient Elvish word or their ancient Draconic translation. The words from these ancient languages do not have innate magical properties on their own; it is only when used by spellcasters and combined with other spell requirements that they produce magical effects.
In the warm-blooded cultures, spellcasting is generally seen is an elite skill that is rare and powerful. Spellcasters are seen as valuable and are often well paid to use their abilities. It is common for spellcasters to be in positions of power or prestige.
In the Draconian cultures, spellcasting is frowned upon outside of the divine magics granted to those chosen by the gods. Draconians see the Weave as a sacred object created by Saule and view arcane magic as a corruption of the Weave. Only divine magic, which is granted by the gods and therefore part of Saule's plan, is acceptable to them. Draconians generally consider dragons as being the perfected creations of the gods, and thus consider their magic to always be divine.
Healing Magic
Healing magic is generally associated with divine magic and is granted by the gods. However, it is not easily accessible for common folk. For most common folk, when injured or ill they will see a doctor or medic who uses mundane healing methods.
A cleric is a specific position that refers to a member of a religious order that has been granted divine magics by their god. Most temples and churches do not have clerics as part of their regular clergy, and those lucky few that do become popular destinations for people seeking healing and other types of blessings.
Enchantments
Enchantments are magical effects created by mortals that alter objects. Unlike most spells, enchantments can be ongoing or even permanent. Enchantments are used for such things as airship engines and magical objects.
Draconian cultures generally accept enchantments even when spells that create similar effects would be forbidden. They consider enchanted objects to be in line with Saule's design of the weave.
Innate Magic
Some creatures in Morn have innate magical traits. These traits are not spells and are usually abilities or effects that a creature is born with. There are a variety of creatures with such traits and they are thought to have a variety of sources. The innate magical traits of genasi, for example, are understood to come from their exposure to the elemental planes.
Draconian cultures do not have strong taboos against innate magical traits.
Natural Magic
Some areas of Morn are naturally magical. Magical regions may be overtly and obviously magical while others may be less obvious. The areas around the elemental rifts, for example, are rife with elemental magic.
Thaerwood is another example of a location with natural magical energies, allowing Thaer Oaks to grow to incredible sizes.
Many plants have magical properties and are used by alchemists to create powerful concoctions. Plants with magical properties can be dangerous - ingesting magical plants may result in severe maladies or even death. Many magical plants can also be dangerous even if not ingested. Handling them is best left to qualified herbalists.
Azurite
Azurite is a naturally occuring mineral that has been found to have innate magical properties. Surges of wild magic occur more frequently in proximity to Azurite deposits.
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