Magic of Teranuz Physical / Metaphysical Law in Teranuz | World Anvil
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Magic of Teranuz

Magic is a catch-all term referring to the means by which an individual may be able to bend or alter the natural laws of the world to achieve a desired affect. It is possible to perform magic on Teranuz, as well as within all of the planes of existence it is directly connected to.   Magic can be broadly divided into two categories: Arcane Magic and Divine Magic. A third type, sometimes referred to as "Rune Magic" is speculated to have once existed as well, although any concrete information on how it may have been performed has since been lost.  

Arcane Magic

Arcane Magic refers to to the manipulation of natural laws to create a desired effect. Arcane scholars further divide this type of magic into eight "schools" based on the effect produced by each: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation.   There are multiple ways in which one might gain the ability to perform feats of Arcane Magic: while the ability to perform Arcane spells may be achieved through rigorous study, others may be born naturally attuned to such abilities, or receive them as a boon from a sufficiently-empowered entity such as an Archfey or similar patron.   It has long been contested whether Arcane Magic is a "natural" aspect of Teranuz; arcanists and historians have theorized that Teranuz may have been devoid of Arcane Magic prior to the arrival of the first Elves from the Feywild. This would suggest that Arcane Magic originated within the Feywild, and somehow "entered" the Prime Material Plane when the Elves created the first doorways between the Feywild and Teranuz. Believers in this particular theory occasionally refer to this introduction of magic to the Prime Material Plane as a "contamination" or "infection".   Noteworthy scholars of Arcane Magic include Vance, believed to be the first human to ever achieve the abilities of a mage. Vance is believed to have learned how to perform magic from the Elves that enslaved him and his family, though whether this knowledge was willingly taught or unknowingly stolen is a point of historic debate.  

Divine Magic

Divine Magic refers to magic attributed to the gods or other natural forces of the world; this includes the "holy" magic of clerics and paladins as well as the nature-focused magic of druids and rangers.   While Divine Magic may be used to achieve similar effects to those of Arcane Magic, Divine Magic differs in its source: while Arcane Magic can be obtained through study, natural talent or a supernatural pact, Divine Magic seems to be directly tied to the caster's faith, whether it be faith in a specific deity or religion, faith in nature, or even faith in a specific ideal or set of doctrines. Through achieving a supernatural amount of faith and devotion to any of the above, a sufficiently faithful individual may gain the ability to perform feats of Divine Magic, sometimes referred to by the uninitiated as "miracles". By the same token, a loss of faith in an individual may cause their proficiency in divine magic to diminish in potency, or even disappear altogether. Such cases are rare, however, as fewer things are as solid and unshakable as the will of a zealot.   Also unlike Arcane Magic, Divine Magic is believed to have always existed within Teranuz, albeit existing in different forms and manifestations over the course of history.  

Rune Magic

Rune Magic is a theoretical third form of magic which some believe existed long ago within Teranuz's prehistory, most likely originating during the Age of Giants. The only known evidence of such magic exists in the form of a scattering of ruins and artifacts bearing strange runic symbols of unknown language or purpose. If they indeed denote a specific type of magic being performed, it would point to evidence of non-divine magic existing in Teranuz long before the arrival of the ELves.
Type
Metaphysical, Arcane

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