Magic
Magic is power and substance that flows throughout the universe, attaching itself to both inorganic and organic objects. As one of the building blocks of the universe, it is considered to be just as important as energy and matter, perhaps even more so. Magic is by nature a slow-moving substance which takes many thousands of years to drift through a universe or realm, but is occasionally carried faster, as if a cosmic wind or tide is carrying it along. Disputes about the movement of magic continue even among the highest of magical academies. Despite magic being slow-moving by nature, some have the ability to manipulate and utilize magic for a variety of different tasks, producing very visible changes and therefore fueling the common view of magic. However, magic is perhaps one of the greatest examples of simple to use, hard to master. Many beings have the ability to conjure a simple flame or light a fire, but to time travel, warp reality and switch dimensions requires an immense strength, a strength that some profess may be beyond even the mightiest of gods... and certainly of mortals. The use of magic requires an exchange of energy, and the energy required to perform such spells would be immense. The tendency of magic to eat away at the strength and energy of a caster in an invisible manner means that overexertion is a common issue, and one that can lead to injury or death when overusing it- even with the most simple of spells, there is always danger in magic. While there are many spells which drain the lifeforce of others or of an area, these spells are dangerous and rarely used, for their effects cannot always be foretold. At least using one's own energy ensures that if one dies it will be themselves. In the Eighth Realm there are many ways to cast and use a variety of spells, but these are conventionally broken down by the Committee for Magic Safety into several categories. While not all nations, races, or even continents follow the CMS categorization (magic is not exact, and many alternate methods of categorization exist, each with their own benefits and drawbacks) the CMS provides a relatively simple and easy chart. In essence, this boils down to there being 7 methods for casting magic of 12 schools, which are discussed on their own pages in more detail [tbd].
7 Methods for Casting MagicNatural Magic
Mental Magic
Runic Magic
Ritual Magic
Alchemical Magic
Imbuement Magic
Innate Magic
Voodoo Magic
12 Schools of MagicConjuration (Conjurology): The act of summoning beings or objects
Elemental: control elements, manipulate weather
Sensual: illusions, enchantments, charms
Chaos: shadow magic, control darkness, curses
Ethereal: blessings, raw magic, create dimensions
Restoration: healing, disease prevention, cleansing
Abjuration: defense, protecting, warding, sealing
Temporal: time travel(theoretical), immortality, divination, scrying
Planaric: teleportation, manipulation of gravity, dimensions, matter, and seasons
Necromancy: raising the dead, speaking to spirits, manipulation of undead
Construic: creating beings such as homunculi and golems
Transmutation: transformation or changing of properties of something (subgenre = Corpomancy: Henomancy, Osteomancy, and other things dealing with bodily functions)
7 Methods for Casting Magic
12 Schools of Magic
Type
Metaphysical, Arcane
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