Magic

Whether it comes in the form of mystical artifacts, mysterious creatures, or wizards weaving strange spells, magic can be felt across Tyrind. With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themselves from danger, or even create something from nothing. However, while many use the term "magic" interchangably, in reality magic is a dynamic force that comes in many forms.

Every sentient creature is born with the potential to work magic, at least in a limited way. Even those incapable of casting even the simplest cantrips can wield magical items.

Schools of Magic
The fundamental building blocks of magic are the magical traditions and the schools of magic. The traditions (described in more detail below) are arcane and divine. A spell's school is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment can change anothers' thoughts, and evocation spells can create waves of fire.

All spells, magical items, and other magical effects fall into one of the schools of magic. These schools are the foundation that creates a spell. These schools are like signatures, calling on and pulling together energies to accomplish a specific purpose. Some spellcasters have a particular acumen with certain schools.

The use of the word "school" here are not referring to an educational institution. They are instead referring to groupings of spells based on their "magical signature". Close to describing a genus of animal.

Abjuration
Abjurations protect and ward. They create barriers that keep out attacks and even certain types of creatures or entities. They create effects that harm trespassers or banish interlopers.

By its nature, an abjuration interferes with something else. Whether it blocks, banishes, protects, or rescues, an abjuration spell is dedicated to preventing or ending some other effect. Its detractors refer to abjuration derisively as the "School of Denial", but abjurers contend that the power to unmake something--particularly another magical effect--represents the ultimate power over that thing. By extension, then, they hold abjuration as the most powerful school of magic.

Scholars believe that the existence of abjuration magic reflects the universe's desire for equilibrium. For every object, force, or effect, there exists a source of opposition that negates it. Those who reject this theory claim simply that abjuration spells result from the desire to resist or reverse change. Abjurations aren't about universal balance; they're about maintaining the status quo.

Abjurers
Specialists in this school call themselves Abjurers, and they subscribe to the philosophy that an ounce of prevention is worth a pound of cure. Philosophically, abjurers are most likely to come into conflict with illusionists. After all, abjuration deals with real forces, not ephemeral tricks. Since many abjuration spells deal with protecting from or ending harmful effects, abjurers are also the natural rival of enchanters. Evokers, with their love of loud and flashy magic, also rub abjurers the wrong way.

Conjuration
Conjuration spells transport creatures or energies via teleportation, create an object, or bring a creature or object from somewhere else (typically another plane of existence) to follow your commands.

Those who specialize in this school subscribe to the philosophy that two birds in the hand are worth four in the bush. Critics of the conjuration school deride this discipline as outright theft and enslavement, but conjurers feel that the objects they materialize and the creatures they summon are merely composed of latent energy waiting to be formed. Many like to imagine that they are taking control of the fundamental forces of reality.

Scholars believe that their spells are drawn from the leftover energy that created the universe. As such, their spells do not steal from the world around them, but instead draw from an ever-expanding force of creation that is still spawning life in its wake. Those who oppose this theory accuse conjurers of weakening the fabric of reality, slowly draining off imperceptible amounts of matter to fuel their spells.

Conjurers
Specialists in this school call themselves conjurers. Philosophically, conjurers stand in opposition to the school of evocation, which focuses on creating some effect out of nothing. Conjurers find evocations superficial and devoid of imagination, since they lack meaningful substance. Other conjurers likewise consider illusion magic as distasteful, preferring to work only with what is real.

Divination
Divinations allow you to learn the secrets of the past, the present, and the future. They bestow good fortune, grant you the ability to perceive remote locations, and reveals that which is hidden.

Those who practice divination magic subscribe to the philosophy that you must know all of the players at the table in order to win the game. Those who oppose the divination school argue that its teachings are voyeuristic and complain about the loss of privacy. On the other hand, diviners may suggest those who complain the loudest have the most to hide. Diviners see themselves as seekers of truth, even while they keep the most powerful secrets for themselves.

Diviners feel that their very existence epitomizes the never-ending search for knowledge. Diviners justify their chosen path by claiming that if all things in the universe were known, divination would cease to exist. Detractors of this theory claim that diviners are destructive to the underlying nature of magic, because the more mysteries that diviners unravel, the less magic can grow in the world.

Diviners
Specialists in this school call themselves diviners. Philosophically, diviners categorically oppose the school of Abjuration, because abjurers are the most successful at blocking their spells. The school of illusion is similarly irksome to diviners in search of the truth, often misleading their efforts. Transmutation can be troublesome to diviners as well, since magical disguises have been known to fool even the most skilled scryers.

Enchantment
Enchantments affect the minds and emotions of other creatures--sometimes to influence and control them, and other times to bolster them to greater heights of courage.

These spells focus on tricking the mind and manipulating emotions, perceptions, and thoughts. Those who practice such magic claim that your most valued friends are those you make. Those who disparage enchantment reject its ways as a perversion of free will, but enchanters usually win them over, much to the surprise of anybody who knew the outspoken parties before their change of heart. For an enchanter, controlling the actions of another creature is akin to guiding fate.

Enchanters regard domination of the mind as the ultimate expression of magical power. They realize that their field of magic won't change night to day, but it can alter the course of history--a potential that is far more alluring. Those strong enough to resist such mental coercion might speak against the social corruption an enchanter can seed into a community. The enchanter blithely agrees, all while manipulating politics to secure a position of influence.

Echanters
Specialists in this school call themselves Enchanters. They tend to oppose the evocation school. The blunt nature of the school of evocation is counterproductive to the finesse required by enchanter's clandestine spells. Enchanters favor subtlety over ostentatious displays, more concerned with blending in without being overtly noticed. For this reason, they also tend to have a distaste for necromancy for the stigma it attracts

Evocation
Evocations capture magical energy and shape it to harm foes or protect your allies. This is the flashiest and most destructive school of magic. These spells create an effect out of nothing. It can blind its target with searing fire, or shock them with an electrical current. Those who specialize in evocation magic say that the best defense is a good offense. Those who oppose evocation cite the collateral damage of these spells, but users are quick to rebut that their spells are carefully times and highly precise (this is true maybe 50% of the time). Critics worry about the ethical ramifications of creating something from nothing; it is the kind of power only a god should wield. Evokers would actually happily agree with that one.

In truth, evokers are almost fantastically drawn to the limitless raw magical power of their spells. They see their school are highly necessary, one that focuses magic from its most turbulent and volatile states. Pure magical energy, left unchecked, could deal far more damage to the world if evokers didn't regularly harness and release it in controlled amounts. Opponents of the school state that evokers actually contribute to, rather than diminish, the chaotic state of raw magic, therefore destabilizing magic for all spellcasters. Evokers dismiss the claim.

Evokers
Specialists in this school call themselves evokers. They are often opposed to the school of conjuration, since that school focuses on creating lasting, tangible effects. Evokers regard the reality-focused conjurers as limited in their outlook, missing the wealth of opportunity that evocation allows. By extension, the school of enchantment warrants a delicate touch that is frequently lost on evokers. Abjuration magic tries to protect against evocation spells, which is very annoying.

Illusion
Illusions create the semblance of something real, fooling the eyes, ears, and other senses.

An illusion is only limited by the imagination of the spellcaster. They can fool the senses, hide your presence, summon one's greatest fears or desires, or even warp the surrounding landscape to become anything from the deepest parts of your psyche. They subscribe to the philosophy that reality is only what you make of it. Critics of the illusion school claim that its spells erode an earthly sense of stability, using smoke and mirrors to incite chaos and misdirection. Ilusionists believe that reality is defined by perception, and they focus on changing that perception--and thus, changing reality. That, they say, is the supreme form of power.

Illusionists see reality as being in a state of imperceptible fluctuation, constantly changing based on how unconscious minds of all sentient creatures perceive the world. They claim that they can modify this fluctuating reality, and so are in fact altering the world on a deeply subconscious level. Debunkers of this theory retort that illusionists are either more than a little insane, or merely tricksters fooling people with light, since most illusions are harmless.

Illusionists
Specialists in this school call themselves illusionists. They are philosophically in conflict with the school of abjuration, since those spells can negate an illusionist's ability to confound. Conjuration represents the diametric opposite of illusion, manifesting what is real and solid in the world, as opposed to what an illusionist calls into being.

Necromancy
Necromancy spells harness the power of life and death itself, manipulating the lifeforce of living things and bestowing a dark perversion of life to the dead. They can sap the life essence or sustain creatures with life-saving healing.

It holds dominion over life and death, draining the stamina from a living creature, exerting control over the undead, and instilling paralyzing fear into a creature's very spirit. They subscribe to the philosophy of "waste not, want not". Detractors condemn their practices as abhorrent and disrespectful to the dead, but necromancers defend their art on the premise that the dead care very little for their bodies, especially if they can be put to good use. Controlling such bodies, however, is secondary to controlling the spirit itself.

To a necromancer, magic is based on the idea that life is an essential element of the universe--one that can be controlled and manipulated just as matter or energy can be. Necromancers believe they hold the reins of this power by surrounding themselves with undead. People who challenge the necessity of this school claim that necromancy weakens the barriers between the dead and living realms, causing the two to encroach upon another more each day. Necromancers might say that this isn't necessarily a bad thing.

Necromancers
Specialists in this school call themselves necromancers. They are most philosophically opposed to the school of enchantment, which claims supremacy over the mind. Necromancy one-ups the mind by claiming dominion over life. Necromancy finds little in common with conjuration; while conjurers create their own power by summoning and the like, necromancers work with whatever is on hand at the time.

Transmutation
Transmutation spells make alterations to or transform the physical form of a creature or object. This magic modifies both energy and matter. It can alter a creature's shape, boost mental or physical qualities, or change the way it interacts with the world. Transmuters believe that if life gives you an orange, make lemonade. Adversaries of the transmutation school claim that only gods have the right to change creation, but transmuters feel that if mortals were created in the image of the gods, then creating and modifying the world around them is only natural.

Transmuters attribute the strength and variety of their spells to a belief that all things in the universe must inevitably change; they are simply accelerating that evolutionary momentum to suit their needs. There are scholars who dismiss this idea as romantic nonsense, claiming instead that such change puts an unnecessary strain on the universe, because as objects are modified, new and unpredictable aberrations begin to take form to compensate. But tell that to a transmuter and they will likely respond with the idea that any hurdle, no matter how daunting or how many eyes it has, can be overcome by changing it into a bunny.

Transmuters
Specialists in this school call themselves transmuters. Philosophically, they are opposed to the school of conjuration. Rather than working with existing materials, conjuration creates or summons something new. It lacks the flexibility and artistry of transmutation. Likewise, evocation and illusions create effects instead of modifying what's already at hand. Interestingly, transmutation and necromancy are complimentary schools, as both simply work with whatever is available.

Spellbooks
Carefully maintained and jealously guarded, there are few things more valuable to a wizard than their spellbooks. These repositories of magical lore are often trapped and warded to ensure nobody meddles with the secrets inside.

Each spellbook or grimoire is a unique reflection of the personality and capabilities of its creator. Many of these tomes contain more than spells; they contain notes on the author's other research, personal diaries, naturalist sketches, or even prose and philosophy. Some contain preparation rituals, each of which grants boon--or hindrance--to spellcasters who use the book to prepare their spells.

These tomes are not the only kind of repositories that exist. Some cultures inscribe magical secrets on specially treated strips of bark, or transcribed through intricate tattoos. Indeed, spellbooks come in many varieties and are just as diverse as magic itself.

Magic Traditions
All spellcasters cast spells from one of two different magical traditions. Each tradition reflects a different way that magic interacts with the world and the people in it.

Arcane
The energy that binds reality together, arcane magic is a powerful and ambient force. Those who harness arcane magic often use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching influence, the arcane tradition is one of the most versatile traditions. Arcane magic is less capable of truly affecting the spirit or soul of the living; it can bestow the semblance of life through necromancy, but is not truly able to revive the dead. Wizards pour over tomes and grimoires, and sorcerers undergo great discipline to study the secrets of their blood to unlock the power that lies within themselves.

Occult
But there is another facet to arcane magic, which practitioners refer to as "occult traditions" and are perhaps the strangest of them all. Not truly endowed with innate skill, they call upon neither god nor intense study to work their magic. They seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in an instinctive way. Bards are an example of such spellcasters, collecting strange esoterica, picking up little tricks here and there, and using the power of music and performance to influence the mind and elevate the soul. You can find out more about arcane magic by checking here. [not yet created]

Divine
The power of the divine is that which fuels life itself. It is steeped in faith, the unseen, and belief. Clerics are the most famous wielders of divine magic, harnessing their faith to work miracles and paladins call upon their god to grant them the strength and the skill to smite their foes. It is largely agreed upon that divine magic comes from the gods and is worked through willpower and instinct, rather than study.

Primal Magic
Primal magic is divine magic that reflects the power of the natural world. Spellcasters within this tradition have an instinctual connection to and faith in the natural world, the cycle of day and night, the turning of the seasons, the natural selection of predator and prey drive the primal tradition. Druids are an example of divine magic users who call upon the magic nature through deep faith, communion with and a connection to the plants and animals around them. You can find out more about divine magic by checking here. [not yet create

The Four Essences
Spells that affect certain physical or metaphysical force tend to be grouped into particular magical traditions. Schools of magic widely agree that all of existence is comprised of some combination of the Four Essences, though some disagree on the names and particular qualities of each essence.

The following entries discuss each essence and the traditions and spell schools relevant to it. For instance, evocation magic tends to manipulate matter, while abjuration spells draw upon and influence different essences depending on the spell being cast.

Life
Also called heart, faith, instinct, or vitae, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for the subconscious responses and belief, such as ancestral instincts and divine guidance. The conscience is a part of Life.

Matter
Also called body, forces, material essence or physical essence, matter is the fundamental building block that makes up all physical things in the known world. Evocation and Transmutation spells are especially attuned toward manipulating and shaping matter.

Mind
Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memory. Mind touches even non-sapient creatures like animals, though in a more limited capacity. Enchantment and Illusion spells especially influence and fool the mind essence.

Spirit
Also called soul, ethereal essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. It is what allows dreaming, creativity, and invention. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body.

Spell Components
Magic doesn't just happen. It exists as a force regardless of its origin. It is only through the will and focus of a spellcaster that magic is drawn together and formed into an effect known as a "spell". The process of casting a spell, usually called "spellcasting" or "wonder working", requires a number of components to aid in the focusing of magical energies required to fuel the spell.

Material
A material component is a bit of physical matter that is often symbolic of the desired effect, and is consumed in the casting of the spell. The material component focuses the magic like a prism focuses light, and provides material anchoring and fuel that allows the spell to exist in our plane of existence. Some spells require components of a unique and high quality to cast, which require a spellcaster to seek out a specific material. For example, restoring life to the dead through a Raise Dead spell requires a diamond of exceptional purity. This symbolizes the spirit in material form, and like a crystal draws in and focuses the light, the diamond gives the spirit something to anchor onto, both physically and symbolically.

Some spellcasters are capable of eschewing material components for the most part. Sorcerers in particular seem to be able to work most spells without using material components, as their very blood and essence act as the material component. Other spellcasters can learn to do this themselves, though it takes considerable training, focus, and discipline.

Somatic
A somatic component is a specific hand gesture or movement that generates a magical nexus. Most spells only require one hand be free and able to make the gestures, though some more difficult or complex spells may require two free hands--or even multiple spellcasters working the somatic components.

Verbal
Words have power. It was through words that existence came into being. Words can shape our reality, and in the case of magic that sentiment is a literal one. A verbal component is an incantation, a verbalization of words of power. They must be spoken in a strong voice, so it is difficult to conceal doing so with significant training, focus, discipline, and talent.

Focus
A focus is an object that funnels magical energy, but it is not consumed in the process. It is like a power line, transferring magical energy into a spell. Foci are often quite expensive, but many spellcasters find them worth it. As an example, clerics and paladins often use their holy symbols as a focus for their spells. Tattoos can also serve as a focus, but must be made with specific inks and applied in a lengthy and painful ritual.

Magical Items
Some practitioners are capable forging objects with magical power of their own, which can then be wielded by anybody.

Casting a spell is an exhausting process and the effect is almost always temporary. However, a magical item continually channels magical energy to produce its desired effect. Some do so indefinitely, while others have a limited charge that resets daily. The practice of imbuing objects with magic is done so that the object takes the strain so that spellcasters don't have to, and sometimes because some magic is simply too powerful for a mortal to sustain.

Some examples of magical items include the Bag of Holding, the Horn of Valhalla, the Flying Broom, the Bag of Tricks, various magical rings, and potions.

Familiars
Familiars are minor spirits who take on the shape of animals to better serve their masters. Familiars are summoned through a ritual, in which they effectively put out the desire for a familiar and one answers. Upon meeting, the master names the familiar at which point the familiar bonds with their master, their spirits joining. In this way, the master is like the familiar's anchor to the material world. Given form and purpose by their master, a familiar will loyally serve their masters, assisting them in performing rituals and even able to cast spells and share their senses. Once a spellcaster has bonded with a familiar, they are bound until death.

A familiar is almost impossible to kill; when their vessel takes enough damage it dissipates until it can be summoned again. The only way to truly and permanently kill a familiar to kill its master.