Magic

Magic is the ambient energies of the world that either naturally or by external influence altered or manipulated to produce desired results not seen as inherently natural.
== History ==
According to most traditions, the first spellcaster of Urz was Onio'nomen, the first mortal being. 
=== Magic of Story and Song ===
The historian and loremaster Melech Songchaser identified a latent magic that had apparently existed since the dawn of the world of Urz. This form of magic is known as the Magic of Story and Song, and is in fact the purest form of magics in that, through knowledge, faith, empathy, and discipline, a practitioner can call up Winds of magic from multiple sources to create potent magical effects. In his study, Melech learned that during the creation of Urz, the Astral Gate was formed by a shattering of the crystal sphere that encapsulated the raw materia that was acted upon to form the world and the realms around it. The broken shards of the Astral Gate can be found in the form of Syrix stones and, in rarer instances, Shardminds. Melech identified that there were eight different resonances to these stones though some might have multiple resonances about them. It was in this way that Melech was able to replicate the Song of Creation.
=== The Godheart ===
=== Sidereal Magic ===
Ancient cultures saw the stars in the heavens and believed them to be the campfires of other people moving about in the heavens not unlike they themselves moved about Urz.
=== Ancestor Magic ===
=== Patrons of Magic ===
Over the course of history, great names have risen to prominence and historical significance based on their competency shaping magic. 
=== Breaking of the Arc of Time ===
=== Age of Heroes ===
=== The Great Schools of Magic ===
==== Association of Tal'na Mry ====
==== College of Story and Song ====
==== Darghian Institute ====
==== Grand School of Hisrech ====
==== Great Library of Saragod ====
==== Saverius Academy ====
==== Managault Wirvoran ====
==== School of Bicovaria ====
==== School of Hands, Fingers, and Words ====
==== The Volur ====
==== University of Ikashad ====
== Power Sources ==
Magic comes from various sources of power in the Unending Spiral.
=== Arcane Magic ===
Arcane magic is powered by the Dark Winds of Magic. The main means of manipulating these Winds is knowledge. Artificers, Bards, Sorcerers, Warlocks, and Wizards all use this magical source. They learn about the winds and learn the methods to partition a part of themselves to hold reserves of magical energy and then how to manipulate those winds through technique into spells. Artificers, Bards, and Wizards learn through study. Sorcerers just know. Warlocks gain the knowledge from a powerful entity via a pact. Dark Winds typically flow out from the Feywild.
==== Wild Magic ====
=== Divine Magic ===
Divine magic is powered by the Light Winds of Magic. The main means of manipulating these Winds is faith. Clerics and Paladins use this magical source, by focusing on devout faith or sworn oath along with prayer to bring forth the Winds in the form of spells. Light Winds typically flow out from the Astral Sea.
=== Elemental Magic ===
Elemental magic is raw magics and winds born up from the Elemental Chaos.
==== Air Magic ====
==== Earth Magic ====
==== Fire Magic ====
==== Water Magic ====
==== Para-Elemental Magic ====
==== Dichotomic Elemental Magic ====
==== Quasi-Elemental Magic ====
=== Primal Magic ===
Primal magic is powered by the Earthly Winds of Magic. The main means of manipulating these Winds is empathy. Druids and Rangers use this magical source, focusing on a stewardship or guardian position to use the Winds. Earthly Winds typically flow out from Urz itself.
==== Lunar Magic ====
Similar to Primal magic, Lunar magic is formed from Winds drawn from the moon of Stacia. 
=== Psionics ===
Psionic magic is powered by the Internal Winds of the Soul and Mind. The main means of manipulating these Winds is discipline. Monks produce a type of magic in the form of ki, which is very much a form of Psionic magic in setting. Internal Winds come from the souls and minds of individuals. 
==== Ki ====
==== Martial Magic ====
Martial power is not unlike Psionics, in that it is drawn up from within the physical body of the individual by means of discipline and technique.
=== Shadow Magic ===
Shadow magic is the corruption of the Winds above by the Shadowfell, a negative or dead reflection of magic itself.
=== Colors of Power Sources ===
In the color spectrum of magic, visible by means such as detect magic, Arcane magic is very much the standard color spread. Divine Magic typically has an aura about the aura, usually golden, silvery, or ghostly. Primal magic colors are more warm-toned and simplistic, psionics have a pastel tinge as does Martial power if it even shows up as magic. Shadow is a darkened hue, and Elemental has a bright vibrant nature that might be overpowered by the color of an element utilized in the magic itself.
== Great Schools of Magic ==
The study of magic, like the study of all things, has led to the understanding of categorical differences in different natures of magic and how they are shaped and also how they effect the space around them when used.
=== Color ===
=== Solid ===
Magic has a habit of forming into set shapes or matrixes when it is performed. 
=== Aspect ===
=== List of Schools ===
==== Abjuration ====
* Color: Blue
* Solid: pentagonal trapezohedron
*Aspect: Hoagi
Magics that are used to protect or safeguard against harm or other forms of magic are called Abjurations. The shielding types of magic fall under this school. Strong auras of abjuration could signify the presence of a powerful ward or guard against some sort of egress such as magical lock on a door or an alarm that will signal an unwarranted attempt at entry. Faint auras can sometimes appear near-white or even a soft purple and may be hard to differentiate from Divination or Illusion. 
==== Conjuration ====
* Color: Orange
* Solid: tetrahedron
*Aspect: Phatis
When magic is used to call forth something into being or to translocate something from one place to another, it is called Conjuring. These magics bring things forth into the Material Plane. A strong aura could summon forth a guardian or draw someone from one place to another (possibly against that person’s will). Faint auras can appear yellowish or reddish, so might be mistaken for Enchantment or Evocation. 
==== Divination ====
* Color: Violet
* Solid: icosahedron
*Aspect: Lux
The seeing magics are used to sense things. All sentient living things have a trace of violet in their auras. A strong aura might be a magical sensor allowing the detection of certain alien presences such as the introduction of an individual or magical aura into a place. Faint auras usually are hard to perceive at all and may require a skilled eye to even notice they are present.
==== Enchantment ====
* Color: Yellow
* Solid: cube
*Aspect: Rhakdall
A magical augmentation to a thing will display a yellow aura. If a creature has been ensorcelled by a spell that charms or dominates them, they may display a strong aura around their head. A faint aura may be present from a lingering such effect. Additionally, enchantment auras can be seen threaded through magical items along with other auras that may hint at the item’s function.
==== Evocation ====
* Color: Red
* Solid: triangular prism
*Aspect: Kernobosk
The art of bringing forth destructive forces, more often than not from the Elemental Chaos itself, is known as Evocation. Strong auras could symbolize a tide of horrible magical energy, such as a fire trap or a shocking handle, waiting to be triggered. Faint auras might convey a spell battle that has recently happened and can appear orange or yellow in color, so might be mistaken for Conjuration or Enchantment.
==== Illusion ====
* Color: Indigo
* Solid: dodecahedron
*Aspect: Harkhan
When magic is used to hide or to mimic, it will generate a purple aura. In many cases, this aura is intentionally faint and hard to see. Potent illusions may have less of a detectable aura, whereas weaker ones will shine bright purple for easy identification. Because of its color, it can sometimes be mistaken for Abjuration or Necromancy.
==== Necromancy ====
* Color: Black
* Solid: disc
*Aspect: Jortuul
As most things that live emit a trace of white in their aura as a sign of one who sees and is sentient, creatures that are undead will emit a trace of black. Black auras also envelop anything that comes from the Plane of Shadow as they are tainted by the vile magical nature of that realm. Black is hard to confuse with other auras, but an untrained observer may see it as purple or dark green.
==== Transmutation ====
* Color: Green
* Solid: octahedron
*Aspect: Oroo
This school of magic is used to change things in magical ways. Strong auras of green may mean that whatever is exhibiting the aura has been altered by a powerful spell to change its form or even its nature. Transmutation is a hard school to miss, but can sometimes be misconstrued as Abjuration or even Conjuration. It is also is seen commonly in magic items with enhancement bonuses (such as magic weapons).
==== Universal ====
* Color: White
* Solid: hecatonhedron 
*Aspect: Solera 
Not technically a school of its own, but universal magic is just magic that either does not fall into a specific school category or that incorporates multiple schools within. As all magic is based on laws despite being a chaotic force, the order and balance within can be seen in this raw universal magic as a simple colorless aura.
== Lesser Schools of Magic ==
The Greater Schools of Magic deal with what the magic itself is and the effects it creates. The Lesser Schools of Magic instead focus on how the magic is controlled and used and will often alter the way the magic functions. The most standard lesser school is that of Bibliomancy, which is how wizards use spellcasting.
=== Aeromancy ===
Air magic.
=== Bibliomancy ===
Book magic.
=== Cantomancy ===
Magic of songs and stories.
=== Cartomancy ===
Card magic.
=== Chiromancy ===
Palm magic, specifically regarding fortune telling techniques regarding the hand.
=== Chronomancy ===
Time magic.
=== Etiomancy ===
The lesser school of magic that is considered "dark arts".
=== Geomancy ===
Earth magic.
=== Hydromancy ===
Water magic.
=== Macharomancy ===
Dagger magic.
=== Mechanomancy ===
Technological magic, most commonly the purview of artificers.
=== Nethermancy ===
Magic that deals with the energies of death in its casting and implementation. Necromancy is the prime Great School utilized by a nethermancer and in most cases there is little distinction from one and a necromancer.
=== Oneiromancy ===
Dream magic.
=== Osteomancy ===
Bone magic.
=== Pyromancy ===
Fire magic.
=== Runomancy ===
Rune magic.
=== Sanguinomancy ===
Blood magic.
=== Xiphomancy ===
Sword magic. The most common tradition of xiphomancy is Elvish Blade Singing. 
== Casting ==
=== Preparation ===
=== Components ===
=== Spell Slots ===
== Magic Items ==
=== Creation ===
=== Rune Magic ===
=== Syrix Stones ===
== Portals ==
=== Elemental Bridges ===
=== Leyline Crossing ===
=== Spaces Between ===
== Craft / Field Magic ==