Magic in Welt

Magic in Welt is the phenomenon of change through unexplained means. Magic as a practice is widespread in Welt and has many different forms and usages. There are near infinite definitions and frameworks for magical systems which are influenced by such a gargantuan amount of factors that change and flux constantly that a precise definition is moot. 
From study and observation, "types of magic" can be identified, but are as fickle in their parameters as all other kinds of magic.
As such, this article will not attempt to classify magics but present practices that have been observed independently. 
== Pareidolisis ==
Pareidolisis, or belief magic is the ability for one's perception to impose a meaningful interpretation on an object, pattern, or meaning where there is none. For example, a weapon shaped object (such as sticks resembling swords or projectile weapons) will act as such in the hands of a pareidolist.
A pareidolist's ability works from belief, individuals that are so confident in their worldview and how things are and work that what they expect will happen, happens. This ability is collective, the more pareidolisis in an area, the more things will happen.
Pareidolisis isn't a magical ability in itself, but the result of complete confidence in correlating unrelated objects.
The ability isn't foolproof, not all imagined things will become so in the hands of a pareidolist, the ability works as a "psychic grease", helping with the intended effect to a certain degree. 
== Wizardry ==
For example; wizardry as a magic is the practice of reworking reality through application of energy and knowledge. In its base form, it is the application of energy to produce an effect based on the practitioner's desires. For wizardry to function it requires an energy source, a mind and an explanation. 
This is but an example of wizardry as a kind of magic, but fails to encompass the practice of other kinds of magic. 
== Ritual magic ==
On another side of the argument is ritual magic. Ritual magic is a type of magic that is based around practices that will create a result that aren't scientifically sound, but completely empirical. Ritual magic is an empirically demonstrated phenomenon that doesn't follow other scientific factors and practices. 
This definition could apply to all types of magic.
== Magic and technology ==
Some definitions of magic are in opposition to technology. Magic and technology are opposites, as their respective energy sources tend to interfere with the other. As a rule, technology works with the laws of nature while magic works using specific spells to use energy for a specific effect, these often contradict and cause both items to fail altogether. 
However, in Welt magitech isn't incompatible, and it is only inferred that the dichotomy is caused by yet undiscovered factors that defy empirical science. 
== Fundamental and composed magics ==
Some practitioners believe that magic can be traced to fundamental magics from which all other magics derive, but this definition also fails to encompass what magic is. Similarly, some practitioners of composed magics liken magic to language and grammar, but with evident limitations. 
== Disciplines ==
Practitioners sometimes attempt to classify magics in schools of thought called disciplines. But these are constantly shifting borders with what these disciplines include within their parameters. 
== Composed magics ==
Magic is the practice of reworking reality through application of energy and knowledge. In its base form, it is the application of energy to produce an effect based on the practitioner's desires. For magic to function it requires an energy source, a mind and an explanation. Magic is the application of methods to produce results that fall under the various disciplines of magic. The method requires energy, a focus and a spell, the application of which casts a spell.
The effect has to be expressed by the practitioner by a spell, which expresses the users intent. But this is not enough, in order for the two to give the wanted result, the mind serves as an intermediary, capable of channeling the energy source and giving the explanation of what is to be done.
This is why magic is difficult to learn and apply, it requires a perfect grasp of grammar and wordplay in order to achieve the desired effect, as the sheer number of interpretations and factors to take into account are staggering for most. 
The language of magic is purposefully complex in order to deter its usage to ill effect, and enchanting is often a much safer option for most people. However it isn't unfeasible, and magic is popular amongst certain cultures who have adapted it into many aspects of everyday life, such as for fitness, warfare and cultural activities.
== Physical effects ==
Magic uses energy, which requires stores of it to use. As such it isn't uncommon for magicians to be emaciated and bone thin as a result of using magic too much. Magical practice is like sports, too much practice is just as unhealthy as too little, and balance is crucial.
=== Draining ===
The most dangerous aspect of practice is the risk of draining, which is when the practitioner casts a spell that continually saps its energy with no way to know how to stop it, with sometimes lethal effects.
=== Elongation ===
Magic elongates things, practitioners that live in houses, with enough time will live in towers. Similarly, practitioners wear normal clothes and hats, but exposure to magic makes them huge. This is why traveling practitioners do not wear metal armor that’ll stretch and become too heavy. A mage's staff is often a stretched wand, and their iconic beards are because their stubble rarely lasts beyond breakfast.
=== Focus ===
Magic tends to modify its environment in order to focus itself. Since long, narrow foci are optimal for directing and controlling magic, wands and staves are commonly used since they can be pointed at a target. Towers and pointed hats can channel energy into and out of the heavens to create powerful effects, and also provide a way to fire off excess magical energy from overcharged spells harmlessly into the air instead of exploding outward into the countryside or bystanders.
=== Magic and technology ===
Magic and technology are opposites, as their respective energy sources tend to interfere with the other. As a rule, technology works with the laws of nature while magic works using specific spells to use energy for a specific effect, these often contradict and cause both items to fail altogether.
Magic and technology as disciplines have the same issues for the layperson, few understand it fully but benefit from its fruits. The same people that will carry protective amulets that give warnings in case of exo eyes will also carry torch lances.
=== Magic traces ===
Transmuted gold and precious metals have traces of magic, and are thus considered false gold by authorities on legal tender.
=== Magical item sentience ===
Magical societies tend to remain culturally and aesthetically simple, this is because more complex technological items tend to become sentient over time and going feral. In some magical societies any item with moving parts are banned. 
== Magic sources ==
The ability to produce magic is dependent on its source which is most often an energy source of some kind.
=== Sorcery ===
Main article: Sorcery
Sorcerers are magical practitioners whose source is innate to the practitioner who can produce mana.
Sorcery, or physical magic is based on the user's ability to produce and use mana. Mana is the energy used to make magic, it is produced by the practitioner, usually complementing and and sometimes effectively replacing harm preventer production in an organism. Like harm preventer, mana is excreted by the organisms integumentary system/ exocrine system like a form of sweat. 
=== Yeast magic ===
Main article: Yeast magic, Demons
Magic derived from demons is known as yeast magic. The practitioner of yeast magic (called Warlocks) literally uses demons as the energy for spells. As a consequence the usage of yeast causes the lowering of genetic diversity and lethargy in demons.
=== Necromancy ===
Magic derived from the act of keeping the undead alive to steal their power. As a consequence, more and more feral undead walk Welt.
Undead Magic is the use of energy that deprives the dead of rest, which is commonly known as death and decay. Undead energy is what lets the undead decompose and finally die, when magic is used, somewhere, an undead can't die a little longer, which is fine, but eternity takes its toll, and the psychological damage of afterlife inevitably leads to unhinged and unpredictable behaviors, inability to empathize to reason or communicate. This is known as undead feralism. This is also why magic is not easily accepted by the cosmopolitan society, it creates undead nightmares or other destructive consequences. The phenomenon is self regulating however, usually by public outcry and subsequent angry pitchfork mobs.
=== Atomic ===
Main article: Atomic magic
Magic derived from nuclear power. As a consequence, leaks of radioactive materials, (which can arguably be recycled).
=== Mana ===
Main article: Mana
Mana is a type of prokaryotic organisms that can be used as a source of magic. 
=== Divine ===
Main article: Deities
Deities are sources of magic for their faithful, the magic is based on the power an entity can give in exchange for belief sentiment. The source of magic usually resembles neverending flames that civilizations will closely guard and use to create technical wonders. Practitioners of Divine magic are called priests or clerics. While similar in mechanics, divine magic is not the same as yeast magic.
== Thaumaturgy ==
Main article: Thaumaturgy
The study of magic (and not necessarily its practice), is known as thaumaturgy.
=== Thaum ===
Main article: Thaum
The thaum is the basic unit of measuring magic. 
=== Ritual magic ===
Main article: Ritual magic
Magic based on ritual and knowledge of specific quirks of the world: a method of casting spells based on the performance of specific words, gestures, actions and offerings at specific places and times. The crux of ritual magic is that it works irregardless of belief, but doesn't have a credible scientific explanation. It isn't rare for well known rituals to suddenly stop working after having worked for sometimes several decades.
== Fundamental magics ==
Basic spells and fundamental magics are the most basic of magical applications.
=== Inward Senses ===
Main article: Inward Senses
A popular, albeit self centered fundamental magic is that of the senses, in which the caster enhances itself to enhance or even develop new senses it didn't have before.
=== Outward Senses ===
Main article: Outward Senses
A fundamental magic which is the manipulation of the senses of others, to befuddle or enhance, replace or even add senses to a target.
=== Portals ===
Main article: Portal Magic
Portal magic is simply the transportation of objects from point A to point B immediately and without actually traversing said distance.
== Composing ==
Main article: Composed magic dump article
Creating an effect using magic is called composing, which is when a practitioner will create an incantation sentence using runic grammar. Spells can be spoken, or written down as runes. Other methods of composing also exist; for example elixirs are spells in liquid form 
=== Spells ===
Main Article: Spells
A spell is a controlled manifestation of magic which acts in a supernatural way, requires an incantation. A magical formula must be enunciated using runic grammar intended to trigger a magical effect on a person or objects. 
=== Runes ===
Main Article: Runes
Runes are the written form of spells and is structured as a system of communication used by practitioners. Writing spells is dependent on runic grammar.
===Taboo ===
Curse designated to activate when a keyword is uttered.
===Charms ===
Adds temporary properties to an object.
=== Enchantments===
Long term charm.
=== Jinx===
Malicious spell, usually akin to clumsiness.
===Hex ===
Irritating spell designed to inconvenience, but not harm the target.
===Curses===
Evil charms, any spells with negative effects (torture, mind control, death).
=== Transfiguration===
Changes object into another object.
== Disciplines ==
Practitioners sometimes attempt to classify magics in schools of thought called disciplines. 
=== Anatomancy ===
Main article: Anatomancy
Anatomancy is the practice of the practitioner using parts of its body to power spells. Their choices usually depend on the physique of the practitioner, those with a more effective organ or body part will use it to power spells. Common choices are muscles (practitioners that easily build muscle mass) and adipose cells (for those that produce and store fat easily). 
Practitioners of anatomancy generally mark one of their organs as a battery for their spells. 
Anatomancy is unique in the sense that it is the only kind of magical sourcing method that doesn't use an outside source to fuel spells, unlike yeast, undead or atomic magic. 
==== Applications of anatomancy ====
Using a sickly body to heal a healthy one through sympathetic magic. 
Extrapolating natural processes from the body to produce an effect, (brain for willpower spells, stomach for acid, nervous system for electricity, liver for poison resistance, white blood cells for healing). Strain on these organs has effects however, and can cause organ conditions or failure down the line.
=== Locolomancy ===
Main article: Locolomancy
Also known as Golemancy, the discipline refers to the type of magic that bestows independent movement and sometimes thought to an object. Golem magic is in essence the ability to give locomotion to an object that would otherwise not move. For example, the magic will make a lamp post bend as if it were alive by itself as long as the practitioner has energy to supply the effort. The art is different from classical kinetics in that the object will move by itself using whatever energy source the practitioner has imparted unto it (by default it is the practitioners).
Draining is a real issue with this kind of magic, as such only advanced practitioners regularly use Locolomancy.
=== Hieraromancy ===
Main article: Hieraromancy
Refers to the type of magic that binds an animate or object to the whim of the practitioner. This can range from causing a chest to open only for the practitioner to commanding an individual to commit suicide. It is important to note that hieromancy is complex in that each command must be as precise as possible. Commands are subject to interpretation when cast upon sentients and survival instincts are the best way of rupturing the practitioner's grasp on its thrall.  Commands are most often written on scrolls of paper, and recited verbatim. Too many commands will cause conflicts with one another. 
Draining is a real issue with this kind of magic, as such only advanced practitioners regularly use Hieromancy.
=== Bellicomancy ===
Main article: Bellicomancy
A misnomed discipline that is open to tacticians rather than practitioners. Bellicomancy is the application of magic in warfare.
=== Scelemancy ===
Main article: Scelemancy
A practice of magic where the act of creation is influenced by magic.
== Magical delivery methods ==
Magical delivery methods are the different ways in which a spell can be cast.
Aimed: Concerns spells where the caster has to keep eye contact with the target at all times.
Concentration: A low range spell that keeps working until magic reserves are emptied.
Cast on ground: Concerns spells that are placed on surfaces and must be touched to activate either by the caster or the target.
Missile: A long range spell that fires a magical projectile
Instant impact: A spell that immediately makes contact upon being cast.
Missile explosive: A long range missile with an area of effect upon contact.
Cast on self: Spells that give an effect to the immediate area around the caster.
Constant cast on self: Spells that give an effect to the user until magic runs out.
Constant cast on ground: Concerns spells that will produce an effect in an area until a set time runs out.
Cast on self, large area of effect: Spells that give a wide ranging area of effect that centers on the caster.
Preparing: Concerns spells that can be placed on or inside objects (bottled into potions, inscribed on parchments)
== Magic sites ==
==== Lay lines ====
Magic spots that require a special ritual to reveal hidden text on a page. These spots are used to enchant objects.
== Magical objects ==
=== Staffs and wands ===
Staffs and wands are weapon designations for one handed and two handed ranged weapons respectively.
While sometimes confused with chemical reaction weapons, they are a class of their own, thaumaturgical weapons.
Staffs are generally powered by a soul gem or similar magical source, while wands take their power from their cores which are of a highly magical source embedded into the wands' wood.
==== Magical effects on clothing styles. ====
Mages wear cloth rather than armor because metal can react poorly to radiating magic. also because it is cheap.
Fire mages wear black to hide the soot
Healers wear white because as their magic removes grime and dirt, it also removes color.
Druids don't wear green voluntarily, it is the chlorophyl that seeps inside.
== Other race magic ==
Agate
Venom absorbing properties when heated.
Spider silk
When applied to a shallow wound, sponges blood and prevents inflammation.
Spider ring
Green stone on a wood ring wrapped in spider silk, prevents the wearer from being smelled.
Spider silk bell
A structure of spider silk holds air underwater. Can be used as a diving bell.
Spider bait
Insect husks designed to attract pretty while the spider lies in wait.
Spider oil
To combat plague, cholera and smallpox; spiders, leaves and worms are boiled, filtered and heated again with camphre and rose spirit.
Spider lottery
A spider is let loose with the numbers face down overnight. The ones it turns over are the winners.
==== Sympathetic Magic ====
If the belief that two objects are the same is strong enough, the magic makes two objects interact with each other irregardless of distance. The more similar the greater the influence.
The magic is based on two principles, correspondence (similarity enhances influence), and consanguinity (a piece of a whole can represent the whole). In order to facilitate the first principle, sympathetic mages routinely create life like replicas of objects.
==== Binding ====
When two objects are bonded, actions on one affect the other.
For example, lifting one of two identical objects lifts the other, at the cost of doubling the weight of the manipulated object.
==== Transfer ====
Transfering confers the properties of one object to another.
For example, transfering a magnet to a piece of wood makes the wood attract iron.
Category:Magic
Category:Magic Practitioners
Category:Pages with red links
Category:Unfinished articles
Category:List Articles
Category:Of Welt articles