Mana Magic

== Phenomena within mana magic ==
=== Mysticism ===
Spells have formed, but many of them are ill-shaped and ill-understood. Mortals, sadly, have not pursued natural studies. This created a problem: complex spells, as complex as Qael’Naath had imagined them, have not yet pawned. Their time is due though. The great design demands their presence as the glades begin to align. So Qael’Naath is forced to introduce them himself. Through the Winds of Magic, he begins to shape a million spells at the time. He defines their effects and themes but leaves the method of their use empty. The themes of these spells will directly affect the presence of the spell. Those themed by wood and life will generally remain around forested areas. While those themed by fire will remain around volcanoes or will be attracted by great forest fires.
The art of mysticism is practiced by mortals. Through their own senses, contraptions they’ve build or other means they attempt to find a god-forged spell. To which they then attach their method of calling upon the spell. It is to be noted that mysticism can be a very dangerous endeavor. These god-forged spells are ill-understood. Their effects and commands upon the natural world, towards mortals, seem arcane and impossible. It is very possible that one is dealing with an extremely destructive god-forged spell and they have no idea about it. Meaning that if it is called upon by accident, the magic would be unleashed in a devastating fashion.
This makes mystics both mages and discoverers. Explorers of the unknown aether and its trillion of spells. Skilled mystics will observe a spell construct for as long as they can, trying to glean its power from the arcane effects.
== Grades of mana magic ==
=== Magic of the First Grade ===
Magic of the First Grade is magic that can generally be intuitively learned over the course of generations. Independently of the teachings of a God. 
==== Mana Sorcery ====
The easiest but most brutish way for mortals to cast magic. Sorcery is the ultimate expression of arrogance. Without fully understanding the world or the consequences of your actions, one can exercise their will upon the mana to make their wishes happen. The mana will then “brute force” whatever you desire if it is within possibility. For example, a sorcerer may demand there to be a flame in his hand. Mana will then convert itself into the fuel and oxygen for the flame, as well as cause the chemical reaction to get it started. While exceptionally easy to use, Sorcery has many dangers and drawbacks. For starters, doubt and uncertainty of one’s self is disastrous for any Sorcerer. If their grip over the magic is not firm and unyielding, it will lash back. To take the flame example: should the caster doubt himself, the fire will explode in his hand. Burning his entire lower arm. Furthermore, because Sorcery “brute forces” the effect, Sorcery is extremely mana inefficient. Hampering it greatly to cast great spells.
=== Magic of the Second Grade ===
More advanced spell casting will require a mage to understand the world and mana better. Spells of mages, not sorcerers, will not be brutish demands but more complex instructions. To shape the mana into creating the spell. This allows for far more complexity in spells, as well as greater mana efficiency. However, unlike sorcery, Second Grade magic requires more intricate actions and commands. We separate this into 4 methods: Incantation, Somatics, Iconographic and Materialistic.
It is important to remember that these four methods function as mental “scaffolding” for mana and magic.
==== Incantation ====
The most “straightforward” of the three methods, Incantation is the act of verbally reciting spells. The intent of these spells lay within the words. Which, through the speaking of them, shapes the mana and allows it to follow the instructions. Incantation is not limited to simply reciting a spell. Chanting and singing can also be used to cast spells this way.
==== Somatics ====
Another way to cast magic is through movements. The easiest way would be through physical mnemonics: repeating an action until it is seemingly intrinsically linked with a certain outcome. More complex forms of Somatics would require intricate dances. Fights between Somatic masters would look less like a hostile duel and more like an intricate dance of two beings expertly predicting and answering each other’s movement.
==== Iconographic ====
Somewhat akin to Incantations, Iconographic magic rests upon the idea that certain icons, glyphs, letters or runes represent certain magical effects or implore the mana to behave in a certain way. Due to the nature of carved and written magic, iconographic spells are often more subtle in their effect but, when the vessel and the icon itself are both kept in pristine condition, it may last years. If not a lifetime. While badly-written iconographic spells will erode and destroy even the vessel upon which they are inscribed.
==== Materialistic ====
The world is filled with extraordinary creatures. Ranging from the Leons in the Prairies of the Sun to the wool of the sheep in the Hilly Grasslands. These creatures carry the essence of their respective god and its power. Mana can consume this essence, generally through the offering and then the destruction of parts of the creature or object, to imbue itself with its power. This cuts out the requirement for mana to alter itself. Making materialistic casting methods more efficient. Resulting in potentially stronger spells. However, the material is required and thus must be found. Materials are not limited to living creatures. Plants or even simple objects might suffice. For as long as they bear the essence of a god’s power.
==== How Spells of Mana Are Shaped ====
Spells are, primarily, shaped through a mortal’s desire and through which he channels that desire. If he writes it down, it may become iconographic magic. If he says what he wants, again and again, it could become an incantation. However, most mortal’s mental strength will be grossly insufficient to create a spell. Joined belief is the best way to create a spell which then the mana “learns”. The more people believe in the spell, the stronger that spell will be within the streams and flows of mana. Making it more refined, precise and easier to cast. Spells also act as the container for the instructions of Second Grade magic.
=== Magic of the Third Grade ===
Third Grade magic is impossible to cast by normal creatures like trolls, vrool or humans. At least without vast amounts of mental aid and a willingness to destroy one’s self in the process. It requires a massive brain to even begin comprehending these spells. Let alone cast them. Furthermore, as these casting methods are extremely powerful, it also requires a direct and explicit blessing of the God of Magic. None the less, should one hold both boons their magical prowess will go unmatched amongst mortals.
==== Mindcasting ====
Akin to Sorcery, but much less brutish. Mindcasting takes the knowledge of the world and the ability to create refined instructions for the mana from the Second Grade but removes the methods and mental scaffolding that allows “lesser forms” to cast it. Mindcasters form the entire spell completely in their heads. It requires a very intimate understanding of the world, the place of mana in it and how exactly one must steer and control the mana while casting. This puts an extremely high strain upon the mind. As a result, to even attempt Mindcasting as a lesser being will result in a backlash. When done right though, Mindcasting becomes the most powerful form of magic in existence. Mindcasted spells will be near perfect, highly efficient and can attain extreme results.
Category:Magic