Realms of Magic

*This article is about the types of spellcasting. For magic in general, see Makutu. For the magical art of revealing information, see Divination.*

The **Realms of Magic** are six distinct methods of channelling magical energy known as Essence to achieve specific effects ('spells'). Recent discoveries indicate that they were responsible for the creation of the five major races.

## Essence

Essence is a form of magical power that spellcasters keep within themselves to cast spells. Essence is replenished through rest, usually traditional sleep (or the equivalent for species that do not sleep), but also through the use of Conduit and Conflux, which allow Essence to be recovered unusually quickly over 10 minutes of meditation (Dread spellcasters can also use the Boon of the Arvum, which is instant). More skilled spellcasters have a higher capacity of Essence.

## Subtle, Empowered, and Greater Magic

Standardised spells (as opposed to improvised ritual spells) are divided into three categories: Subtle, Empowered, and Greater:

* Subtle spells cost the least Essence and have the least powerful effects. Most take around four seconds of concentration to cast.
* Empowered spells cost (usually) twice as much Essence as Subtle magic, and have effects that may be stronger versions of Subtle spells or unique and more powerful ones. Most take around eight seconds of concentration to cast.
* Greater spells cost (usually) four times as much Essence as Subtle magic, and draw on Arvum energy to achieve incredible feats. They are much more dangerous than Empowered spells, and are only known by a small fraction of spellcasters.

## Natus Realm

The Natus Realm, or healing magic, is a realm of magic focused on healing wounds and curing disease. Though methods differ by practitioner, this is generally achieved through the transference of life force from the caster or from the surrounding plants or animals. This means that the use of the Natus realm requires a strong connection with nature, as the Sylven culturally possess. Its adherents are commonly known as healers, clerics, or lifewardens. Sylven and Fext are attuned to the Natus Realm.

Subtle Natus magic is capable of various kinds of wound treatment, as well as the diagnosis and extraction of disease and poison. It can also allow the caster to make themselves immune to contagion from sick individuals.

Empowered Natus magic is capable of pre-emptively healing those who fall in combat, preventing all contagion to or from another individual, transferring injuries from one individual to another, and preventing spells from being interrupted.

Greater Natus magic can draw Arvum and life energy through the caster and project it across an area, healing all allies within a sizeable radius. Its targeting can be imprecise, and, if used improperly, could cause damage instead or cause the Arvum to take control of the caster's soul.

## Stasis Realm

The Stasis Realm, or runic magic, focuses on strengthening individuals and objects through the carving or drawing of specific shapes ('runes') through which to channel Essence. These runes are not standardised, and passed on as family secrets within Dwarven clans. Users of the realm are known as runesmiths. Dwarves and related races such as Halflings and Gnomes, as well as Fext, are attuned to the Stasis Realm.

Subtle Stasis magic can strengthen weapons or armour, cause or pierce invisibility, remove unwanted magical effects, and protect from mental assault.

Empowered Stasis magic can grant temporary knowledge, create impenetrable barriers, and protect individuals from injury and certain other spells.

Greater Stasis magic can create explosions larger than any gunpowder, triggered by touching a small stationary rune.

## Mortis Realm

The Mortis Realm, or necrobotany, is a realm that interacts with death and decay, as well as their agents: fungi and other saprotrophic plants. This can be used to temporarily resurrect the dead, stave off death, or sap life from the living. Users of the realm are known as necrobotanists. Greenskins and Fext are attuned to the Mortis Realm.

Subtle Mortis magic can communicate with the dead, temporarily rot another's muscles or fingers, slow the loss of life energy from a bleeding patient, and make use of corpses' organs for the caster's own purposes.

Empowered Mortis magic can resurrect corpses (though not their minds) to fight on the battlefield, relive a corpse's last moments, or stave off unconsciousness temporarily.

Greater Mortis magic can resurrect the dead using an Arvum-infused seed, making them far stronger than other zombies but proportionally harder to control.

The Necromancer who led an undead army against Etelaan and the Fext was originally a necrobotanist, and used a corrupted version of the magic to resurrect hundreds of zombies simultaneously. This feat has never been replicated since.

## Allazo Realm

The Allazo Realm, or druidic changing magic, allows the caster to take on aspects of nature to enhance their own abilities, or to wield nature as a weapon. Its users, like those of the Natus realm, are often close with nature, and are known as druids. Elves and Fext are attuned to the Allazo Realm.

Subtle Allazo magic allows a caster to communicate with nature or with another individual through telepathy, gain the senses of a wolf or the hardiness of a tree, induce plant regrowth, or cause vines to ensnare an enemy.

Empowered Allazo magic allows a caster to rust metal, redirect attacks back at an enemy, take on the qualities of a powerful beast, or cross briefly into the Natus realm to heal themself.

Greater Allazo magic allows a caster to take on the aspects of a mythical creature such as a chimaera or hydra, though the Arvum energy used may affect the caster's mind or permanently warp their physical form.

## Fulcrum Realm

*See also: Ritual Portalism*

The Fulcrum Realm, also known as ritual magic, is a versatile realm that uses ceremony, appeal, and storytelling to channel Essence towards a wide variety of effects. Rituals require a ritual circle, which may be temporarily created by a user or permanently established by several in a place naturally imbued with magic. Ritual magic is unlike other magic both in that it takes much longer to perform and in that experimentation is far less risky (though not without danger). Users of the realm are known as ritualists, and can be aided by ritual assistants who are versed in only one or a few parts of ritualism. Humans and Fext are attuned to the Fulcrum realm.

Subtle Fulcrum magic can locate objects and people, peek into the past and future and enhance weapons, armour, and tools.

Empowered Fulcrum magic can protect an individual or object from magic, create a barrier around a ritual circle, allow a group to share capabilities, magically enforce a contract, or teleport a group to another ritual circle in or beyond Archaeus.

Greater Fulcrum magic can enhance the capabilities of an entire army, though it may also have drawbacks if the Arvum energy is not handled correctly.

Though consistently capable of the feats listed above, Fulcrum magic can be used for almost anything given a ritualist skilled enough in the handling of Arvum energy. In the past, rituals have been used to contact the gods, grant healing abilities to necrobotanists, and consecrate places of healing. One other use of ritual magic is the Spirit Wash, which enables a willing individual to rewrite their soul, including personality, knowledge, memories, and appearance.

Some ritualists, including Barron Ormauve, describe a personal relationship with 'the circle', an entity present in all ritual circles, which fulfilled their irregular rituals when needed and made requests of them. Since the first planned interstellar use of Ritual Portalism and the resultant connection of the circles in Archaeus to the network throughout the galaxy, however, the circle has somehow lost its individuality and personality.

## Dread Realm

The Dread Realm, or Arvum magic, is a recently discovered realm of magic that draws directly from the Arvum to produce several horrifying effects. It can only be used by Dread Knights and Dread Priests, individuals who forfeit their lives and souls to the Arvum, granting it control over them and their magic. It has only one known practitioner: Thalaniel, a Fext (formerly Elf) law warden who was willingly killed and resurrected by the lich Fzoul (also known as the Ossuarium) in the hope of discovering a way to rescue those within the Arvum, including his own clan. Only Fext are attuned to the Dread realm.

Subtle Dread magic is capable of protecting the user from spells and weapons, spreading plague and poison to their enemies, and allowing them to eat corpses to heal themselves.

Empowered Dread magic can cause temporary memory loss or paralysing horror, empower the caster's attacks through their wounds, render them invisible, and cause their enemies to turn on one another.

Greater Dread magic can create a theoretically harmless but volatile dark flame of Arvum energy, which can be harnessed to empower rituals or artefact crafting. The flame is unstable, and will collapse if the caster loses concentration.