Magic Theory

Magic Theory is the lore in which details how to use Domain Magic. It has guides on how to perform and perfect magic. There are various schools for Avians on how to use their magic, with Magic Theory being one of the core subjects for Domainers. The modern basics of Magic Theory teaches that there are 5 domains: Forest, Sky, Mountain, Ocean, Desert. Each of the domains have their quirks and uniqueness.

Magic Theory originally was a religious subject that is tied to Arkhaism. However, over the hundreds of years, Magic Theory became its own thing. Magic Theory now stands as a subject of facts and truth, and does not matter if you're an atheist or a theist, but whether or not you perform it correctly.

## TYPES OF DOMAINS

Across the lands are five different main terrains: Ocean, Sky, Mountain, Desert, and Forest. The terrains are the sources of domain magic, and there are 5 domains for each terrains. For this, each 5 domains represent the 5 terrains, with their own quirks and uniqueness. The list goes as follows:

- Ocean: Ocean magic is smooth, flexible, and calm. Its nature is to be strategic and careful. It is able to manipulate its defense into its offense, and is able to direct an attack. The main key to perfecting ocean magic is strategy and flexibility, like the flow of water.

- Mountain: The mountains stand tall and confident, therefore its nature is to be firm and stable. It is the greatest defense domain, able to ward off opposing elements and protect yourself and your allies. The main key to perfecting mountain magic is to stand your ground, be firm and decisive.

- Desert: The dessert is harsh and unforgiving. It grants a strong offense option, able to maximize their damage and aggressiveness. It strikes like a bird of prey, and it strikes hard. They have the least users. The main key to perfecting desert magic is to be aggressive, emotional, and dangerous.

- Forest: Life blooms in every corner of trees and plants. Forest casters are able to heal and grant growth to what or whoever needs it. They can buff or debuff targets of their choice, weakening the strong and strengthening the weak. They have the most users. The main key to perfecting forest magic is to be diverse and imaginative.

- Sky: The sky is vast and free, so it grants mobility to its casters. The sky looms over all domains, so it knows its secrets. Sky casters can use other domain’s magic but not to a full exten, making them jack of all trades but master of none. The main key to perfecting sky magic is to be free, mobile, and energetic.

## METHODS

There are only 3 known methods of spellcasting using Domain Magic. All three have flaws of their own, and laws and rules of their own. One of them is a natural-born requirement, one of them is a craftsmanship, and the other is a scholarly pursuit.

### **INNATE**

The innate method is the most used and most well-known method. This method is also known as the one true method and the best of methods, as this is the method where all Domainers use. The innate method requires you to be born with magic instead of learning them like the other three methods - and when you're born with magic, you're a Domainer. This method is perfected through time of polishing your skill and being in touch with your repsective domain. With the innate method, the user can only use one domain magic for the rest of their life.

### **EILD**

Eilds are gemstones that are made to store domain magic. A Sky Eilds is a gemstone carved for Sky magic usage, and so on. Eildsnees are magic items fueled by Eilds. Eildsnees can be used to replicate one single ability from a domain. Domain magic can be stored in Eilds. There are gemstones that represent each domain, and each domain magic is to be stored in their respective gems.

The eild method is the second-most used and the most popular amongst non-Domainers. Casting magic is achieved by the channeling magic through carefully carved eilds. The eild methods has a downside is that it is limited to how good the eild is carved, the rarity of gems, the size, and how much magic is stored in there before the eild burns out.

- Sky: Moonstone, Sunstone, Alviline

- Desert: Ruby, Citrine, Garnet, Euyoii

- Forest: Emerald, Amolite, Jade, Irestone

- Mountain: Alexandrite, Diamonds, Moissanite, Kolibrite

- Ocean: Sapphire, Azurite, Aquamarine, Pearl

Eilds are like magic resevoir but they're stored in gemstones instead of domainer. The magic in the Eilds can also burn up if not used, and has to be restocked every now and then by travelling to the terrain and let the Eild sits and refuel. Domainers can also directly take the magic from their resevoir and put it in the gem to speed up the process.

Two main reasons why some domainers use Eilds instead of using their own magic is because of their power-level and domain. Domainers can use Eilds from different domains (since they cannot access it). And some Eilds can conjure abilites higher than that of the domainer's current level status, so they'd use it. Though both of these reasons are not advised since it can get out of man if not trained with.

### **ALCHEMY**

Alchemy is the study of manipulating Domain Magic through the uses of potion brewing, crafting, and alchemy. It is one of the variant/method of using Domain Magic. Alchemy or potion brewing is an art used to trap magic in consumable items, usually in the form of a luminescent liquid, by transferring magic from the ingredients or yourself. This can be used by Domainers and non-Domainers, though the alchemist must be knowleagable about each recipe and each ingredient and its magic. It is one of the two scholarly pursuits of magic casting.

By the general rule, terrains are the best sources of magic - and therefore things that grow in it carries a part of that magic (all a lot of them combined together create a terrain rich with magic). Alchemists gather these ingredients and break their material components down, using their unique magic inside each of of them to line them all up together and create a new, more harmonious, product.

Alchemy is limited by its usage of ingredients. The ingredients can very from common to rare, and alchemists but either buy them or gather them. So this is the reason why alchemists are all around the world as merchants and sellers of potions. They travel a lot too, and must follow the strict rules of alchemy in order to line up the components together.

## AFTRA - BLOCKING MAGIC

Aftra is an action used to block off magic. Aftra can be used for all four methods of casting magic. Aftra techniques varies by circumstances, but they serve the same purpose of cutting out the magic flow. Aftra can be applied to each domain differently for the best effects.

### **AFTRA TO INNATE**

Because each domainer has a spiritual part or body part that's the source where they can process through nature magic and cast it out. (Ex: Aftra aims for air domainers' wings). Since the arms and hands are the common features so applying aftra to it can still hinder magic but it’ll be easy to undo. When the damage is done, it can be healed through time (if lucky), through healing forest magic, or the domainer must travel to their appropriate terrain and let nature reknit.

### **AFTRA TO EILD**

In order to aftra an eild, the simplest way is to smash the eild or force the magic out by pulling it out of the eild or pushing the magic from the eild to a different source of magic.

### **AFTRA TO ALCHEMY**

Aftra to alchemy is also simple - by disposing the fluid in the potions (either by smashing or throwing it away) or blocking the magic of the artifact by conjuring a magic block (tying a knot in the flowing channels of magic) or adding a different ingredient into the mixture to cause disorder and chaos - rendering the potion extremely dangerous to use/consume or even touch.