Magic

Magic on the continent of Aurillia is as potent as it is diverse in usage. From battlemages to healers, swords-for-hire to bandits, and heroes to villains, no aspect of life fails to make use of it. Among the major divisions of magic are the the Common Arts, Euloric Arts, Blighted Arts, and Thelotic Arts, most of which possess their own unique ranking systems and are powered through the life energy present in all beings: ethir. In the majority of arts, one does not lose ethir as they cast, but rather, become subject to ‘spellcasting fatigue’, a condition which progressively slows and clouds the mind as the wielder utilizes more numerous or powerful spells. If left unchecked, the mage will have a more difficult time casting their magic and may even lead to unconsciousness or stroke. Spellcasting fatigue can only be recovered from through rest such as sleeping or meditating.

*A person is only capable of wielding one type of art at a time; once they become attuned to their art, they cannot change it (exception with thelotic arts → read below).*

### **Common Arts**

The Common Arts, also known as ‘afrimistism’, is the simplest form of magic available and the most widely-used across Aurillia. Through the basic practice of flowing ethir through one’s body, it allows the wielder to harness the power of elements and bend them according to their will, which results in the common arts permitting a large degree of creativity when creating spells.

### **Euloric Arts**

The Euloric Arts, also known as the ‘crafted arts’, is a fragile form of magic wielded effectively only by the continent’s most skilled people. By modifying the way in which one’s ethir flows through their body, the resulting alteration allows the wielder to perform more specialized spells that are generally not possible with simple elemental magic. A person seeking to enter the euloric arts must possess a strong mind and will, for upon entering the subject’s later stages, although they will be able to achieve power that could rival that of the common arts, the wielder can easily hurt themselves if their spells are utilized incorrectly.

### **Blighted Arts**

The Blighted Arts, otherwise known as the ‘dark arts’, composes the act of casting ‘anti-ethir’, known more commonly as ‘rittic’ in order to attain unholy powers. Considered the most evil of the four arts, casters who invest themselves into this division are typically shunned by society, often leaving them to fall deeper into their studies either in secret or as part of a cult. The blighted arts provide the user with immense power, but at the cost of deterioration to the mind, body, and soul.

#### **Wild Magic**

Wild magic, derived from rittic energy, is a sub-category of the blighted arts based around curses and transformations of a vile nature.

* Vampirism
* Paradaemons
* Lunabestia

### **Thelotic Arts**

The Thelotic Arts, commonly referred to as ‘divine magic’, is an art wielded by devout followers of the deities and is only accessible to those deemed worthy enough to do so. Unlike the previous arts which rely upon either ethir or rittic, divine magic utilizes ‘grace’, an energy granted to thelotic users based on their favor with their respective god, and in some instances, the number of followers that the person has amassed for their god. If one falls out of grace with their god, it is extremely difficult to become re-attuned to the thelotic arts.

*If a person falls out of grace with their god and loses the thelotic arts, they may also choose to attune to either the common arts or euloric arts (though once attuned to either one, they will be permanently locked out of the thelotic arts).*