The Rules Of Enchanting, Alchemy, Spellcraft, Sorcery, Ritualcraft, Runecraft, witchcraft, Jutsu, and tagging.

## Introduction

### Those who want to foray into the world of magic often need to ask themselves what style of magic they wish to pursue.

Perhaps you want to learn to master your races innate affinity for fire, in which case you'd want to learn through the use of jutsu, hand signs that allow you to focus your inner Aether extremely easily. maybe you want to learn to bring forth magic through sheer unadulterated willpower, in which case you'd walk down the path of the sorcerer. if you want to learn to brew magical potions for use and sale, you'd take alchemy. if you want to learn to imbue inanimate objects with power, you'd learn how to enchant. if you want to create intricate magical devices, you'd learn the ways of the Runic crafters. if you want to learn to imbue your fellow man with powers, how to create and use voodoo dolls, and place hexes and curses upon your enemies you'd study the ways of the local Witch Doctor. If magic at a grand scale excites your fancy, Ritualcraft is your go too. tagging is the creation and use of magical scrolls, and "tags" which can be place on objects and people and triggered by a mere thought. the way of the Master Magician is a long and hard fought battle against all odds, but in its pursuit is often the sweetest rewards, Knowledge, and true Power.

To begin, all magic uses Mana, also called Aether, The Mother Source, or your soul, depending on the context and where your drawing power. all matter is made up of Aether that was molded by the gods. when we die, we shed our Aether starved flesh and ascend to whatever afterlife your particular god partakes in. speaking of gods, clericy is completely different than normal magic, and will have its own complete guide. Mana, When used, returns to its source after a period of time, usually anywhere from an hour to an entire day. if you cast a spell or jutsu, eventually the mana used will reconvene and return to you. however, should the original vessel be changed to a state un recognizable from which the mana was used, i.e., should a wizard die, the mana used in his last ditch spells would not return to it, instead it would return to the mother source. this is also true for material components, the mana generated from burning coal won't return to the ash left behind, as its a completely different medium for all intents and purposes.(this usually only comes up with ritual craft and the other material heavy magic styles.)

Magic is separated into many separate "Schools" or types, i'll give a quick overview.

* **Aeromancy**. Magic that uses the elements of wind and air. has a lot of uses, including quite a few separate methods of flight or other travel methods.
* **Pyromancy**. Magic that uses the elements of fire and energy. a lot of of battle magic stems from pyromancy. fire is also a required focus for summoning demons from the Depths.
* **Hydromancy**. magic that uses or relies on the element of water, a good amount of healing spells fall under hydromancy.
* **Geomancy**. Magic that uses the elements of Eden, contains a lot of quality of life spells, and most student apprentice's in the many wizarding schools are taught geomancy as a secondary, regardless of their primary schools of focus if they had any.
* **Bindings**, magics used to connect two things with the power of the Aether. such as binding a large crate filled with goods to a paper tag, for ultra easy movement of goods, or binding an Atronoch or demon to the summoner.
* **Enchantment.** is used to imbue items with magical properties such as infusing a dagger with the power of fire, or creating a magical wand of fireball, or a water tap that produces clean water infinitely. enchanting services are always in high demand.
* **Alchemy.** allows the creation of magical potions through the use of ingredients, usually foraged though some basic and even some of the advance compounds can be farmed. alchemy is usually the cheapest and easiest discipline for people new to Aether manipulation to dip their toes into.
* **Summoning.** is a composite of many elements and primarily ritual based spells, that allows a summoner to call forth from the depths, a demon, atronach, or some other creature from the outer or elemental planes into the planes of humanity, While not *technically* a requirement, it is frown upon to summon pretty much everything without binding it first. an unbound creature is nearly guaranteed to attempt to rend the summoner limb from limb immediately upon its summon otherwise.
* **Necromancy. W**hile this school's practice is often frowned upon by the religious sects, sometimes to violent proportions, it is perfectly legal to practice in Britannia and the other major powers.
* ***Illusion.*** the Creation of hallucinations of the senses, via magical means. illusion schools are few and far between, but those who had dedicated themselves to teaching it are often the best of the best illusionists around.

## Spells

the way wizards and most mages cast magic is through spells, magical incantations that require small amounts of material components or a magical focus of the spells variety to cast. such as using a wand of firebolts as a focus to open a portal to fire. Almost everyone has a mana well upon which they could draw their own Aether from, with the exceptions being dwarves and humans, who are naturally mana starved, and must rely upon a gods mana pool, which is clericy. it is also possible to create new artificial mana pools, provided you have a Rose of Alexandros, a very prismatic gem that glows red in the dark. these however, are usually only available to master wizards, do to their value. as well as time and materials to charge the gem with mana.

Successfully Casting a spell will give xp to the MANA Skill, as well as the skill for the school of magic that you had cast.

10+2 Xp for each mana used in the casting off the spell, successfully damaging or effecting the target will net its base exp at the end of an encounter, Killing or rendering the target incapable of continuing with a spell will net you the Last Attack Bonus, or double its base xp. (will likely be renamed when i can think of a more appropriate one.) this bonus is given at the digression of the dm overseeing your adventure outside of combat.

the most important part of any spell, regardless of if you use a focus or material components are the *Incantations,* Words in the language of the gods, that one must say in order to cast a spell.(if you don't want to rp, go play 5e. cause i don't want you.)

### **SPELL LIST**

* **AREOMANCY**

* **PYROMANCY**

* **HYDROMANCY**

* **GEOMANCY**
* **BINDINGS**
* **ENCHANTMENT**
* **SUMMONING**
* **NECROMANCY**

## Mana/Aether Points. (MP/AP)

casting spells cost mp/ap. most races start with an innate magical ability score, Sun Elves, for example start with 10 mp. you can get a higher base MP by leveling up your "Mana" skill that you will have once you have successfully learned to cast any spell. humans and dwarves never get the mana skill, regardless if they meet the conditions.

While the use of jutsu is very sparring, in wizarding circles, it is actually quite commonly used by adventurers who want to be more versatile without spending 10 years in one of the many wizarding schools.