Weaving

**Weaving**, also known as **Magecraft**, **Sorcery**, **Wizardry**, **Shamanism**, **Theurgy** or **Layqa** in Intirimay, also incorrectly **Magic**, is a technique where the user uses their will to manipulate reality and create different effects, with it's most common use being Spells, using Imaginary Energy. It is also an area of study in Thaumaturgy. There are three main classes to weaving **Thaumaturgy, Boundary Magic** and **True Magic**.

The only real limits to the abilities of weaving is the will, power, imagination and/or skill of the user, even able to change the very fabric of reality to suit whims. However, there is a theoretical wall to how much will/power/imagination and/or skill of the user a single being can achieve, so for all practical sense, beyond this point is what one would consider "impossible" or True Magic.

Originally weaving was only practiced by the Rego as part of their nature, however after the The Ripple many where were **Awakened**, allowing them to perform spells. Most weaving before the modern innovation was considered less of a science and more of a art, not widely practiced, and few questioned the logic of it. This, however, led to a increase of superstition that Weavers got their powers from Rego, and feared that this would cause mass corruption, especially post-27,607 AZ, with the 12 Day Night, where the entirety of the the city of Night Fort fell into a plague of Possessions. The city had to be burned in it's entirety to prevent further corruption, with all trying to escape slaughtered. This was further exacerbated by the Church of Eres persecution of Hexen. Sir Merlin paved way with weaving with in depth research of what most just took for granted in weaving and provided the basis for Thaumaturgy. His book Science Of Magic provided the base theories for the schools of weaving, alchemy and modern Thaumaturgy. However, his works did not have much an impact till the start First Great War, as most of his works where rejected as either heresy or as pure fiction. It is only when King LeLouche vi Raven adopted it to improve understanding of weaving that it became a main book of study for many Weavers.

## Users

* Fire Affinity
* Water Affinity
* Wind Affinity
* Earth Affinity
* Light Affinity
* Dark Affinity

## Weaving

### Magical Energy

*Main Page: Magical Energy*

Magical Energy is the necessary "fuel" for Weaving, either as a reactant, a catalyst, or the actual substance of the spell.

### Magic Channels and Awakening

Anyone can learn to weave, but to do this a user must first awaken their Magic Channels. This process can occur naturally or be forced. Once awakened, a user will become a Weaver, a creature able to preform spells.

### Learning Weaving

After being awakened, there are many ways to learn weaving, whether it comes in the form Standard Weaving or Controlled Weaving. Typically, a students learns to control the flow of magical energy within their Magic Channels and will learn the simple techniques to allow the casting of spells, such as Mana Channeling.

### Standard Weaving

Stander Weaving is casting the spell using Mana Threads to create a circuit to cause a chain reaction of Controlled Mana to cast the spell. This uses the inherent reaction the Mana Weaves when woven in a certain manner. This form uses at least two of the spell components (Energy + one more)

### Controlled Weaving

There are some creatures in existence that do not require any components except energy to cast spells, depending on their ability control mana and use it as the spell instead of a catalyst. This form of casting takes much less time than normal casting and much less mana, though it is difficult to master. Typically is only required to have the energy component, but there are exceptions.

### Unconscious Weaving

This type of weaving is not consciously controlled by the user. People who use this are naturally talented and posses a natural affinity to control Mana without understanding what it is they are doing, such infusing magical energy into weapons making them inherently magical. The Smith is thought to be one of these.

## Components

### Verbal

A verbal component of a spell is what needs to be said to activate said spell. This serves the purpose of being a Mnemonic device to help the caster control the spell output. In cases of controlled weaving it only serves the second purpose and therefore it can be anything as long as it associates the users mind to the spell.

### Weaving

The weaving component are the hand movements needed to weave Mana Threads. These tend to be standardized due to the fact that most creatures cannot see or feel mana threads, so memorizing the movements instead of the final weave is more productive.

### Material

A material component tends to be something consumed by a spell or a conduit of some sort for the spell.

### Energy

The energy component of a spell in the energy or fuel consumed by performing a spell, typically measured in Magical Units.

## Mechanics

### Laws of Thaumaturgy

*Main Page: Laws of Thaumaturgy*

The Laws of Thaumaturgy, or **Laws of Weaving** are the base concepts all Thaumaturgy is based on and therefore the rules that govern them.

### Search for Perfection

Nothing created by weaving is perfect. Unless it is achieved via True Magic, all forms of spells have weaknesses, conditions and limits.

### Mind Set

Whether controlled or not, all Weaved magical energy is connected to the mind-set of a user. The more powerful the emotions of the person when casting a spell, the more powerful this aura will be. This leads to cases where magical weapons created with evil intent exude a aura of malice and evil or a room will feel full of hatred when a crime of passion occurs using Magic.

### Controlled Flaws

Due to no spell able to be perfect, a user can instead place purposeful flaws, conditions or activation requirements to control where the flaws will be. These can come in the form of conditions or costs, such as requiring to explain the spell. Whether this is due to a universal rule or an effect on the users psychology is unknown.

## Schools of Weaving

The schools of weaving are general and broad categorization of spells and therefore the skills required vary from spell to spell.

### Conjuration

Conjuration is the manipulation of the position of an object via either displacement or teleportation.

### Kinetic

Kinetic weaving replicates real world forms of kinetic energy such as electromagnetism or reactions such as combustion. Considered one of the most powerful schools for untrained users.

### Transmutation

**Transmutation** is the manipulation of the physical properties of a object by infusing them with mana and changing, decreasing or increasing its shape. This manipulation tends to be stable except in cases of the Transmutation Paradox, where there is not enough material for the transmutation to occur, apparently breaking the law of equivalent exchange. When this occurs, Phantom Matter is created and the process is allowed to function.

### Enchantment

Enchantment boosts or hinders items by increasing or decreasing their "presence" in the Real. It infuses creatures or other entities by infusing them with Mana to make specific entities properties stronger/weaker such as Inertia, Weight, Volume and Specific Gravity/Relative Density

### Manipulation

Manipulation weaving is the manipulation of energy or/and matter via magical energy.

### Necromancy

This school of weaving is also known as life manipulation, as it tampers with the flow of the cycle on a specific individual. This can be for good (such as healing) or ill (such speeding up the aging of an individual). It relies on changing temporarily how the target's body works.

### Creation

**Creation** Magic is a extension of transmutation and uses raw magical energy to create physical matter determined by the user. The most complex and power demanding of all, this school is rarely due to it's inefficiency, as with much smaller amounts of energy you can transmute or enhance items to achieve similar items. Can be used to create non-existent items or elements.

### Divination

Divination is probably both the most complicated and most unreliable type of weaving. It helps the user understand the world around them and, for some spells, read parts of Threads Of Magic to know of fate. Unfortunately, this information tends to be extremely cryptic as normal minds are unable to understand the information completely.

### Illusion

**Illusion** is probably the simplest type of weaving. It does not change reality, how others perceive and understand their surroundings. While simple to learn, masters are known to be able to drive their opponents insane and trap them in their own minds. There are 2 classes; Class 1: that uses reactionary weaving; and Class 2 which uses necromancy.