Magic

**Magic** is force utilized by occupants of Ourania, it's referred as shaping magical energy into specific form called spells in order to achieve specific effect.

## Manipulation

**Manipulation:** Relies on principle of kinesis(movement) krateo(control) and Stoicheion(element)

## Suggestion

Relies on principle of illusion perception and persuasion.

### Illusion

"*Good illusion is indistinguishable from reality as people live their lives bound by what they accept as correct and true... that is how they define reality. But what does it mean to be correct or true? Merely vague concepts... their reality may all be an illusion*" - Professor Santos Exeri.

**Group Illusion:** Illusion cast by the group of people, they are much more powerful and harder to escape, although it's still possible to escape it.

**Layered Illusion:** Tired of illusions that are destroyed easily?, then Layered Illusions is right for you! Using

**Set Illusion:** Illusion that are meant to work within certain zone, they are most often one time illusion, however it isn't uncommon to for them to work as long as they're not destroyed, however that type of illusion can work only on time on person.

**Loop Illusion:** Illusion which is started by selecting any arbitrary moment and then remember physical sensation both of them felt. It's advanced illusion which isn't advice for newbies to use. as one wrong move can trap caster in illusion with no escape. it's related with temporal illusion as it toys with perception of time.

**Reverse Illusion:** One of illusions used by professional illusionist, user decrypts illusion to understand how it works and then cast similar illusion on attacker, strength of it depends on how strong this user is relative to attacker.

**Governing Illusion:**

Most of time effect of illusion aren't real, although they can lead to death, even weak illusion with no staying power, can be might, depending on how it is used.

## Conjuration

Relies on principle of bond/connection, sacrifice and summoning
**Contracting:**

## Transformation

Relies on principle of transfiguration, transmutation, transformation.

## Enchantment

Enchantment allows user to cast magic sealed in seal.

Rules regarding runes:

**Finiteness:** A rune must always terminate after a finite number of steps.

**Definiteness:** Each step of a rune must be precisely defined; the actions to be carried out must be rigorously and unambiguously specified for each case.

**Input:** A rune has zero or more inputs, i.e, quantities which are given to it initially before the rune begins.

**Output:** A rune has one or more outputs i.e, quantities which have a specified relation to the inputs.

**Effectiveness:** A rune is also generally expected to be effective. This means that all of the operations to be performed in the rune must be sufficiently basic that they can in principle be done exactly and in a finite length of time.

**Purposefulness:** A rune must have specified purpose or purposes to be fulfilled.

Types of Enchantment:

### **Seals**

Seals are primarily used for the storage of tools and weapons, they can work as means against the stealing or help with energy issues. Seals potential is limited on users creativity, for example user can seal traps and set them around the field, or use seal to touch the and imprison opponent in another dimension.

### **Wards**

Wards are Purely Defensive/ healing seals

### **Variations:**

For example: Easternerns use Word magic or lexicony.

## Specialization

**Specialisation:** Relies on principle of uniqueness, originality.