Magic and Spellcasting

##### Source of magic

In modern understanding, magical energy is present in a field around the Earth (similar to its magnetic field) known as the Weave - and some beings are genetically adapted to have an affinity for using magical energy to convert other types of energy in otherwise impossible ways. For example, Thestrals convert chemical energy from food into magical energy, then into radiation (light) which powers their illusion - and wand users during *Wingardium Leviosa* convert their chemical energy into magical energy and then into kinetic energy, moving the object. While most plant and animal alignment to the Weave are minimal, with singular effects that may not even manifest in their phenotype until processed or combined (for instance, daisies are not visibly magical, but their roots are used in both shrinking and bloating potions), humanoid heritages have evolved very advanced and multi-faceted connections to magical energy - although the more complex, large-scale or long-lasting an attempted conversion of magical energy (ie. spell) is, the higher its intellectual and chemical energy demand - thus, for any magical creature, energy for instantaneous magical effects must be rationed.

Where many humanoid lineages, such as elves, goblins, centaurs, and merfolk, have innate spellcasting (ie. no focus is used), humans almost always require a wand to purposefully and successfully channel their magical intentions. It has been suggested that wands were originally created because, with their shorter lifespans and more fractured communities, humans were less able to spend dedicated years to learning defined innate magic than other humanoids; that their connection to magic is weaker, hence the birth of mage non-wand-holders (squibs), while non-magic children are unknown to other heritages, (potentially due to the dilution of genetics with muggles - the founding belief of blood purism ideology - or because their bodies are simply less efficient at converting chemical energy to magical energy); or that their desire for power and control is so strong that the need to use another being's magic (in a wand's core) is a fundamental human trait.

##### Types of magic

Many methods of classification have been used across time and place to define and describe different types of magic.

###### Non-casting

The most generally-agreed type of magic is that of Divination, which unlike other types of magic, does not rely on energy transfer, but rather a diviner's connection to the Weave, in order to trace patterns, find hidden causes and meanings to events, and the likelihoods of certain futures. Common magical disciplines within divination have included astrology, tarot, crystal gazing/scrying, arithmancy, tasseomancy (tea), rune divination, oneiromancy (dreams), palmistry, pallomancy (pendulums), and xylomancy (wood).

Other non-casting disciplines included within the umbrella of magic include potionmaking, magizoology, herbology, and flight (broomstick & magic carpet).

###### Casting

Spellcasting is considered to by ruled by three tenets - intention (clear visualisation of the intended result), understanding (knowing the process you are guiding your target through), and willpower (belief that your spell will function). While simpler spells, and well-practiced spell-casters, rely on these tenets less, they are important for achieving complexity, precision, energy-efficiency, strength, and longevity during casting. Weak intention can cause an inaccurate or 'blurry' result; weak understanding can cause a result that looks visually correct but falls apart when touched or inspected or does not have the intended consequences; weak willpower can cause a lack of strength or force, dimness, or very short-lived spells.

Spells can be grouped by their intended purpose, or by the spell's methodology. If grouping by purpose, the words charm, jinx, hex and curse are often used to consider the severity of a spell affecting a human; the grouping healing magic can be used to cover a range of human transfiguration and potionmaking; illusion refers to any spells that use light and/or sound to create false impressions within the environmen; conjuration can refer to both transfigurational and charm effects which seem to appear from thin air - including anything from water to ropes to snakes.

In terms of grouping by methodology (ie. what literal process the spell causes), one of the most common differentiations is between charms, which considers changing forces and energies, and transfiguration, which focuses on creating specific products by changing the chemical makeup of one's surroundings - however, this distinction is controversial and heavily contested, especially as more complex spells and enchantments will have different components causing different effects, which can blur the lines of many different magical disciplines. A more niche methodological grouping is that of referential and non-referential spells. Referential spells use an encoded analysis of the world around the caster as a reference for the spell's intended effects. Examples include transfiguration's structure-referential repair, cleaning, and switching spells, and charms' concealment spells. Outside of these inherently referential spells, other spells often also have the optional *referentio* modifier, which can make the spell easier & stronger by clearer intent - for instance, casting *accio referentio broomstick* while viewing a similar broomstick is easier to successfully cast than *accio broomstick* or simply *accio*, which rely on strong visualisation. In this instance, the spell being stronger due to stronger intent would result in faster summoning, and a wider margin of error when visualising the location of the object.

#### History

Historically, mages have used more druidic magic, relying much more on rituals and physical, natural components. Much of the records of this magic have been lost to time, magilogical change, the lack of original written accounts, and the decline of druidic traditions under the Romanisation and later Christianisation of Britain. Modern potionmaking and animagus rituals are considered the closest descendants of this type of magic.

#### Wanded Spellcasting

The wand-mage connection is extremely important for the efficacy of spells, as the wand is the focus through which mages channel their intention, understanding and willpower, as well as being the physical origin of their spells. While the reasons for the unlikelihood of a specific wand-mage connection occuring are still obscure, it is believed to relate to the alignment of beings and biological material to the Weave.

##### Establishment of spells

Magical communities establish specific spells, usually including designated incantations and somatics (gestures), for specific effects. See List of Spells in the Latin group.

##### Wand construction

Wand construction is considered a highly specialised field, requiring both precision crafting and the use of wandless magic to graft their components together.

Different wand cores and woods are said to have different temperaments, and respond better to certain learning styles or approaches to spellcasting. While it is possible for wands to have multiple cores, this is often considered more difficult to construct and wield than any possible benefits are worth, because differing personalities of cores are far more contradictory (due to sharing the same role in the focus) than differing personalities of wood & core. Wands with twin cores (ie. different wands with cores from the same source, e.g. the same phoenix) are intrinsically linked, magnifying magic when used together for the same effect, and causing *priori incantatem* when used in direct conflict.

###### Cores

Wand cores are considered to create the wand's personality or temperament, including preferences towards certain types of magic.

* Phoenix feather - spell potency; loyal (can struggle with charms that help others)
* Dragon heartstring - spell potency; eager for new spells; loyalty can be swayed
* Unicorn tail hair - stability; purity of heart
* Veela hair - spell longevity; temperamental for non-veela users
* Thestral tail hair - violent; requires accepting death
* Dittany stalk - best for biological transfiguration, especially healing
* Thunderbird tail feather - responds innately to emotions & threats; gathers electrical charge; best for force-based transfiguration
* Kelpie hair - tricksome; best for illusions
* Kneazle whisker - requires respect; hums around people that seem untrustworthy
* Gryphon feather - spell potency; only responds to confidence
* Jackalope antler - spell precision; tricksy

###### Woods

Wand woods require a magically aligned tree of its species - mundane wood will not work. Thus, arboriculture, including selective breeding and grafting, is extremely important for wandmakers.

The wood of a wand is considered to be the connector between the magic of the wielder and the magic of the core, and different woods are said to have different inclinations or preferences towards certain personalities in its wielder.

* Cypress - strong moral compass, determination, self-sacrifice

1. ↑ Kaleidoscopic Grangers, chapter 119 https://archiveofourown.org/works/24597805/chapters/69010641
2. ↑ 2.0 2.1 Kaleidoscopic Grangers, chapter 372 https://archiveofourown.org/works/24597805/chapters/99224661
3. ↑ Kaleidoscopic Grangers, chapter 206 https://archiveofourown.org/works/24597805/chapters/77521427