Magic and It's Applications

## Divine and Arcane Magic

Magic has two main sources to draw from, Arcane and Divine. Arcane magic is drawn from the stars, the moon, and other celestial bodies. The movements of the stars can affect the effectiveness of certain spells, with many spellcasters studying the stars, planning their summoning and experiments on the phases of the moon. Many sorcerers are born with certain planets in alignment and the stars in certain powers. Astrological signs have devolved among the Mage's Guild, believing a person born under a certain sign will be more attuned to certain magical elements. Arcane magic can also pool and gather in certain places or creatures, resulting in leylines, portals to other planes, and creatures such as Dragons. Bards are able to channel the arcane through their art, the chords of a lute, the notes of a sung performance, or the rhythm of a told poem drawing out the Arcane around them and channeling it into spells. Sorcerers are born with an innate understanding of how to draw out and cast spells, with someone in their ancestry endowed with a great amount of magical talent passing down this latent ability over generations. Warlocks must make a contract with a powerful magical entity in order to cast their spells, their deals with these great beings allowing them to channel the arcane in exchange for something the entity wants. Wizards must use their own intellect and study in order to cast spells, the sheer repetition and practice allowing them to channel the arcane, not unlike a Cleric channeling the divine through rigorous prayer and belief.

Divine magic comes from belief, reverence, and devotion. Typically this manifests as belief in the Gods, spending days memorizing scripture and praying, with sincere belief, for assistance until eventually those prayers are answered. The exact pantheon of Gods does not matter, but will reflect what spells the caster will be able to manifest due to the nature of their prayers and beliefs, this allows even the delusional who believe themselves to be gods to channel the divine should they believe sincerely enough, or for one to pose themselves as a god king and grant spells to their subjects. Divine magic can come in the form of a reverence for nature, as is the case for druids and rangers, their respect and devotion to the natural world granting a lucky few the ability to channel the natural through themselves. Belief in a god of nature itself can also manifest druidic magic as much as it manifest clerical magic. Clerics, Paladins, Rangers, and Druids all channel the Divine through their magic.

## Enchantment

Enchanting is a secretive process taught only to high-ranking members of the Mage's Guild, but a few details have leaked out to the public. The process involves a carefully prepared space in which to summon an extraplanar entity, such as a Demon, Celestial, Elemental, or Fae, and binding it to the item being enchanted. The creature summoned affects the strength and exact effect of the enchantment, with more powerful summons creating more powerful enchantments. The amount of materials and skill required to enchant items, especially with very strong enchantments, is the cause for the prohibitively high cost of such enchantments, with only long-lived adventurers, kings, and merchant lords being able to afford the service. Intelligent creatures retain their sapience while bound to the item, and can often communicate telepathically with the owner and attempt to manipulate them towards their own goals, be they good or ill, as such most Enchanters avoid using sapient extraplanar entities. If an enchanted item is destroyed or consumed as part of its' use the bound creature is returned to its' home plane, though there are magical circumstances that can prevent this, keeping the creature on the Material Plane.

Magical Artifacts are not created, but found, it's unknown how they were made in the first place, as none that have been found display the same intelligence that an object enchanted with a sapient entity does, and none today know the process to making anything of the same power as the few Artifacts that have been located.

## Potion Making

Potions are simple affairs, as far as magic goes. All a spellcaster needs to do is gather the correct ingredients, mix them with some water, and focus the intent of a spell they are able to cast into the mixture, losing the spell as though they just cast it. This creates a potion or oil, depending on the spell's effect. Those with latent magical abilities are sometimes found through this process, as those acting as simple apothecaries and alchemists find their folk remedies to have actual effects without them fully intending it.

Ki
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Though similar to magic, Ki is not actually magic at all, either arcane or divine. Ki is latent in every person, lying in wait, with some philosophizing that Ki is a person's life essence, and found in all living things. Those who learn to channel and wield their Ki are capable of feats that, at first glance, appear magical in nature, but require no arcane or divine source in order to use.

## Other Planes

The Mage's Guild has managed to identify [X] other Planes of Existence, other worlds that exist around and outside of our own. These Planes are impossible to travel to, as Telar itself has some sort of barrier around it that prevents anyone from escaping, both by mundane and magical means. However certain objects and beings can be brought into Telar, onto what's known as the Material Plane.

The Known Planes are:

The Elemental Planes: Vast landscapes of a single element where a single element dominates, home to Elementals and Djinn. The known Elemental Planes are that of fire, water, earth, air, steam, mud, dust, and magma.

The Fey Wild: A vast jungle that is the embodiment of Chaos, with the landscape and time itself constantly shifting and changing in unpredictable ways.

Shadowfell: A dark inversion of the Material Plane, a bleak and desolate place full of crumbling ruins with high necromantic properties channeled by those who practice the art in the Material Plane.

Elysium: A plane of positive energy where the servants of the Gods, Angels, Archons, Cherubim, etc, reside when not tending to the needs of their patron deity, this plane is where the energy for a cleric's healing abilities originate.

The Abyss: A plane filled with demonic hoards and their cruel overlords, where the weak are dominated by the strong, and the strong plot to ravage the Material Plane.

The Nine Hells: A plane divided into nine distinct circles filled with devils, infernal creatures organized into strict caste systems, with a large system of laws, and a love of brokering terrible deals with mortals.

The Ethereal Plane: A Plane lacking in distinctive features or inhabitants it is instead the Plane between other Planes, the boarders that one must pass through in order to travel or communicate between the different Planes and cannot be traveled to directly.