Magic

Magic is the product of Pure Energy after being converted through the Magic Realm. It is one of the fantastical key components that shape up the diversity and uniqueness of the Shattered Clusterverse. The act of creating magic is to manipulate Pure Energy and pass it through the Magic Realm - converting it to magic in the process. The essence of magic is birthed after the Shattering, and is created alongside the Magic Realm.

## MAGIC SYSTEMS

### VALIRIA

#### CHANNELING

Those who are able to cast magic are "Channelers" Channelers reach into the planes that are connected within Valiria, and create what is called a Pathway - a spiritual tunnel in which magic is passed from that plane to the caster. Once a Pathway is opened, the channelers would feel a sort of warning before magic is rushed in (ex: a bit of cracked skin, headache, tingle on back of neck, blood rushing into eyes, etc etc.). Then they cast their magic.

The magic would return turn back into pure energy after casted. Too much magic has side effects. This range from pain to exhaustion to death to never able to cast magic again (this is caused due to what is basically the magic definition of heart attack where big chunks of magic got lodged in the Pathway when magic is passing through which caused an overload then the Pathway collapses). Side effects appear depending on what method you’re using to cast.

##### DIVINE CHANNELERS

Divine channelers Divine channelers don't have to study how to access planes as their gods can do it for them. Their magic is more stable is controlled, but much more restricted. Divine channelers are chosen by their god and are allowed access to draw magic from their god's plane. The god would grant these channelers a Pathway whenever they cast magic.

A Divine channeler's Pathway is limited on how much magic can be transferred. Divine channelers can get their Pathways destroyed by their gods for violating some divine codes, or get their magic flow restricted. There are many methods of channeling regarding different gods and channelers. Some may find remembering passages of lore harder so they resort to art and dance to connect to their gods. Many gods can only get access to their channelers through specific methods thus it's easier to identify the gods which channelers serve based on their usage of magic.

##### ARCANE CHANNELERS

Instead of getting chosen by gods, arcane channelers decide to open up their own Pathways. This can indeed be illegal in some divine court of gods (especially the Pantheon). Arcane channelers must study how to access planes. Their magic is more chaotic (as they must control the amount of magic withdrawn), but much more versatile. Arcane channelers can only access a maximum of one or two planes at a time, whilst divine channelers can probably access more (if their god is good with it) but cannot switch to any planes outside of their gods'

Arcane channelers must control how big their Pathway is, limit the amount of magic transferred or else risk getting destroyed or extreme physical/spiritual consequences. They also gotta learn of the planes and the dangers of the magic which resides in each one. After casting, the Pathway must be closed or else too much magic rushes in and destroys the channeler. An arcane channeler would find it much much more difficult to renew a Pathway than a divine channeler when their Pathway is destroyed. This will forbid them to ever accessing that plane ever again and must resort to other planes.

##### CHANNELED MAGIC ITEMS

There are also magic items within Valiria. There are two types of magic items

* Linked Itmes: Items that are directly linked with magic to plane. This will definitely make the item stronger, last longer (maybe forever), and more 'pure'
* Touched Items: Items that contains magic but aren't currently linked to the plane. It can expire over time, stop after certain usages, etc. but hey it's still good if infused with enough magic.

### TBR UNIVERSE 4

#### DOMAIN MAGIC

One of the magic systems in the Avian Systems is Domain Magic. In its worlds, there are many terrains. Those terrains are chopped up pieces of ancient Elementals, which were full of magic and therefore became Aderyna's main magic system. The Avians use the magic from the Elementals to their disposal.

Across the lands are five different main terrains: Ocean, Sky, Mountain, Desert, and Forest. When the deities sculpted the aarakocra, they scattered pieces of the Elementals across Terra Avium. The five terrains became the five domains of Terra Avium. Each of them are a source of magic and power that the Elementals made, and each of them have different quirk.

Avians can not produce magic and they can only pull magic from their respective terrains. Domainers must draw magic from their sorroundings. If they're not in their respective terrain or doesn't carry a source of that terrain's magic around, then Domainers can not cast magic.

##### INNATE DOMAIN MAGIC

The innate method is the most used and most well-known method. This method is also known as the one true method and the best of methods, as this is the method where all Domainers use. The innate method requires you to be born with magic instead of learning them like the other three methods - and when you're born with magic, you're a Domainer. This method is perfected through time of polishing your skill and being in touch with your repsective domain. With the innate method, the user can only use one domain magic for the rest of their life.

##### EILD DOMAIN MAGIC

Eilds are gemstones that are made to store domain magic. A Sky Eilds is a gemstone carved for Sky magic usage, and so on. Eildsnees are magic items fueled by Eilds. Eildsnees can be used to replicate one single ability from a domain. Domain magic can be stored in Eilds. There are gemstones that represent each domain, and each domain magic is to be stored in their respective gems.

The eild method is the second-most used and the most popular amongst non-Domainers. Casting magic is achieved by the channeling magic through carefully carved eilds. The eild methods has a downside is that it is limited to how good the eild is carved, the rarity of gems, the size, and how much magic is stored in there before the eild burns out.

##### ALCHEMY DOMAIN MAGIC

Alchemy is the study of manipulating Domain Magic through the uses of potion brewing, crafting, and alchemy. It is one of the variant/method of using Domain Magic. Alchemy or potion brewing is an art used to trap magic in consumable items, usually in the form of a luminescent liquid, by transferring magic from the ingredients or yourself. This can be used by Domainers and non-Domainers, though the alchemist must be knowledgeable about each recipe and each ingredient and its magic. It is one of the two scholarly pursuits of magic casting.

### FARING UNIVERSE

#### WINDWALKING

A Windwalker is someone who is able to inhale in air and use the magical essence within it. In Vindrur's world, air is a vessel which carry her magic. Windwalkers are able to break away material form that is air, and intake the magical form. Windwalkers experience breathing differently from others: they experience a rush of burning wind-like energy tightening up in their lungs usually accompanied with a feeling of warmth of burning in their chests. Exhaling may leave the Windwalker more exhausted than non-Windwalkers. Windwalking is both dangerous for the user and for the user's targets.

Windwalking is split into two types: Exhaled wind feats (Exhallurgy) and Inhaled wind feats (Inhallurgy).

##### INHALLURGY

Inhallurgy is when the Windwalker inhales air and holds it there, granting the Windwalker temporary abilities such as Holding, Altering, Healing, Invisibility, etc. Its main abilities is to change the form of the Windwalker to become more air-like and fluid/free. It concerns with the manipulation of the user. This risks the user dying from unable to Hold their form together, body deformities, forgetfulness, etc.

##### EXHALLURGY

Exhallurgy is when the Windwalker inhales air and exhales them, letting them take ahold of their exhaled air and do abilities such as pressurized air, air vacuum, auditory and visual illusions, push/pull air, wind boosters, etc. It concerns with the manipulation of air around the user. This risks the user suffering from exhaustion, feeling their chest burn up uncomfortably tight (if extreme, their lungs will explode), struggle to breath, light-headedness/vertigo/nausea, weakness/tremors, and it hurts/stings whenever they try to breath in after a performing a lot of Windwalking feats in short time.

## LAW OF RESTRICTIONS

Each universe has a different magic system unique to its gods. Each universe is its own domain, and must abide to its inner-laws and its own magic. It is a strict unbroken and defined law that one universe's magic system cannot be used in another universe, and vice versa. Furthermore, a Vessel can only convert Pure Energy within their universe, and unable to affect another even if the Shatter is able to affect other Universes.