Magic in Exnilion

### Types of Magic

The magic in Exnilion can be roughly divided into three different types; Divine, Arcane, and Natural. There are many overlapping schools of magic that preside within these categories, but the sources of the magic are what truly differentiate them.

#### Divine Magic

Divine magic is often seen as magic that comes from a divine source, usually a god or one of the god's close servants (such as an angel). Divine magic comes in many forms, but is most often used to heal and protect. The majority of Divine magic practitioners are a deity's chosen clerics and sworn paladins.

#### Arcane Magic

Arcane magic has a quantifiable source, such as using souls, energy, or an eldritch creature's "potential" to fuel a spell. Arcane magic requires the most research, and is more similar to a science than it is to a ritual or a religion. Arcane magic can be given by a source in a similar way to divine magic, but the original source always acquires the magic through arcane means. Wizards, sorcerers, and most warlocks utilize arcane magic in their spellcasting.

#### Natural Magic

The least common and most misunderstood is natural magic. Practitioners of natural magic draw potential from the rhythms within nature itself, attuning their minds and bodies to the "residual harmony" of the world, called "potential" by arcane practitioners. Druids and rangers draw their energy from their attunement with nature, and the more they understand how potential flows around them, the more energy they can harness.

### Superstitions and Views

In the advanced regions of the world, arcane study and centers of divine influence are more common than others. Minor spells are commonplace, as are healings and predictions of the future. Most people in these areas also have access to resurrections and teleportation, but due to the extravagant price tag, they often never experience it.

In the more rural regions of the world, arcane magic is often seen as dangerous and mysterious - a practice for witches and cultists - and is treated with distaste. Divine magic isn't uncommon in the form of a town healer or seer, while natural magic for crop growth, weather predictions, and tracking food are verry commonplace, and seen as part of everyday living.

### Legislation and Restrictions

#### Aenon Aseri

Magic is supported and publicly legal as long as it is not "destructive or disruptive to the privacy and lives of others." Illusion magic is prohibited in public official buildings, such as circle meetings and garrisons. The penalty for disruptive magic use is 10-50gp, and the fine for destructive magic use is 100-500gp plus the cost of damages or time in prison.

#### Czojan

A practitioner of magic must obtain a permit, costing 10gp. A local judge may decide what forms of magic are permissible within their jurisdiction, and must include the full list on all valid permits. Types of permits include; healer, law enforcement, state official, mage, performer, entertainer, and more.

#### Ludania

Divine magic of all types is allowed anywhere as long as it is sourced from the Everlasting Flame and used in accordance to it's will. Arcane and Natural magic users must obtain a permit to practice magic within a city or other settlement. Any magic outside of this is punishable by fine, imprisonment, or death (determined by a local judge - can appeal to the local Duke).

#### Olean Archipelago

No destructive or disruptive magic is permitted in Olean. Their legislature on the subject is heavily inspired by Aenon Aseri, though their fines and jail time are often far more lax.

#### Skothika

Magic is seen as an immense boon if a person can master and control it, and a curse on the community if they cannot. Anyone who does not cause magical mayhem may practice wherever they like. If magic is used to harm, steal, deceive, or spy, it is punishable by death that day.

#### Unam

Members of the Royal Caste may use any magic they please. Honorable Caste members are welcome to use any magic except for that which is physically harmful, and may only use magic for/on Royals with express permission. The Laborer Caste may only use magic that is helpful to others (such as healing, crop growth, weather predictions), and the Barefoot Caste is forbidden by penalty of death from using magic of any kind.