Magic in Arilyan

*Please read all the lore before asking questions.*

Ever since the gods came back from behind the veil that separates their world from Arilyan, magic has reentered the world. While it’s not an exact science, many grans are finding with time and study, they’re able to become fairly talented in some basic magical techniques.

### How many magical characters can you have?

You can have 1 experienced “magical character” and 1 apprentice every six months, as well as change one character you currently own so that they’re affiliated with magic (this is a one time occurance). However, if you decide to give a pre-existing character magic, you will have to go back and change their history to match the lore.

### Can an old gran be an apprentice?

Yes, however they will still have to take two to eight years to master a magical system, and will never be as proficient as a gran who’s been practicing their whole life.

### How can your character get involved in magic?

There are a few ways! Getting involved in the Al’Shifa or Fjalir packs is the easiest, as they have members trained in specific areas of magic.

If your character didn’t learn it in a pack, it will have to be included in their app as to how they learned how to work magic. This could be from a parent, guardian or just a random passerby who stayed near them long enough for them to begin to learn the basics.

A character will never just be naturally a magic user. Magic is something that takes years of practice and can cause serious harm if not done correctly. It’s unheard of for a gran under 3 years old to be incredibly skilled in any form of magic, and while some may “master” an ability by the age of 3, they still have a lot to learn before they’re considered talented. Keep this in mind while apping.

### Who do I need to talk to about creating a character tied to magic?

You can talk to any admin, as we all discussed and gave our input to this magical system. Because this lore has some guidelines, all characters tied to magic will have to be approved by at least 2 admin before it’s uploaded to the wiki.

## Types Of Magic in Arilyan

### Healing

*Common form of Magic :: Years it takes to to master this ability -  3 to 4*

The “power to heal” is less of a power and more of a general understanding of plants and medicine. The most talented healers are in the Al’Shifa pack, however it’s not unheard of for lone grans to pick up healing arts on their own. It does take study and a teacher to show them what plant does what, but many grans consider this science of healing “magic”, since it requires a sharp eye and careful paws.

### Fortune Telling & Omen Reading

*Common form of Magic :: Years it takes to to master this ability - 3 to 4*

A more popular form of magic, being able to see the future and read omens is a common gift most grans have just by using their senses. By watching birds and other signs of nature, they’re able to tell hunting patterns, what weather is coming, and even what humans are up to. When it comes to fortune telling, many grans throw bones, curios, or sticks to tell the future as far as how many cubs a gran can will have (not actually used for breeding), or what their luck will be like in events (again, not actually used in events, this is an RP only power).

### Trances & Spirit Walking

*Rare form of Magic :: Years it takes to to master this ability - 6 to 8*

This is a rare gift and requires years of practice, and oftentimes is only practiced within the safety of the Al’Shifa pack’s borders. Since many grans can injure themselves or invite spirits into their bodies in this state, it’s considered a type of magic not to just fool around with, and requires a mentor to learn how to do properly. It can be used to predict the future, contact the gods and dead, and see beyond the veil. Go too far, however, and your gran’s mind can shatter, leaving them unable to work magic.

### Talismans and Amulet Creation

*Uncommon form of Magic :: Years it takes to to master this ability - 4 to 6*

This is a gift that requires not only knowledge of plants, magical objects and symbols, but also crafting. In fact, many grans that worship Arcana are very talented in this form of magic. While talismans are said to give power, amulets act as protection from evil, and many grans consider this to be a valuable skill to have, especially when it comes to the fighting pits and defending your homes. Examples of in game talismans and amulets include rabbit feet (provide power to a breeding couple), or other items won in events.

### Alchemy

*Uncommon form of magic :: Years it takes to to master this ability - 4 to 6*

These grans, similar to those who create “magical items”, create salves, polices, and potions. They understand both herbology and crafting items, and need to have an understanding of plants in order to fully become an alchemist. They can also create poisons, but much like hexes and curses, a gran caught creating poisons with the clear intent to harm others, and not use the item for protection, will be marked and cast out of most packs and territories.

### Hexes and Curses

*Rare and Frowned Upon :: Years it takes to to master this ability - 6 to 8*

While some grans argue no magic is “bad”, hexes and curses are explicitly used only to hurt or cause harm. There’s no proof that this form of magic works, however it’s still forbidden within  many circles, including the Al’Shifa pack, resulting in banning from the territory. Some grans will even go as far as to “mark” a hexen/hexerai (a common term for grans that practice this type of magic), scratching an X into their chest, across one of their eyes, and/or along their back.

## Magical Beings in Arilyan

### Ghosts

Spirits have a tendency to linger in Arilyan and it’s not uncommon for a ghost to make itself known to the more spiritually connected grans. It takes training to actually commune back (see trances and spirit walking), but some grans are able to pick up on their “wavelengths” better than others. Most ghosts harmless, and want nothing more than to have their story be heard and told before they pass on.

Ghosts who refuse to cross the veil (the Veil will be explained in the deity information, coming soon), oftentimes become violent and can evolve into “poltergeists” or malevolent spirits. These spirits come out every Hallows Eve festival to try and find a body to inhabit. If a spirit does find a body, they will always be a twisted version of their old self, hungry for flesh and closer to a monster than a living being.

Ghosts are NPCs and cannot be a spirit that follows your gran around at this time.

### Monsters

There are several types of creatures that exist in the world of Arilyan that grans aren’t sure are real or not. Some of them are harmless and entirely made up, like cub-stories to scare younger grans into behaving, but others are creatures that can interfere with the world around them. They wreak havoc on grans throughout the year, but come out especially in the wintertime, living in the back of caves and dens, underground, and even in abandoned human camps and ruins.

Monsters are NPCs to be used for events only. The only way to come across one is if they’re being played by an event host.

### Undead Grans

These grans can actually be played by members, and are only created through adopts. This requires human magic that grans really don’t understand, and an undead gran will always come back “wrong”. They often require a magical object to keep them on the living side of the veil and if they lose this item, they lose their strength and eventually die. Reunite them with their magical item, however, and they’ll regain their lifeforce and go after whatever threatened them.

## To Sum Up

### What Magic Is in Arilyan

* A practice similar to different types of North American folk magic.
* The lore is heavily pulled from magic found in the Appalachians, Ozarks, Pow-Wow and Voodoo.
* Heavily relies on spirits, items found in nature, symbols and the gods.
* Based more on symbolism, such as creating fetches, using a symbolic object in place of a real one, and protective signs and sigils.
* Herbalism, homeopathy and early medical science as a means of healing.
* Petitioning the gods to assist in the magical arts/healing
* Inducing traces to see the future. (This is a very vague art and usually gives visions of metaphorical future)
* Using your senses to watch for omens and listening to nature to predict natural disasters.

### What Magic is NOT in Arilyan

* High magic.
* It’s very much a low magic system, and has more to do with roots, stones and bones than athames and wands.
* Lightning bolts coming from paw tips and lasers coming out of asses.
* Needing a "mother and father" deity duo to work magic.
* An exact science.
* A lot of magic is trial and error
* Something a gran is just naturally born/gifted with.
* It takes years of study under an experienced magic user to actually get good at magic. Your character isn't just going to pop out going oh sure, I'm freaking awesome at magic! They can be excited and have an affinity for it, but it's something they have to learn. It is not just instinctual.
* Good/Bad, Black/White

Although some grans claim there is good and bad magic, magic simply exists, it’s not good or bad unless the user declares it one or the other.