Magic

## Magic In Abundance

Almost everyone regardless of race, gender, class and skill can use magic

## Where Magic Came From

The Titan Ajolis blessed the realm Polodias with magic, allowing it to serge through every living being that the rain of magic dusted upon. This magic was chaos, manifested in untold powers casted by the hands of the first races, ever blighted by the very feeling of it coursing through their fingertips, their plea to the pantheon of gods to allow them to harness this new found skill would go forgotten by the titans, forever to let the races create their own classes of what is a chaotic magical system in the clutches of what they believed where unworthy hands. Magic would be brought to new realms as The Devine Tree expanded, through Lords or Ajolis but some realms were left untouched.

## Types of Magic

The magic in this realm was categorised into several skills or classes, these classes would be the groundwork for how this world evolved in their use of magic. Set in 4 major categories were Elemental magic, Manipulation magic, Ritualistic magic and Devine magic, each with their own classes and magical styles.

## Elemental Magic

Elemental Magic utilises the natural elements surrounding individuals. While it is the most common style of magic, it is revered for its complexity, as a single branch may evolve into various sub-branches. While it is the most taught among magical colleges, there are a plethora of people who have yet to touch on elemental magic, preferring the other branches of Manipulation magic. A lot of spells however dive deeper into the elements and surge from the worlds natural gifts.

### Geomancy (Earth Magic)

Perhaps the most relaxed Elemental Magic type, Earth Magic, or Geomancy in a loose term, focuses on moving every grain of dirt, sand, rock and mineral surrounding the wielder's very feet. Often the most relaxed magic type, Earth magic is generally a defensive or constructive type, making it a major asset to labourers or defensive specialising warriors. Requiring its wielders to have a control unlike any other magic type, Earth magic is possibly the most demanding Elemental magic type in ability alone.

### Floramancy (Flora Magic)

A sub-style of Geomancy, Floramancy allows for the manipulation, command and borderline omnipotence over plant life. It is considered a beginner's section of Geomancy, with it being incredibly simple to perform and perfect. What it lacks in power and combat ability, it makes up for in beauty, creativity, and applicability. Giant plants, vine whips and an affinity for creating toxins and their antidotes mark the skill of a highly trained Floramancer. Those who choose to specialize in Floramancy often show some of the greatest feats of Geomancy, and an unfathomable level of power.

### Pyromancy (Fire Magic)

The most common Elemental magic type, Fire Magic, also known as Pyromancy, is defined by its aggressive style of casting and the vast uses for it. Pyromancy allows for the wielder to control and harness fire in all its essence, allowing for self-defence or offence, or for the amusement of others with tricks and lightshows akin to those of festival performers. Wielders must be able to control their anger and other generally hot emotions, and focus it into an action. This magic type is commonly seen with weaponry, and is generally the easiest to perform non-verbally.

### Electromancy (Electric or Kinetic Magic)

A subvariant of Pyromancy, Electromancy is rare and powerful. Allowing the user to channel electricity, or rather use kinetic energy in voltaic bursts or surges, Electromancers can channel their magic fluidly through their weapons, or most metals. Living conductors, they only face challenge against those proficient in Aquamacy and its substyles, as water is a conductive agent, and could kill an Electromancy with their own charge. Likewise with its predecessor, Electromancy is easy to perform without an incantation, however it requires its wielders to be balanced and open to change. An open circuit allows for electricity to flow freely.

### Aquamancy (Water Magic)

Water Magic, otherwise known as Aquamancy, is a magic style highly defined by its fluidity and heavy emotional requirement. Allowing the wielder to harness forms of liquid, it is the second least common Elemental type of magic. To perform it, its wielders must have control over their heavier emotions, and be as calm as a stillwater lake, rather than a raging torrent. A less-common sub-branch of Aquamancy, is Cryomancy, also known as Ice Magic.

### Cryomancy (Ice Magic)

The ability to form, control and manipulate ice is known as Cryomancy. A form of Aquamancy, Cryomancy is exceedingly rare, and extraordinarily difficult to learn and perfect. Most known Cryomancers are either High Mages or members of the Frost Abyss guild, due to its complexity and difficulty. When in use, Cryomancers can turn ice and snow into a literal playground, or pit of death. Great walls, forests of spikes or launching razor sharp icicles are all fair game to a Cryomancer.

### Aeromancy (Air Magic)

Aeromancy, or Air Magic, is the rarest Elemental magic type in the whole of Polodias. Allowing the user to control the air, Aeromancy demands more fluidity than even Aquamancy and just as much control. While not exceptionally documented, many Aeromancers have been recorded, with many using their abilities for escape and espionage, among similar agility based skills.

## Manipulation Magic

Manipulation magic a more unusual style of magic, Praised for its individuality between other Magic wielders of the same class. This style of magic strives to conjure, create and enchant, sometimes using the gods foresight into their spells.

### Divination

learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells.

### Enchantment

Cast a mgaical aura that can trigger things

## Ritualistic Magic

A dark and scary class of magic, not preformed by many due to its evil connotations.

### Necromancy

To call upon the dead, whilst not taking people from the afterlife to fight for them, they are merrly re constructing the physical body of the person/s who have died

## Divine Magic

A accumulation of other magical classes to call upon two different divine subclasses of magic stemming from merging multiple classes together. A mage can only learn Divine magic through high status or godly means. A high mage is powerful enough to attempt casting this magic, however it is forbidden in many Realms for its uncontrollable and explosive nature. A true divine magic wielder can harness the powers of the titans and cause utter chaos and destruction or creation and life. Devine magic is what is used to turn yourself into a lord through The Tome of Vina-Ois.

## Magical Tomes, Spells, Books and Incantations

Magic can be very powerful, and to contain these spells some users may preform a ritual where they can fuse the spells into a tome or a book where others can cast, as magic is a very individual experience and the creation of Magical tomes and books allow spellcasters and magic users to trade, preform and use spells that they couldn't cast with their own abilities. Some spells take a lot of training and proficiency in casting, and require the user to hone their skills in that field of magic. Restricted books or more omnipotent spells are often so difficult they require proficiencies in more than 3 different classes/subclasses of magic, to High Mage level.

## Magical Rules

- Most people have proficiencies in one class of magic, this allows a basic spell caster to be able to preform 1 highly skilled class with one inept class of magic

- It is possible for a person to learn multiple classes of magic. However learning different magical classes is like learning another language. The mage needs to practice and become adept with that class of magic through intense training and learning.

- A High Made is proficient in 4 or more classes/subclasses of magic.

- There is a limit of 5 magical classes that a mage can learn.

- Magic users are able to use their combined power to cast powerful spells if their power together is adjacent or more powerful than the spell that they are casting.