Magic

Magic is a natural force in the world that has a plethora of mediums to utilize it. Most mortals, with the exception of humans, are capable of harnessing and channeling magic. Fairies have a direct source of magic from their wings, while other races with a high or medium NMP (natural magic potential) are able to draw and store magic passively from their surroundings into their core, which they can then harness at will. Races with low NMP cannot store magic passively, however they can sense it and manipulate it around them. Humans and other beings with no NMP cannot sense natural magic and must draw it from other sources in order to use it. However, with no core to filter the magic, overuse can often lead to corruption, which leaves physical and mental marks on the person. However, there are methods in which people with no NMP can filter and use magic through use of devices designed to assist, such as wands. Devices like these act as an artificial core which passively draws and stores magic from its surroundings, however on a much smaller scale. Wands can also be used by people with a core, as a sort of safety net or training device when learning to control magic.

Sorver is a runic language created by Dev, the God of Wisdom, as a link between the Mortal Plane and Astral Plane. The Astral Plane is the source of all magic, as well as the home of the Gods, and sorver allows mortals to access that magic significantly easier than without. True names are in sorver, magically binding the Fae, and spells and rituals in sorver act as a binding agent for magic on the Mortal Plane.

## Forms

Magic is split into several sub-categories, based on how it is utilized.

### Incantations

The most basic form of magic is to use magic to complete a need or desire. Theoretically, magic can be used to do anything, however incantations require immense concentration, will, and visualization. Incantations are usually spoken, with the combination of a movement to clearly display the intent of the incantation. At higher levels, castors are able to cast spells silently and without movement, though this is very difficult.

### Rituals

A higher form of spellcasting or enchantment, allowing for more powerful, complex, and/or powerful use. Rituals require a specific format, drawn out in a ritual circle, outlining the goal, source, trigger, target, and parameters in sorver. Rituals allow for spells that might be too complex or draining on a single castor.

### Potions

A version of magical chemistry, utilizing the natural magic of the world to create a brew with a magical effect. Certain plants or objects contain some level of NMP along with differing effects, that when used in specific orders, ways, and amounts, can achieve a desired effect.

### Enchantment

Objects can be magically altered or enhanced by the inscribement of runes. These enchantments can range from very temporary stickers or writing, to more permanent carvings or etchings, though there is still the possibility of these fading or falling victim to the elements and time.

### Divination

Seeing the future is an inherited skill either by genetics or gifted from the gods or a higher power. It is an ability that needs to be practiced and trained in order for the visions to be properly interpreted. Without any proper training, the visions will be almost incomprehensible and occur at random.

## Classes

Magic requires a binding agent to draw magic and hold it on the Mortal Plane to be used for a spell. These binding agents have been classified and labeled, with more potent magic requiring a higher class. Higher classes require the additional use of the previous two classes. Sacrifices require runes and chants, while life energy requires a sacrifice and runes. However, higher classes don’t necessarily equate to higher danger risk, as potions are a class V magic. And some basic chants can be used to cause mass destruction or instant death.

### Class I.

###### Meditation

* Opens the body to the natural flow of magic. Usually utilized to strengthen ones core

### Class II.

###### Incantations

* Spoken words in sorver directed the magic and instructing it on what the intent is. Typically used for spells, though it can sometimes be used for rituals or potions.

###### Hymns

* Similar to incantations, hymns are spoken words in sorver, however they are usually preformed in a melodic manor by groups of people rather than individuals. These are usually used for rituals, as the repetition and multitude of voices create a stronger effect than an incantation. However, they take much more time to activate and can be very draining on an individual.

### Class III.

###### Runes

* Written intent to direct the magic, also serving as a link between the Mortal Plane and Astral Plane allowing for it to stay powered longer than something spoken. Usually used for spells, rituals, or enchantments intended to last for a longer period of time

### Class IV.

###### Sacrifice

* Trading something of equivalent or higher value in order to access the desired magic effect. Sacrifices can range from a lock of hair, a treasured item, a memory, a person, and anything in between. However a sacrifice with too low of a value can cause an unintended effect at worst, or no effect at best.

### Class V.

###### Life Energy

* Using the life and magic of another living being to power the magic and reach the desired effect. Different things hold different magic potencies, with certain plants holding a wide range, and different parts of the body holding different potency levels with blood being the highest.

###### Voodoo

* Linking a life to an object, making it so that whatever happens to one will happen to the other. It is also possible to link two people, and limit it to certain experiences like pain or pleasure.

## Categorization of Spells

### Charms

The general category is spells, mostly considered to be “basic” magic. Charms are typically the lower level or base spells used as building blocks for more advanced techniques.

### Transfiguration

The transformation of one thing to another. If change is involved as a result of the spell, then it is transfiguration.

### Abjuration

Defensive spells include anything with the intention of protecting or deflecting.

### Healing

Healing spells are very powerful, but consequently, very draining. These spells can range from healing physical wounds to emotional scars, or cure diseases. However, the difficulty of these results in Healing being a specific focus of a castor rather than commonly learned magic.

### Necromancy

The art of raising the dead and reanimating corpses is considered “dark” magic, and should not be tampered with. To bring back the dead is to step into Death’s realm and take her own. The wrath of the gods is generally accepted to not be worth the power.

### Divination

The art of future sight is not a naturally learned magic, and is instead a skill inherited at birth or gifted by a higher power. There are different methods and types of divination, and while it cannot be learned naturally, those who possess the skill must hone in and strengthen it.

### Conjuration

The art of utilizing magic to make things appear. This can range from summoning spells to elemental spells.

### Evocation

The use of magic to destroy something. This is typically used as a categorization for more destructive spells, or spells that cause some collateral damage to the surroundings of the target.

### Enchantment

The use of magic to alter or affect an object, causing it to go beyond its intended use or function without intervention.

### Illusion

Spells that can change the appearance of something, purely cosmetically. Some more powerful illusions may be able to be manifested physically, though this is very rare.

### Mind

Spells involved with altering one’s mind or perception. These spells can be very dangerous is done incorrectly, as one wrong move can drastically alter a person. Mind-Healers are a Healer subclass and focus specifically on mind magic and repairing damaged minds, whether the mind in question was damaged by magical means or not.