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(Created page with "Magic is ubiquitous in Avendar as a preternatural aspect of the plane's laws and is a necessary aspect of nearly every functioning society. ==Types== Magic is divided by arcanologists into six spheres. Each sphere is associated with a specific ethos and cosmic alignment, known to arcanologists as resonance. Those whose personal resonance is too far removed from a sphere are unable to access those spheres of magic. The accepted arcane designations for each sphere are th...")
 
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Magic is ubiquitous in Avendar as a preternatural aspect of the plane's laws and is a necessary aspect of nearly every functioning society.
Magic is ubiquitous in Avendar as a preternatural aspect of the plane's laws and is a necessary aspect of both the ecosystem and the function of nearly every society. Like every natural force and law, it was woven into the structure of the plane by [[Iandir]] upon its creation. During the [[Sundering]], magic was divided into six spheres each tied to a unique resonance, preventing mortals from ever wielding more than two types at once.


Nearly anyone is theoretically capable of performing magic save the [[alatharya]], but discrimination, prejudice, and poverty all affect access to education and tools. As a result, the ability to become trained to perform magic may vary wildly between regions and even within different neighborhoods in the same city. In particular, the [[School of Heroes]] historically severely restricts licensure based on the species and study of an individual; for example, there are no [[chaja]] or [[srryn]] scholars among [[adventurer]]s because the School will not issue licenses to them. This does not mean scholars are not represented (if rarely) among the broader population of srryn or chaja, only that they are barred from being adventurers.
==Types==
Magic is divided by arcanologists into six spheres. Each sphere is associated with a specific ethos and cosmic alignment, known to arcanologists as resonance. Those whose personal resonance is too far removed from a sphere are unable to access those spheres of magic. The accepted arcane designations for each sphere are thus:



Water is resonant with the concept of life.
==Arcane Magic==
Fire is resonant with the concept of destruction.

Arcanologists formally divide magic into six spheres, and each sphere is associated with a specific resonance. All sphere magic is arcane magic, but not all arcane magic falls within a sphere; some very basic types of magic, such as rudimentary armor spells, interact with resonance but are not more than superficially affected by it. Those whose personal resonance is too far removed from a sphere are generally unable to access those spheres of magic. There is disagreement between academics on the true nature of magic, the spheres, and resonance.

===Water===
Water is resonant with the concept of life, movement.
Like Fire, it is a linear sphere.

===Fire===
Fire is resonant with the concept of destruction, agitation.
Like Water, it is a linear sphere.

===Earth===
Earth is resonant with the concept of structure.
Earth is resonant with the concept of structure.
Like Air, it is a creative sphere.
Air is resonant with the concept of creativity.

===Air===
Air is resonant with the concept of ephemerality.
Like Earth, it is a creative sphere.

===Spirit===
Spirit is resonant with the concept of freedom.
Spirit is resonant with the concept of freedom.
Like Void, it is a planar sphere.
Void is resonant with the concept of death.


===Void===
These are greatly simplified but broadly understood to be more or less true. There is disagreement between academics on the true nature of magic, the spheres, and resonance however, and many questions remain unanswered.
Void is resonant with the concept of death.
Like Spirit, it is a planar sphere.


==Learning magic==
==Non-Sphere==
Other paradigms exist to challenge the traditional, mainstream academic views of magic. Though arcanologists dismiss those preternatural forces which fall outside of the traditional spheres as not being "true" magic, practitioners outside of mainstream academia or the arcane guild system have their own varying opinions.
Nearly anyone is theoretically capable of performing magic save the [[alatharya]], but discrimination, prejudice, and poverty all affect access to education and tools. As a result, the ability to become trained to perform magic may vary wildly between regions and even within different neighborhoods in the same city. In particular, the [[School of Heroes]] severely restricts licensure based on the species and study of an individual; for example, there are no [[chaja]] or [[srryn]] scholars among [[adventurer]]s because the School will not issue licenses to them. This does not mean scholars are not represented (if rarely) among the broader population of srryn or chaja, only that they are barred from being adventurers.

Latest revision as of 21:04, 4 February 2024

Magic is ubiquitous in Avendar as a preternatural aspect of the plane's laws and is a necessary aspect of both the ecosystem and the function of nearly every society. Like every natural force and law, it was woven into the structure of the plane by Iandir upon its creation. During the Sundering, magic was divided into six spheres each tied to a unique resonance, preventing mortals from ever wielding more than two types at once.

Nearly anyone is theoretically capable of performing magic save the alatharya, but discrimination, prejudice, and poverty all affect access to education and tools. As a result, the ability to become trained to perform magic may vary wildly between regions and even within different neighborhoods in the same city. In particular, the School of Heroes historically severely restricts licensure based on the species and study of an individual; for example, there are no chaja or srryn scholars among adventurers because the School will not issue licenses to them. This does not mean scholars are not represented (if rarely) among the broader population of srryn or chaja, only that they are barred from being adventurers.


Arcane Magic

Arcanologists formally divide magic into six spheres, and each sphere is associated with a specific resonance. All sphere magic is arcane magic, but not all arcane magic falls within a sphere; some very basic types of magic, such as rudimentary armor spells, interact with resonance but are not more than superficially affected by it. Those whose personal resonance is too far removed from a sphere are generally unable to access those spheres of magic. There is disagreement between academics on the true nature of magic, the spheres, and resonance.

Water

Water is resonant with the concept of life, movement. Like Fire, it is a linear sphere.

Fire

Fire is resonant with the concept of destruction, agitation. Like Water, it is a linear sphere.

Earth

Earth is resonant with the concept of structure. Like Air, it is a creative sphere.

Air

Air is resonant with the concept of ephemerality. Like Earth, it is a creative sphere.

Spirit

Spirit is resonant with the concept of freedom. Like Void, it is a planar sphere.

Void

Void is resonant with the concept of death. Like Spirit, it is a planar sphere.

Non-Sphere

Other paradigms exist to challenge the traditional, mainstream academic views of magic. Though arcanologists dismiss those preternatural forces which fall outside of the traditional spheres as not being "true" magic, practitioners outside of mainstream academia or the arcane guild system have their own varying opinions.