Magic is the "human-safe" variant of the force believed to have been used by the Gods to create the world. As magic is not native to the Mortal plane, the physics that govern it are completely different. Magic produces no waste when used, it only moves back to its own plane after being cast. Usually, magic takes the form of premade spells taught by Mages or Shaman, but some have found ways to break the mechanics of magic to serve their whims. All magic is made from Mana, though no self-respecting magic user would ever come into contact with such a pure energy. Due to edicts passed by the Gods after the Machine Wars, magic can no longer function properly in proximity to advanced technologies (Further testing has proven that mana is disabled by objects possessing electrical currents, as well as contact with electricity itself)
~~Types of Magic:
-Elementus: Standard-issue spells are known as Elementus, as most common spells involve some level of elemental control. Pyrokinesis, telekinesis, low-power hypnosis, and even shapeshifting fall into this category. These spells can be learned by almost anyone, but genetic variation can give some individuals much greater control over a specific Elementus.
-Healing: Healing is an incredibly difficult form of magic to master. When cast as a spell and not delivered in some sort of tonic, the Healer must know the exact nature of an injury and the structure of the body in order to regenerate wounds successfully. Due to Healers requiring in-depth anatomical and physiological knowledge of various species, most Healers specialize entirely in their craft instead of studying a broad range of spells.
-Alchemy: While not technically magic, the ability to turn metals into gold (and brew incredibly diverse and powerful potions) is certainly a breach of the Laws of Physics. Alchemists can use herbs, ores, relics, and even organs to create potions and materials with a variety of practical uses. Mythril, love drafts, and self-repairing armor are just a fraction of the items Alchemists are able to create with just a few "simple ingredients." Due to the nature of changing materials, Alchemy is often used as a gateway into Transmutation when teaching.
-Lyrical Magic: Lyrical Magic, or "song power" allows the wielder to harness magical energies with their voice alone. Lyrical Magic (Lyrris for short) is technically an enchantment, as it must be placed on a weapon or object in order for it to work properly. Lyrris's strength is determined by not only the quality of the wielder's singing, but the emotion the wielder feels. Those who have experienced great sorrow are known to be adept at harnessing Lyrical Magic, able to conjure tidal waves or fling trees as long as they keep singing.
-Enchantments: Enchantments are used to grant powerful magical enhancements to inanimate objects. Common examples include Pyrros (sets the affected weapon aflame when drawn), Frirre (gives the weapon a freezing aura, causing frostbite and freezing water it touches), G'al Lan (the weapon's physical properties such as weight and density can be altered telepathically by the wielder). Enchantments are forever bound to their weapons until removed, but will eventually run out of power if not charged up periodically. Some enchantments are illegal, such as poison sheens and Perception Filters (prevent objects from being noticed, even when in plain view) because they can be incredibly dangerous in the wrong hands.
-Illusions: An incredibly controversial art of spellcasting, Illusions are used to confuse and manipulate opponents into peril rather than outright kill them. Fake walls, light manipulation, Doppelganging, and even Teleportation fall into the category of Illusions. Due to the potential dangers of this magic and it being difficult for Shaman to detect, the use of Illusions is heavily regulated and misuse is punishable with severe fines or even death.
-Transmutation: While often used in conjunction with other arcane abilities, the functions and mechanics of Transmutation are unique enough to differentiate it into its own category. Transmutation is essentially a spell-form of Alchemy, allowing a Mage to change the material of an object or move materials in ways otherwise impossible. Those skilled in Transmutation can harden their clothing to absorb impacts, manipulate rock as if it were a liquid, and even separate the air into its basic components before setting it ablaze. Shapeshifters display a unique aptitude for learning Transmutation, allowing them to instantly change their clothing to fit whatever new appearance they take on.
-Mages: Mages are traditionally what one thinks of as a magic wielder. They study powerful spells and enchantments, and harness them for use in healing or on the battlefield. Mages possess a self-replenishing supply of magical energy, which allows them to conjure spells without the use of complex rituals. The ability to hold out one's hand and shout "EMBRUS FORRAS" to launch a fireball at a foe gives Mages untold utility in combat. While Mages don't NEED spellbooks in order to cast spells, most still carry Grimoires (sentient books responsible for archiving spells) on hand in case they forget the words to a spell.
-Shaman: Shaman are Mages that take a more tribal approach to the arcane arts. Instead of reading from spellbooks and shouting incantations, Shamans use intricate rituals to harness spells usually too complex for one to simply speak. At least one Shaman is employed at each and every town in Ayistere, responsible for stopping Demons and other monsters whenever they attack. Since Shamans don't possess a replenishing magical source, they derive their power from arcane relics they carry on their person. Shamans can be used to inflict powerful curses on enemies, send small plagues through enemy towns, and even change people into other forms. Due to the sheer multitude of ingredients needed for even simple rituals, most Shamans carry some kind of space-shrinking device to store everything in one convenient place. To compensate for the lack of an internal source, Shaman can also "see" magic, almost like a 6th sense. A Shaman can know exactly what spells a person has used on themself, and can even see through some magical disguises. Shaman use this ability to clean up areas suffering from BgS (ATLE LORE- Dangerous Forces
) and to detect hidden Manabenders.
-Pangolin: (ATLE LORE- The Pangolin
-Demon Hunters: Frowned upon by Shamans and Mages alike, as they use virtually all kinds of magic for one specific agenda: Demon Slaying. Most Demon Hunters are travelling mercenaries, called on by towns to dispose of Demons that the Shamans simply cant get rid of. Since most are religiously motivated, they zealously pursue Demons, but ONLY Demons. If a Demon Hunter arrives in a town and finds out that the reason for his summons is a Golem or even a Dragon, he will immediately leave regardless of pay. This anti-Demon attitude is looked down on because not all Demons are evildoers are Demons, and not all Demons are evildoers.
~~Outlawed Arcane Arts:
-Dark Magic: Dark Magic consists of spells that are not only illegal, but deemed by the Gods as fundamentally evil. Altered Spells made by FutureTown scientists, necromancy, life-extending spells, and Fate Alterations are just a few examples of magics that can do horrible things even in the most noble of hands.
--Technovise: Breaking the division between technology and magic through the use of Manabending or other forbidden arts is known as Technovise. This tactic allows for magic to be applied to advanced technology, giving these devices the strengths of both worlds. Prosthetic limbs capable of casting fireballs, the spells that make up Duplicants and Sprites (ATLE LORE- Some Species of Ayistere
), and electric magic all fall under this category. Only the city of Fatha Diesu has been known to dabble in such forbidden arts, and they have the horrible scars to prove it.
-Hexes: Hexes are, contrary to popular belief, not actually made with mana at all. Hexes are a form of Demon technology that is so advanced, the distinction between magic and technology doesnt even matter anymore. Hexes are ancient runes carved into surfaces that will enact powerful spells when directed by their creators. Because they are made by Demons, Hexes follow the principle of Equivalent Exchange, where something of equal value to the required task must be given in order to make the Hex fulfill its purpose. If the price is not paid, the Hex will happily TAKE it instead, making them an incredibly dangerous spell to interact with. Hexes are technically sentient, but their intelligence is solely directed towards completing their assigned tasks. Due to the simplicity of some Hex symbols, Hexes must be carved with a hot metal rod (usually iron) in order to be considered "valid" and activate.
-Perception Filters: A deviation of Illusion magic that is incredibly dangerous in the wrong hands, Perception Filters, when applied to objects, make them impossible for people to notice. One can hide a door in plain sight using this tactic, and the illusion will hold unless a person is looking for the SPECIFIC object bearing the enchantment. During experiments where the Pangolin tested the lethality of Pfilters, researchers were able to trap several subjects in an unlocked room with one door by simply casting the Filter on the door itself. A later act of Illusory terrorism trapped over a hundred people in a market until they starved to death. It was discovered that the Terrorist had put Perception Filters on every single exit, making the entire market appear completely inescapable.
-Witches/Manabenders: While Shaman use magic as a tool and Mages use it as a weapon, Witches use pure mana as an extension of themselves. Manabenders are capable of manipulating pure mana with their minds to make it perform various complex tasks, as well as tamper with existing spells and enchantments. Because the abilities of a Manabender are only determined by their skills in the arcane arts, and the makeup of their own minds, they are incredibly unpredictable unless one knows them personally (Additional info HERE ATLE LORE- Mana, and those who Bend it
--Deluders: An offshoot of Manabending and one of the most dangerous arcane arts, Deluders use a combination of Bending and illusions to create "false realities." The illusions a Deluder makes display perfectly whatever real-world physics they would have if actually real, making it incredibly difficult to differentiate a Delusion from reality. A Deluded wall will behave exactly like a normal wall of the same material, the only difference is that it will completely disappear when broken. The implications of such a powerful ability are obvious. One Deluder was able to create an entire fake city that existed for 3 whole months before disappearing, and the Filters on the city were able to convince everyone nearby that it had always existed. Thankfully, Delusion is an incredibly difficult skill to master, as one would have to study the physics of virtually everything in order to replicate them perfectly.