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Veljhabrar's Theory of Magic

How Magic Functions

Veljhabrar expanded on the theories of early Second-Age scholars who claimed that magic could be divided into two categories depending on what the caster manipulated: Matter or Energy. The practices of Enchantment and Divination were seen as technically unrelated (and therefore mysterious), but Veljhabrar argued that they both utilize the Law of Manipulation and therefore fall under the category of “Mind.” This established a new school of magic focused on
mental manipulation, the reading of energy, and mentally connecting through arcane channel ways. Once the Law of Manipulation was applied to any practice, codified techniques could be developed for those who were adept. By the end of the Third Age, Veljhabrar’s theories had been accepted as fundamental, categorizing magical technique now into three “schools”: Matter, Energy, and Mind. Within each school, there are three to four disciplines:


 

Matter


Telekinesis/
Transmutation
Moving/manipulating matter

Healing/Mending
Reversing/accelerating damage of matter

Conjuration
Teleporting matter

Energy


Evocation
Manipulating elemental energy

Divine
Manipulating radiant energy

Necromancy
Manipulating life energy

Abjuration
Deflecting/Absorbing energy
 

Mind


Enchantment/Illusion
Manipulating another's mind

Divination
Connecting one's mind to another's or to an outside source (i.e. another plane, echos within the weave of the past, present, or future, etc.)

Adepts

Individuals who display even a nominal ability to wield magic are called “adepts.” A caster’s school is determined by their innate magical affinity, which often becomes their arcane specialty. Though an adept is not strictly limited to the disciplines within their respective school, they would find themselves at a disadvantage deciphering magical theory regarding energy if they are used to manipulating matter, and vice versa. A caster who is not naturally adept in magic but learns how to wield arcane energy through intensive study is called a “mage.” Though mages lack the raw casting power of adepts, they find it easier to learn spells from different schools, often granting them a larger and more diverse magical arsenal. There are five types of adepts:

Telekinetic
Within the larger school of Matter. Includes little of the traditional D&D school of Evocation and much of Transmutation.  
Healer
Within the larger school of Matter (think accelerating or reversing the deterioration of matter). Includes all healing and some damaging spells, like Toll the Dead and Inflict Wounds.  
Elemental
Within the larger school of Energy. Includes all spells that manipulate elemental energies (Fire, Air, Water, Plant, or Poison), often falling within the tradition D&D schools of Evocation and Abjuration.
Oracle
Within the larger school of Mind. Includes basically all spells within the traditional D&D school of Divination.  
Enchanter
Within the larger school of Mind. Includes basically all spells within the traditional D&D schools of Enchantment and Illusion.

Conjurer
Within the larger school of Matter. Includes all of the traditional D&D school of Conjuration.
 

Origins of Magic

Magic is the flow of “arcane” energy throughout the material realm, and the practice of magic is a person’s ability to access and manipulate it. It isn’t definitively known exactly what generates the flow of arcane energy, but Valjhabrar’s theory has become increasingly accepted. The theory states that this energy is enhanced by the vicinity of three comets (this theory updated the belief that there were only two) whose orbital position in relation to the world and each other affect the levels of arcane energy flowing throughout the land.

This is what causes the fluctuation of the cycles of magical abundance vs. absence. Two of the comets were long believed by the elves to be demi-gods—named Eshaiel and Khaalindual—representing a myth of two lovers who were separated but reunited against all odds. The third comet, only discovered (as its own entity) toward the beginning of the Third Age, was eventually named Thalabryn.
Type
Metaphysical, Arcane


Cover image: Public Domain

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