How Magic Works
Magic. A fundamental force in the world, that exists in, permeates, and flows though *everything* on the planet from the smallest of pebbles to the grandest of Deities. Everyone has an amount of aether flowing through their bodies, that varies from person to person, and from race to race. Elves having the highest innate magical reserves, and dwarves the least when it comes to every day use.
There are three primary ways that one can increase their ability to use the Aether of the World; 1- A pact with an other worldly being, such as a Spirit, a Daemon/Demon, an Angel, or another Celestial being that is not a God (Eg; Unicorn) 2- Years of Dedication and study into the Arcane mysteries of the World. Wizards, Bards, and Druids re examples of this method. Sorcerers do fall into this category as well due to their practice and evolution into their own powers over time. 3- Deity granted. In the realm of the Divine the Gods and Goddesses will increase the flow of Aether in the bodies of their Clerics and Paladins.
Casual Aether for things such as the use enchanted flint and steel to start fires, keep a smithing forge running hot, attuning to magical items, and other mundane tasks grows as one grows older and more experienced. A Journeyman Smith may require a basic fire to light the forge, while enhancing the heat of the flames to work, while a Master Smith may be able to light the forge with naught more than a snap of their fingers while inside of their shop.
Active, or Drawn Aether, is what Spellcasters of both Arcane and Divine use to cast their spells and they have a limitation on how much they are able to draw per day without risking physical or spiritual harm. During training, most schools of magic will use anti-magic fields in the yards or as part of a student's uniform to allow Instructors to prevent a student from burning themselves out with a simple activation word from their staves.
The Aether of the world is split into six natural elements, two Primordial and four Basic; Light, Shadow, Fire, Earth, Air and Water comprising all life in the world. With Light and Shadow elements being called upon only during rituals or from Deities. Light rituals deal with returning life to the dead, casting the "Wish" spell, and calling for Divine aid. Shadow rituals deal with raising the dead, summoning daemons, and spells designed with only the deadliest of intentions. Such as the one used in Caliban during the Greenskin War to decimate The Tide and created the Miasma.
There are three primary ways that one can increase their ability to use the Aether of the World; 1- A pact with an other worldly being, such as a Spirit, a Daemon/Demon, an Angel, or another Celestial being that is not a God (Eg; Unicorn) 2- Years of Dedication and study into the Arcane mysteries of the World. Wizards, Bards, and Druids re examples of this method. Sorcerers do fall into this category as well due to their practice and evolution into their own powers over time. 3- Deity granted. In the realm of the Divine the Gods and Goddesses will increase the flow of Aether in the bodies of their Clerics and Paladins.
Casual Aether for things such as the use enchanted flint and steel to start fires, keep a smithing forge running hot, attuning to magical items, and other mundane tasks grows as one grows older and more experienced. A Journeyman Smith may require a basic fire to light the forge, while enhancing the heat of the flames to work, while a Master Smith may be able to light the forge with naught more than a snap of their fingers while inside of their shop.
Active, or Drawn Aether, is what Spellcasters of both Arcane and Divine use to cast their spells and they have a limitation on how much they are able to draw per day without risking physical or spiritual harm. During training, most schools of magic will use anti-magic fields in the yards or as part of a student's uniform to allow Instructors to prevent a student from burning themselves out with a simple activation word from their staves.
The Aether of the world is split into six natural elements, two Primordial and four Basic; Light, Shadow, Fire, Earth, Air and Water comprising all life in the world. With Light and Shadow elements being called upon only during rituals or from Deities. Light rituals deal with returning life to the dead, casting the "Wish" spell, and calling for Divine aid. Shadow rituals deal with raising the dead, summoning daemons, and spells designed with only the deadliest of intentions. Such as the one used in Caliban during the Greenskin War to decimate The Tide and created the Miasma.
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