BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Magic

Magic and magiscience are integral to the world and universe of Tara. There are many different types of magic, nearly all of which encompass many sub-types. Although the dedicated study and more complex handling of magic is only undertaken by certain individuals, it is nevertheless present in nearly every Taran person's daily life.

The History of Magic


Magic is thought to have been discovered in the early to mid Ancient Era, though this is the subject of much debate between historians and scholars. Some studies suggest that magic was being used long before that, stretching back to the prehistoric Age of Ist. However, these theories remain unproven, and are generally unpopular and poorly recieved, as the concept of magic being practiced by insects and fungal organisms is seen as distasteful and even offensive to most.

Types of Magic


The main types of magic are divided into 3 houses: Classical, Equidistant, and Arcane.
 
Classical
Classical Magic is the oldest and most studied of the 3 houses, revered and respected as the primordial cornerstone of magic, and much else. It contains 6 magic types.

Light - Light Magic is one of the most prevalently studied magics. Many see it as the most pure, "good" form of magic, whether this is based on knowledge or cultural perception. Light Magic deals with illumination, diffraction, celestiality, essence, solarity, phosphoressence, and much else. It is the type of magic that deals most frequently with spellcasting, and it is also the most common magic under which to study magic in general, as a science.
Light Magic is also known to be closely tied to intrinsic lofty ideals, especially Heroism and Beauty. If you asked the average person how they picture a magician, they would probably describe the stereotypical Light Mage: A physically beautiful, elegantly dressed individual casting a dazzling stream of spells, which emit dramatic trails of silvery-blue light.

Earth - Earth Magic is is the most tangible of all magic types, dealing less with the "unseen." Widely varied, it presides most distinctly and recognizably with the natural world. It deals with biology, lifeforce, fungal organisms & fungi, agriculture, essence, algae, biolinguistics, poisons, the natural world, occultism, true-earth, sentientology, moss, creatures, ritualism, tree magic, memory magic, cost magic, chemicals, ecology, divination, root magic, and earth-forging.
This type of magic's solid, manifest qualities attracts many scholars and mages who prefer less of the abstract nature of many magic studies. It is traditionally and culturally entwined with Earth Worship and other earth religions, and is the most occult or spiritually involved type of magic.

Air - Air Magic most commonly presides over true-air and forged-air, or air forging. It can be notoriously difficult to pin down exactly what an Air Mage does if you ask one what he specializes in, probably because much of Air Magic falls under the Equidistant House - namely Void, Atmospheric, and Force & Energy types. But Air Magic sub-types do also include wind magic, illusions, breath magic, channelation, fabrications, divination, celestiality, and outpouring.

Fire - Fire Magic is among the most dangerous types of magic, and can be incredibly difficult to manage. Fire Mages often describe its power as an almost sentient force, or even give their fire magic a name, which is not done with any other type. It involves more spellcasting than most magic types, though the spells are highly draining. Fire Magic deals with combat, war magic, destruction, rebirth, cost magic, lifeforce, sexuality, polarity, illumination, reckoning, and more.

Water - Water Magic has a wide myriad of more sub-types than any other type of magic, and can vary drastically. It deals with lifeforce, war magic, biology, sentientology, erosion, ocean magic, river magic, salt magic, combat, shapeshifting, bindings, and much more.

Dark - Chronically feared, misunderstood, or shunned from magic studies, Dark Magic ofen finds itself swept into the sequestered shadows of magical institutions. Many people are surprised to learn that it belongs to the Classical Magics at all. In fact, Dark Magic is an important part of its house, just as fundamentally vital as its fellow Classical types. It is often thought of as the parallel, or twin, of Light Magic.
It encompasses war magic, lifeforce, paradoxism, diffraction, combat, shapeshifting, destruction, channelation, poisons, suppression, polarity, sexuality, divination, cost magic, sacrifices, ritualism, bindings, essence, reckoning, and more. Venturing down the path of specializing in Dark Magic is an assiduous undertaking, and is only allowed to carefully selected individuals, due to fears of its inherent ties to Black Magic.

Equidistant
Equidistant Magic, or Middle Magic, was defined and developed during the Middle Era and the Age of the Sun. It was Equidistant Magic that paved the way to magiscience, and the two became increasingly combined as time went on, to the point of becoming almost indistinguishable. This house contains more scientific, advanced, modern, and technological types of magic, which use the fundamentals of the Classical House to further expound upon magic in a modern age.

Dimensional - Dimensional Magic deals with other dimensions. Its discovery is revered as one of the most important and revolutionary advancements in history. It is highly dangerous, and Dimensional Mages are rare.

Void - Void Magic, or, The Magic of the Hollows, has in the most modern eras become one of the most vital types of magic. It is best known as the main magic involved in the development and practice of star'travel. It involves the study of space, emptiness, dust, astro magic, celestialism, paradoxism, anti-ist, star'travel, vacuumism, plurality, and more.
Void Magic is the closest one can get to delving into Time Magic or ist magic without entering the forbidden Arcane.

Atmospheric - Atmospheric Magic is closely tied to Air Magic. It is best known as the magiscience that makes the existance of closed cities (including moving-cities) possible and effective. It deals with ecology, seasonality, temperature, climate, elementalism, storm magic, precipitation, pressure, wind magic, environmentalism, binding, and more.

Healing - Healing Magic, or Medical Magic, is especially blurred with magiscience. As the name suggests, it presides over all healing and medical concerns and studies.

Forcenergy - Force & Energy Magic, known as "Forcenergy," is another major advancement in magic and magiscience. It deals with propulsion, gravity, orbits, star'travel, positivity and negativity, reactionism, elementalism, binding, force, energy, and more.
Advancements in this magic type allowed for the final necessary proponents for the popularization of star'travel.

Alchemy - Alchemy, or Chymistry, is unusually doused in occultism for the Equidistant House, unique amongst its magic types. Alchemy is the oldest of the Equidistant Magics, and was forbidden for many centuries. Although now embraced in the modern ages, it never quite lost its ties to ritualism and the more abstract. But despite this culture amongst Alchemists, the magic type is actually quite straightforward and tangible, and certainly does not involve any ritualist studies. It involves chemicals, metallurgy, reactionism, elementalism, binding, and much more. It is heavily tied to Earth Magic and Forcenergy.

 
Arcane
The Arcane House is made up of magic types that are almost always forbidden from study or practice. These types of magic are all highly dangerous, the cost of pursuing them often devastating. Most of these forms are deeply ancient, some even thought to pre-date time itself.

ist - ist magic is the oldest and most ancient form of magic in the known universe. Ist, which means "dust" in Sandwind, is the invisible substance that makes up the entire universe. Vastly complex, mysterious, and paradoxical, ist has taken on a mythical, god-like legacy over the millenia - it is omnipitent and all-encompassing, but also microscopically small to the point of invisibility. It is everything, and nothing. This all-present particle goes far beyond magic. The dangers of attempting to use ist magic are nearly too catastrophic to comprehend. It has been said: "Before the universe, or even time, existed, there was ist. Ist gave form to all life, and one day, ist will destroy all life."

Black Magic - Black Magic is the more malevolent iteration of Dark Magic, but many times more lethal. Almost universally forbidden, Black Magic Mages are also actively hunted, more so than any other magic type. Black Magic is staggeringly powerful, and often described as "hungry" or "ravenous." Though it grants much power, the cost is high, and almost always results in The Devouring, though this is often in the form of corruption and twisting rather than death. Black Magic deals with blood magic, sadism, death magic, sacrifices, bone magic, ritualism, necromancy, cost magic, and others.

Sand - Sand Magic is a very ancient form of magic closely tied to ist. It is also formatively entwined with the banned religion of sand worship. The specific details of it are mostly unknown and kept secret, or perhaps lost forever to history.

Aura - Aura Magic, sometimes referred to as Soul Magic, is magic that directly deals with an individual, usually inflicted upon another person by the mage using it. This is far beyond other types of magic, as it affects the person's most intimate, core being - their soul, or their mind. To practice Aura Magic requires access to the subject's innermost being, which almost always must be obtained by force, even if a subject has agreed to it. It is agreed by scholars that Aura Magic is capable of magnificent good - if used correctly. Unfortunately, to use Aura Magic correctly is impossible.

Time - Time Magic is regarded as a great advancement, and yet, one that is too powerful to use. Of all of the arcane magics, it is the most widely studied, but any use or practice of it is forbidden. It deals with the flow, path, and manipulation of time itself.



Magic must be sought; you cannot use that which you have not yet found.
Magic must be tamed; if left untended for too long, it can go wild.
Magic must first be harnassed in order to be used. This requires a knowledge of that particular magic. Typically, the obtaining of magic is called "The Harnessing," and the subsequent use of that magic is called "The Outpouring." There is often much more to it than that, but those two actions are the fundamentals of magic use.
"Magic must be tamed. If left untended too long, it can break free."
Classical
Light, Earth, Air, Fire, Water, Dark

Equidistant
Dimensional, Void, Atmospheric, Healing, Force & Energy, Alchemy

Arcane
ist, Black Magic, Sand, Aura, Time

Comments

Please Login in order to comment!