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Unwritten Legends



Magic of the Realms


Magic & Professions:

Magic is the art that purports to control or forecast natural events, effects or forces by invoking the supernatural or the unnatural. In many ways, gravity, light and the other "forces" we take for granted quantify in one way or another as magic. In the world of Thrael, magic is the power that literally drives our reality.

The set of rules that makes up the Magic of Thrael is known as the "Weave", and it is ever changing. Based on what is known as "consensual reality", the basic laws of the "Weave" state that such rudiments of nature such as, "What goes up, must come down" literally exist because the inhabitants of the world believe in them, forcing them to be. Therefore even the law of gravity is a component of the Weave, since magic does not accept the scientific reason for gravity, but rather the consensual reason. Therefore the forces around us are magical insofar as they are expected to work, not because of the reasons they do work.

At the same time, localized changes to our reality, be they spells, prayers, or other effects, are also known as magic. By harnessing the power of essence, which is the essential energy that permeates life, temporary changes can be made in the Weave, creating magical effects. By the very nature of the Weave and, therefore, of consensual reality, no magical effect is permanent; some are just imbued with a significant amount of essence to forestall changes for many, many years.

Magic is divided into three spheres; Arcane, Astral, and Vedic. These spheres are furthermore divided up into a series of circles or lists of magical spells and effects. The Mage, Dael the young, devised this method of codifying magic from the writings of the weave-touched Lady Pendre, the author of the definitive magic books of the realms, and penned in Kenzian the Syllables of Magic by which these spells may be invoked.

Arcane magic is rational magic, a form of magic that works within the weave itself, bending the rules of our reality and exploiting arcane rules to create magical effects. The ancient wizards referred to these types of enchantments as "magick" because they specifically made of codified theorems and specifications that cause specific and predictable effects. These "early-day scientists" exploited the purest example of Arcane magic; direct manipulation of the weave using the rules that formed the weave itself.

Astral magic is divine magic, relying upon the essence or raw energy of greater sources through channeling, ritual and prayer. Any magic that draws upon a greater source (typically sentient and spiritual) is classified in this category, making it the most powerful, yet unpredictable of the three spheres. The most typical example of Astral magic is the exchange of power from a deity to his priest.

Vedic magic is personal magic, drawing upon individual's reserves of essence and willpower to affect smaller changes in their local environment. Vedic magic allows the caster to effectively change local consensual reality using himself as the focus. This magic more than any other relies on consensual reality or what the caster believes to be true and forces the rest of nature to agree with his tenets.

Of the five classes, three generally draw their philosophy from the three spheres. Professions that practice Arcane magic are known as Mages, professions that utilize Astral magic are Spiritualists and Vedic magic users are called simply, Vedics. The classes are divided once again into various professions, many of which draw from more than one of the spheres.


Spell Circles:
Spells within each circle are rated according to relative "essence cost"_in this order from smallest to largest:
MARGINAL, SLIGHT, LESSER, BALANCED, GREATER, IMPRESSIVE, EXORBITANT, and ULTIMATE.

Arcane Prime ~ Arcane Cantrips & Rotes
Astral Prime ~ Astral Orisons & Rotes
Vedic Prime ~ Vedic Exercises & Rotes
Via Ars Av ~ Spell Turning
Via Bin Vir ~ Blood Law
Via Blym Beade ~ Beade's Love
Via Blym Florae ~ Nature's Gifts
Via Esu ~ Protection Magicks
Via Fas Esut ~ Astral Armor
Via Fas Florae ~ Nature's Divinity
Via Fas Sani ~ Mental Rites
Via Fide Eyssa ~ Prayers to Eyssa
Via Fide Vaen ~ Prayers to Vaen
Via Flam ~ Fire Magicks
Via Ful Flux ~ Flux Magicks, Extrovert
Via Ful Onus ~ Soul Arete, Extrovert
Via Glas ~ Cold Magicks
Via In Flux ~ Flux Magicks, Introvert
Via In Onus ~ Soul Arete, Introvert
Via Jus ~ Wind Magicks
Via Kel Nivir ~ Darker Spirits
Via Kel Onyr ~ Ancestral Spirits
Via Lun Kol Mar ~ Light Paradigms
Via Mar Sani Qel ~ Linkings
Via Min Crix ~ Lesser Circles
Via Min Vadis ~ Magic Item Enchanting
Via Min Zem ~ Lesser Songs
Via Miras ~ Guises
Via Nox Kol Mar ~ Dark Paradigms
Via Pauz Port ~ Inertial Magicks
Via Qel ~ Channeling
Via Sani Pax ~ Meditations
Via Teg ~ Earth Magicks
Via Teg Aer ~ Thrael's Essence
Via Ul Zyzyl ~ Zyzyl's Works
Via Vas Crix ~ Greater Circles
Via Vas Glym ~ Alchemy
Via Vas Vadis ~ Weapon and Armor Enchanting
Via Vas Zem ~ Greater Ballads
Via Xan Esut ~ Bestial Protection
Via Yelm Zem ~ Chants