Magic

Overview
Magic, or "the Weave," is an omnipresent power within the fabric of reality that allows intelligent beings to break causality, and bend the universe to their wishes. All laws of space, matter, energy and the universe itself can be manipulated, distorted, and changed by magic, from the creation of the simplest spark to the tearing of reality's very fabric.

Though it can be immensely difficult and sometimes dangerous to learn, magic's power can be harnessed by the willpower of any conscious being. The most versatile practice of magic is wizardry, where spells are cast using a complex series of arcane calculations and mental movements. Still, many learn to bend the Weave through their emotions, while others access the power through sorcerous connections of their ancestry. Strong-willed believers of the gods and primordial often channel magic through sheer faith, and throughout history, some individuals have even been gifted with magical talent by powerful beings.

Origins
The origins of magic and the world itself are not scientifically known, but the mythologies and religions of various cultures have their own tales of how the world began. However, it is generally believed, however it happened at the beginning of time, that the creation of the universe and the beginning of magic were somehow in tandem. Some speculate that the Weave itself may have brought the world into being, or the gods that created the world.

Idalidarian Lore
"At last when all had been said and the day grew old, the Great Mind said to the King 'I have for thee one last instruction; for behold, this is the gift I shall give to you, and your people, and to all the peoples of the world, for good or ill. Smite the rock beneath your feet, and from the mountain I shall give you five Jewels. These are Magic, and shall spread wondrous power to all places.'

"'Two of the Jewels you shall keep with you, at the edge of the world in Idalidar. One you shall cast into the world; it will carry itself over the great waters, and bury itself in distant lands. There it shall remain, deep in the earth, and it's power will seep into the roots of the land, and Magic will be upon those places. Another you shall cast into the sea, and it will sink deep into the waters, and likewise the power of Magic shall be upon the waters and everything in them. The third you shall cast into the Skies, that it may hide itself amongst the stars and never die, thus that Magic should permeate the spaces between everything.'

"'In ages to come, I will raise many great peoples; and they shall discover the Power and learn the words of command, that the Jewels may hear them and obey. This is so that all tongues may share in the Gift of Magic. But be warned, Steward of the Earth, and all peoples of the world; for with this Gift comes the power to create, and the power to destroy. May those who walk in the light forever hold the Power of the Jewels in balance.'"

Wizardry
While sorcerers possess innate power, clerics call upon gods, and spell-singing bards weave magic through their emotions, skilled wizards possess an incredibly deep and intricate understanding of the mechanics of magic. They realize that with the correct words, gestures, glyphs, and materials, along with an intense mental focus, the fabric of reality can be reshaped and manipulated in whatever way they please. These supernatural changes are known as spells, and wizards take great care to document these arcane formulas in expertly crafted spellbooks, made to keep their secrets and their research safe.

When casting spells, wizards often use arcane foci, or implements, such as staffs, orbs, or wands. These implements hold the concentrated arcane power in a spell, increasing its effectiveness. All wizards have a degree of specialization in implements, often preferring one kind over another. Some take a liking to orbs, which can be used to increase the duration of their spells' effects. Others prefer to use wands to enhance their accuracy, or staves to defend themselves. The most basic spells available to wizards are known as cantrips, and require little skill on the part of the wizard in order for them to be cast. Such spells are typically small tricks of magic such as creating a light source, a sound, or moving a small object telekinetically.

The vast majority of wizard spells differ from those of other spellcasters, usually in terms of usage or scale. A wizard often uses their power to control the nature of a battle, a landscape, or even the physical makeup of the universe itself. When in combat, many wizard favor spells that hinder many enemies at once, rather than attacking one, or that empowers themselves or allies. Wizards, like other spellcasters, are also skilled in the use of rituals; powerful spells that require a significant amount of time and energy to cast, thereby making them impractical in battle but immensely useful in non-combat applications.

Soul Magic
Soul magic, also called "song magic" by some, is the manipulation of the Weave through emotion. Sorcerers do this by mastering their emotions, and channeling that control into arcane energy, whereas bards use the power of song to spin their magic into reality. This is arguably the easiest form of spellcasting to learn, but only for the naturally and creatively talented.

Divine Magic
Divine magic draws on the power of the gods themselves, channeling power through faith and devotion as clerics and paladins do. While the gods do not necessarily deliver every spell to their followers personally, their immense power within the multiverse can be tapped into by those committed to accessing it. Skeptics, however, propose that such magic can be channeled through faith alone, with or without the power of an existing deity.

Druidic Magic
Nature is alive and powerful, and when it chooses, those who become intimate with the living, breathing earth can have power over it. Those who master the forms of druidic magic are often so deeply immersed in nature that they disappear from society altogether.

Abjuration
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurers create objects or effects out of nothing, and some can use their powers to cross great physical distances, and even pierce into new dimensions.

Divination
Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Evocation
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells is not considered a moral act, and only evil casters use such spells frequently.

Transmutation
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.