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Twisted Confessional | Hazaril

Magic Laws

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People in many ways take magic for granted, yet it remains inscrutable and amazing, just like a million things in the real world. It is pervasive on a small level - wasps might breed electric guardians, there are "blue oaks" that attract lightning and have exploding acorns which helps spreads its seed, there's even wood that can repulse gravity and is used in the hulls of sky galleons and other airships. Magical plants find their ways into dishes and herbal remedies; even some diseases invoke magic, the most well-known one being lycanthropy, which affects each of the Six Races differently.

There are three kinds of magic that people can work: Divine, Sorcery, and Inborn

Divine

The Celestials created the gods to tend to the cosmos. To ensure they could be successful at that, they were given magics that can only be called divine. Gods have no need for belief; belief does not give them power. They are not immortal, they are not all-knowing, and they are not all-powerful. Divine intervention is rare; but not unknown. Directly acting to change the course of fate is an exhausting experience for a deity. Only their avatars - physical manifestations of their divinity - can do this without trouble, at least in the local area; but the creation of an avatar is an incredibly taxing chore for a deity.

Although they do not require belief or worship, they are more than willing to delegate some of their power and ability to followers. Like the Old Ones who made the gods in the first place, the gods understand the concept of delegation though incredibly powerful, deities are not omnipotent, nor can they be everywhere at once. Followers allow them to increase their presence in the world at less cost. With followers, gods gain another venue into the world. Gods find it considerably less exhausting to provide high-power effects through the concerted will of one of their followers, in the form of formulaic prayers, extended magic rituals, or direct communion. In fact, a god would find it a lot easier to, say, have a follower cause an earthquake than he would causing the exact same earthquake without the follower.

Gods can create rituals or prayers that have a predetermined effect. As a result, most people know at least a few prayers that attract the attentions of one or more deity and focus the resulting divine power in a pre-arranged manner. These are called 'orisons.'

Orisons are somewhat complicated, and can easily fail. On the other hand, attempting orisons too often can lead a person to be saturated with the essence of a deity. This can affect their psyche and physique both in the short term or, with repeated applications, in the long term. Orisons are rote patterns, deities cannot pick and choose which prayers they answer. They can, however, withdraw their support for an orison unilaterally.

Deities have established priesthoods. As their priests go up the ranks, they learn more complicated and proprietary prayers and rituals, each more potent than the last. Prayer as we understand it (direct supplication and communication to a deity) is rare - it can be done by hierophants, or by high-level priests that know the particular rituals.

This also relates to the Celestines, albeit they are significantly more limited. One needs be within the Celestine's purview - or in the case of Celestines of organizations, in any guildhall or other equivalent establishment. On the bright side, Celestines will always answer any supplicant directly.

Sorcery

There is also power in the world, remnants of the chaos before the cosmos. This is ambient power, saturating every planet, drawing off the furnace in their core. It is known as the mana of the world.It saturates every world, restored every night.

Every world has eddies in their mana, created either through focused effort or through natural accident. These eddies are spells, and accessing them is what makes spells. This is why spellcasting does not work in different worlds - because the mana of one plane does not respond to the spells learned in another.

Each of these eddies collects power through the flows of mana, and the pattern of the eddy is the focal point for magical effects. The more often an eddy is accessed, the weaker it grows. This is why wizards are secretive with their spells, and spend so much time looking for "lost" spells - because these spells have had more time to collect power. The weakest spells are known as 'cantrips' and are accessible by the common man. (Many cantrips are weak enough to do little more than create a small amount of light, yet have frightening names that, when translated, sound like 'Burning Flame')

Besides the common man's use of cantrips, there are the magi, those rarer souls who have been drilled in the use of magic. They are more the subject of story than sight, but they do exist. There are many groups with magical skills, though - the gardeners of the royal groves know how best to bespell the plants to encourage magical growth, are mercenary brotherhoods whose soldiers command high prices because of the spells that they have learned, and many more. That is the second level of power, the professional user of magic.

Occasionally, spells are etched into the mana of a planet through natural events. Discovering these is difficult, and attempting to work them often leads to madness. Those magi that dedicate themselves to pursuing these magicks are called 'dreads' (pronounced 'dray-ad'), and these types of spells are 'dreadic.'

Arcane magic has an effect on the caster's immediate environment. Messing these spells up is simply more catastrophic.

Inborn

Every living being has some sort of inborn power. There are various Magic Animals and Magic Plants, along with Magic Diseases. Each of the Kith also have their own inborn powers.

The Five Races have their racial magics: Avalir can cause magic through song. Darrow can make magic through creating items. The vana can create magic through blood. The khan can create magic through passions, usually physical. The rakshasa can create magic directly from the night.

Even humans, the seemingly powerless... it is here where they truly shine. Most simply have an amazing amount of luck. But some can use their inborn magic to tap into the divine or the arcane.

For Divine magic, Humans can become hierophants, completely saturated with a particular deity's power. This makes them agents of the god, able to wield a small fraction of that god's power. Unlike priests, who have access to specific orisons, hierophants can do almost anything imaginable.

For Arcane magic, Humans can become archmagi, completely saturated with the mana of a world. Archmagi can weave patterns into the mana of their lands, creating brand new spells that anyone can learn and practice. This is where all spells that professional magi practice originate.