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A Primer to Magic

The various areas and skills in Magic, the art of manipulating the supernatural.




In the world of Aelyria, certain individuals may gain supernatural abilities to affect the Material Plane, whether by casting spells or drawing metaphysical beings into physical substance. Such abilities, generically labeled as magic, open the individual to a wide array of powerful talents and skills. However, all magic has a cost. Learning a magical ability always alters the individual in some way, thus leaving them unable to learn any additional magical skills.
Note: Characters may learn only one magic skill of any type.

Further Reading: Character Creation, Character Skills, Arcana


Magic has two primary classifications: Essence-based Spheres and Metaphysical Magics.

[top]Essence-based Spheres

There are six spheres that utilize essences, or energetic properties that make up the Material Plane, to manipulate their effects. Mages will be Unbound to a particular essence and then free to mix its energy with their personal vis to create mana, or the raw material from which all spells are cast. All six use the same mechanisms, techniques, and terminology, but only differ with by the particular theme of their essence. Colloquially, magic of this type is known as arcana and its practitioners as mages, arcanists, or spellcasters.
Sorcery: As Force Magic, Sorcery utilizes push/pull and movement, or lack thereof, on material objects and can manipulate pure destructive energy. It is considered the most direct sphere with huge instantaneous damage.

Elementalism: As Elemental Magic, Elementalism utilizes the primal natures of the universe by harnessing and controlling the power of Fire, Water, Air, and Earth and their sentient elementals. It is one of the two spheres with the most control over the physical universe with high damage potential, powerful summoned creatures, and defensive spells.

Mysticism: As Psionic Magic, Mysticism utilizes the power of the mind to create illusions, suggestions, and behaviors in the minds of others to motivate particular behaviors. It is considered the most subtle and surreptitious sphere with the best ability to counter other mages but limited direct damage.

Thaumaturgy: As Order Magic, Thaumaturgy utilizes the influence of light and order to boost individuals’ abilities, mend injuries, and form powerful protective and retaliation spells. It is considered the most defensively-minded sphere and the strongest and most direct of the three spheres of healing.

Druidism: As Nature Magic, Druidism allows control and manipulation over the natural world around the caster, including plants, animals, weather, and restoration/destruction. It is one of the two spheres with the most control over the physical universe by controlling the environment and its natural resources to both destructive and restorative ends, with its healing done over time.

Necromancy: As Entropic Magic, Necromancy allows manipulation of death and its causation, prolonging, or negation, such as disease or decay. It does most of its damage to living beings over time, can raise bodies to become Undead in huge amounts and with the most immediate obedience, and can leech life or energy out of its targets.

Hedgemages: While most mages concentrate on learning to control only one essence, some may choose to undergo Unbinding twice and thus become attuned to two essences. These spellcasters are thereafter known as hedgemages. While this offers the hedgemage a greater versatility and wider swath of possible spells, it also limits the upper range of their raw power in the sorts of effects that a single spell can create due to the increase in contamination caused by competing essences.

[top]Metaphysical Magics

Lesser known and significantly more rare than the essence-based spheres are the Metaphysical Magics. These abilities directly affect the Material Plane without the intermediary process of spellcasting. Skills of these types are considered to be less refined than their arcane counterparts and are significantly more difficult to learn given the infrequency of their practitioners. Metaphysical Magics have no common functionality and are far more varied with how they are learned, used, and what parts of the Material Plane they affect.
Song: Song is the manipulation of the natural frequencies present in objects upon the Material Plane as well as the utilization of sound itself. Their harmonies are most famous for buffing allies or hindering their enemies, but some spellsongs can also be utilized to directly attack enemies as well.

Spellbreaking: Spellbreakers are individuals able to alter the fabric of the Material Plane through force of will alone. A well-trained Spellbreaker can counter even the most powerful weaves, weakening them to irrelevance or misdirecting the spell for their own purpose. While most interest has centered on their ability to directly counter magic, the fracturing of the Aethergem has allowed Spellbreakers to explore an entirely new application for their gifts: their ability to alter the properties of material objects and, in doing so, safely harness arcane contamination and unpredictable spells.

Ikonomancy: Ikonomancers are specialised mages that use runes to alter non-living objects in various beneficial ways. Ikonomancers are attuned to runic magic through a mysterious process known as conscription.

Planar Summoning: Coming Soon

Shamanism: Shamanism is the practice of attuning to and bonding with animal spirits on the Material Plane. The relationship between the Shaman and their animal spirit is central. As it grows, it allows the Shaman to communicate with and take on many characteristics of their animal spirit and even shift completely into animal form, though at the cost increasing the Shaman’s disdain for the society and civilization of man, as the Shaman is given guardianship of their chosen animal.

Adjuration: Adjuration is an outlawed craft practiced in the highest secrecy that deals primarily with the banishment and containment of non-corporeal entities. Unlike Necromancers, Adjurators use everyday objects and tools, as well as the power of blood and the laws of the multiverse itself, to negotiate with ghosts and spirits for favours.

[top]Categories of Magic

While all magic has some effect on the Material Plane, each sphere or skill is focused upon particular property of the physical world. Thus magic-users, whether arcanists or metaphysical, are limited to causing effects that stem from that specific property.
Divine Magics: These magics have ties to the divine, whether Aetherian or Aeternian. They are also are the sole mages capable of healing. They include Druidism, Thaumaturgy, and Necromancy.

Academic Magics: These skills are focused upon the use and manipulation of the primal and elemental powers that make up the foundations of Material Plane and its inhabitants. They include Elementalism, Mysticism, and Sorcery.

Spellcraft: Tangentially related but not included in essence-based spheres, these skills manipulate particular attributes and thus transform their environment or other beings. They include Song, Spellbreaking, and Ikonomancy.

Contractual: While arcanists can create limited sentience and personification of their essences in the form of summons, these skills may form alliances with beings both metaphysical and material to form permanent relationships. These include Planar Summoning, Shamanism, and Adjuration.
The area from which the magical power is drawn that fuels a particular sphere may also be used to classify its abilities.
Astral Magics: These skills focus on using the intangible powers that work the moving processes of the Material Plane and channeling them into effects or beings. They include Thaumaturgy, Sorcery, Song, and Planar Summoning.

Material Magics: Focused upon the natural reality of the world, these skills manipulate them and the beings already present on the Material Plane. They include Druidism, Elementalism, Spellbreaking, and Shamanism.

Spectral Magics: These skills draw their powers from otherworldly places or beings and bring the intangible and otherwise incorporeal into physical things or affects. They include Necromancy, Mysticism, Ikonomancy, and Adjuration.

[top]Racial Magics

Certain races on Telath have natural propensities for magic, such as the Medonian and Sylrosian Elves due to physiological and religious reasons. Other races have developed particular magical abilities that are individual to them.
Minor Magic: Due to their close association to Phedos, the Keeper of Magic, the High Elves of Trelore, including the Quel'anthasan, Sylvyn, and Juive'len are born Unbound and later develop the ability to affect one single, low-level magical spell without any official training and regardless of skill.
Further Reading: Minor Magic, Quel'anthasan Elves, Sylvyn Elves, Juive'len Elves

Ancient Aelyrian Magic:
Further Reading: Ancient Aelyrian Magic, Ancient Aelyrians


Credit goes to Jacob, written by Charybdis.

Contributors: Mimesis, Indefinite, Nimh, Charybdis
Created by Charybdis, July 28, 2014 at 03:13 PM
Last edited by Mimesis, July 28, 2016 at 08:38 PM
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