The Properties of Magic
by Nikkyla of Bronzesun

Magic was more widely used in earlier times, when if someone didn't know how to at least change water into beer or some other useful skill, their neighbour did. It was a respected profession back in the Celtic era, and one could have their dog exorcised with a simple visit to the local sorcerer. Magic itself was divided into four different classifications. These classifications are Earth Magic, Black Magic, Hell Magic, and Elder Magic. Into each most types of magic has been theoretically placed.

Earth Magic

Earth Magic is the more basic of the four classifications. These spells usually do not require incantations, and their power is derived from the aura itself of the caster. Most of these do not have any harmful after-effects on the caster. Magical slang has provided a synonym for Earth Magic, which is, basically, White Magic. However, the term White Magic is relatively young and indicates an inkling which does not hold true. Earth Magic, just as any other magic, is good or bad depending on who is casting it.

Aura Management: Aura management deals mainly with interpreting specialties. One can draw special attributes from their auras or another aura. Auras have different colours and strengths to draw on depending on the lunar cycle the host is born in. So, if you are born in a certain month, you can be confident that the colour of your aura is the assigned colour of that month. Each month also has a special attribute. This means that you will specialize in spells which revolve around that attribute. Or when one is a "Child of the Stars," like September, then you will have better spell-casting abilities when the stars are out.
January- Black Aura, Child of Snow
February- Purple Aura, Child of Love
March- Azure Aura, Child of Life
April- White Aura, Child of Strength
May- Green Aura, Child of Rain
June- Pink Aura, Child of Sunshine
July- Red Aura, Child of Vitality
August- Gold Aura, Child of Dexterity
September- Blue Aura, Child of the Stars
October- Orange Aura, Child of Sorcery
November- Yellow Aura, Child of the Mind
December- Turquoise Aura, Child of the Moon

Potions: Potions and elixirs were popular back in the early 600's, and were considerably easy to make and effective, considering one could make one for someone else. Potions are a combination of different ingredients, one is usually a liquid, the most popular being water, honey, and for the more archaic, blood. Of course, a combination of these ingredients seldom suffice. A spell must be cast on the finished product for it to work effectively. Usually the brewer would just give it a little of his or her mana. There are several different kinds of potions. The most popular and widely used is the potion of healing, which can be found at every half-decent magic shop.

Illusionism: The art of casting illusions falls under many pretexts. Invisibility was popular for assassins in the beginning of the second millennium AD, for instance, as it can render the caster or whoever he or she desires completely invisible to the unenchanted eye. Illusionism also includes casting hallucinations. A good illusionist can make only one person see something that isn't really there, or make a whole crowd see it. Whatever he or she desires. The same magic of illusionism is used to see far off places. An illusionist can cast spells which illuminate large areas of land, letting them spy on enemy activity or plot a good route home.

Shapeshifting: Shapeshifting is just as simple as it sounds. This spells allows one to change shape at will. The power taken from the aura varies depending on the extremity of the shift. Usually not harmful, but one should be advised that however easy it might be to turn into a rock, it's not so easy to change back. Stay in a form you won't mind being in for a few days. It is the self-casting branch of transformation.

Element Control: The art of controlling the elements have always provided ample entertainment for the masses. Elements will subdue to the caster's control for a small price of mana. Fireballs, Lightning Chains, and Elemental Blasts can be executed by the less experienced caster, but for more advanced practitioners, the summoning of whirlwinds, rain, blizzards, and other elemental storms can also be at the caster's disposal. However, this practice can be extremely taxing for the caster and may be harmful if not properly controlled.

Transmutation: The line where transformation ends and transmutation begins is still being debated by modern sorcerers and scholars. However, the properties most parties agree to is that transmutation is changing something into something else of close relation. Now, once the caster casts transmutation on him or herself, it becomes shapeshifting. Transmutation is not a self-casting spell. It is a branch of transformation. For instance, if you turn a chunk of ruby into a chunk of gold, that is transmutation. But if you turn the same chunk of ruby into, say, a tree, it becomes transformation. And the parameters get really complicated when you deal with living things. Turning a man into a pig is transmutation, because they're both mammals, but changing him into a frog is transformation, because a frog is an amphibian. And other cults will take a different approach. However, (thank God) transmutation is mainly used on rocks or liquid (silver into gold; water into wine) so this confusion rarely comes up.

Amulets: There is a large difference between amulets and talismans. First, talismans can be made from anything. I could take an ordinary pen and with the help of a few friends, make it a talisman that turns people into butterflies. This is impossible with amulets. First, amulets must be carved from certain materials. Specific gems or stones are required, and specific carvings and in some cases, specific moon cycles or zodiac signs.

Alchemy: Sorcery is a powerful force, as is science, but when combined, alchemy is born. Alchemy is a combination of magic (usually earth magic) and science. Alchemists are usually well versed in astrology, and can usually predict the weather accurately days in advance. Alchemy mainly consists of making current miracles of science better with sorcery, the most widely-known is potion enhancements. Because of the variance available under the term, Alchemy consists of a very many different types of magic, and it would take much too long to hold you interest to name them all.

Transformation: Tranformation is very simply explained. It is turning anything else into something else. It has many branches as seen in the "Transformation Tree" drawn out by Greek sorcerers in about 850 BC, and the parchment itself, when unfolded, is eighteen square feet. And it's almost all in fine print. If you ever get to take it out of the library, you'll probably have to extend the due date about a month if you want to understand it.

Astronomy and the Zodiac: It is not an uncommon practice to predict events by reading the stars. Constellations are assigned to anyone born in a certain area, and some seem to think that this will make their personality a certain way, but that theory is, as of yet, still just a theory. Seers and mystics are known to map out the stars and read them from time to time. The magical part of this comes from spells or simply magical cases that allow people to commune with the stars, and actually talk to them. The truth behind this is still unknown, as the stars seem to enjoy their anonymity.

Psionics: Although some consider psionic power to be of scientific classification, we're listing it under Earth Magic anyway. Psionics is the ability to bend reality using an inner force known as "psi." The result is telekinesis, and other related abilities. Psi can be manipulated by the caster quite a bit, if only used to move objects with the mind, it can also be focused into a single beam of pure energy. The more one practices psionics, the more psi he or she will develop, and will be able to expend more energy. However, even bending a spoon can be extremely taxing upon an inexperienced practitioner.

Black Magic

Contrary to popular belief, a practitioner of Black Magic is not a spawn of Satan, and may not even have met her. Black Magic is named so because it draws or uses energy from another realm, known by different names. The realm of the dead is the most accurate definition I can muster. The dead, however, are not evil and dark and vengeful, and positive energies from them are not uncommon. However, many have a chance of backfiring.

Possession: Possession falls under many categories. The spirits of the dead can possess a human host if they remain on Earth as ghosts, and the essences of hellspawned demons have been known to seek a human shell for themselves. However, the one we'll focus on is mortal to mortal possession. The soul of one mortal can be removed, and then placed in a new host for a time. This is both a self-casting and separate cast spell. More experienced sorcerers can even switch the souls of two bodies, or even more, which can get thoroughly confusing. Possession, of course, holds the risk of being trapped in the said body if you cannot muster the energy for the counter-spell.

Spiritology: Many things in this world have sentient beings connected to them. While they still dwell on the actual planet, they can be summoned to someone if the correct spell is cast. Spirits are not Elementals, as they are not made of their charge, and some of them are not even elements, like Shadow Spirits or Mirror Spirits. However, they have limited control over their charge, and can use it as an attack. Most Spirits are quite friendly, but once summoned, have no choice to carry out the deeds their master has decreed until either the Spirit or the summmoner dies, or until the summoner frees the Spirit. See Spirits for specific information.

Curses and Hexes: One of the more feared spell classifications are curses and hexes. I'd like to clear a few discrepancies up at this point. Curses are different than hexes. Curses involve little things. If someone casts a curse on someone else, they might get bad luck or dogs will fear them or something else, depending on whichever curse you use. Curses can also be used for positive things, like good luck, love, or other corny uses, but this is rarely done. Hexes, on the other hand, deal with the body of the victim, and it is rarely for good. These will involve maybe something physical, like the victim will grow ill or gradually turn into a donkey, or they can go crazy. Hexes were used to cheat in the original Olympic games in Athens back in 168 BC, they can be used to make the castee faster, stronger, or more agile.

Necromancy: Necromancy has received a lot of flack lately and without good reason. Necromancy does not necessarily mean bringing forth legions of zombies and undead. However, Necromancy can lead to that. It is a well-known fact that the dead no longer exist on normal time. A good analogy is that is time were a race track, and us live people were running blindly along it, the dead would be in the sky watching, seeing the entire track before and after where the living are. The dead, in their realm, are also incapable of lying. Necromancy is the art of speaking with the departed to predict the future or learn of the past. Now, a Necromancer could learn how to raise zombies and skeletons quite easily from doing this, but once they do, it ceases to be Necromancy. Gypsy fortune tellers and readers of crystal balls were actually Necromancers. And the ouija board (if it worked) could be considered a very basic form.

Wicca: Wicca is the practice of Witchcraft and all its forms. Although the exact classification can get very specific, a crude one is that Wicca practitioners are in close harmony with nature around them. The Wicca do not simply draw energy from within and cast, but instead use truncheons, enchanted weapons, amulets and potions. Practitioners of Wicca are Witches, and must be female.

Wizardry: Wizardry is the male equivilant of Wicca. Wizardry revolves around the same basic properties as Witchcraft, and draws its energies from the same source. Again, wizards themselves seldom cast from within, but use vessels of magic like wands or truncheons. Wizards excel in making elixirs and casting curses, and throughout medieval times, they were greatly feared and respected.

Prophecy: Prophecy is the ability to predict the future or have visions of the past and present. Most prophets will lose coherence and go into a rant for a few days, and when they do, everything they say should be copied down, as it usually is a very accurate prophecy. Many religions revere and honour prophets of ancient time, but most contemporary humans fail to notice modern prophets.

Oraclism: Oraclism is closely tied with prophecy, but the Oracle is very conscious when prophesizing. The problem with Oraclism is that is seldom predicts anything good, and sometimes having the prediction done will make the prophecy come true. Oraclism is a dark magic, but many Oracles are not deserving of their fate. They are cast away from every civilization, and few survive long after discovering their gift, so information on Oraclism is very limited.

Hell Magic

Hell Magic derives from the burning pits of the darker corners of Hell itself. Many practitioners are reclusive, but even if they weren't, many people wouldn't like to talk to them anyway. But official research on Hell Magic is very limited, and most of the spells have dangerous chances of backfiring. But even if they don't, practicing almost any Hell Magic with ill intent will leave a dark taint on your soul, and the more you practice, you damn yourself further into the bloody corners of Hell. This doesn't, as always, necessarily mean it will always be "good" or "bad," but with names like "Damnation," "Soul Burning," and "Aura Sucking". . . well, what do you think.

Demonology: Demonology is used nowadays to merely describe research of demons, which is a noble practice in itself, but it also includes the forbidden arts of demon summoning. The Demons are a race of dark creatures from a realm of fire and brimstone, and they thrive on the destruction and carnage they reap. It is their sustenance. Demons detest all life on mortal planes, and seek to undo it in any way possible. Most summoners make magical symbols and runes around them to make sure they are protected, but they have been known to fail frequently, and the summoner never survives to tell what he or she did wrong. Keep in mind that a Fire Demon is not a Fire Elemental. See Demons for further information.

Undeath: By focusing the energies of the netherworld into one's self, they can manage to reanimate the carcasses of the long dead. It is usually very unlikely that the soul of the dead person remains in the body, so it is still decaying. Depending on how long the dead have been so, one can summon one of several types of Undead, the most popular being Skeletons or Zombies. Zombies still have muscles and flesh, and so can inflict more damage. Skeletons, however, are nimble and quick, and it takes less strength to reanimate them. The Undead are usually summoned to serve one as an army. Other types of Undead are not so easily controlled, these include Mummies and Terra Cotta.

Damnation: One of the more morbid and forbidden spells is damnation. It is the act of throwing someone straight into Hell. Current theologians persist that damnation is impossible to execute by any mortal, but it has been known to happen in legend. Very rarely, though, for damnation has been known to backfire more than it works as planned. The words to damn someone have been destroyed, but a copy may be hidden somewhere. Should you find them, and if you have any value for the essence of your existence and the core of your soul, I suggest you destroy them as well.

Aging Spells: When this method of spell-casting was first discovered, it was thought to be a useful item for good, and it still is. Children afflicted with disease could be aged so that their immune system would handle it. However, its use has been defiled over time and it now serves as a vessel of darkness. Using these spells, one can cause time to temporarily warp around the said object, aging it, and, if the spell is strong enough, killing it. This has also been used to level cities and leave rusty decayed ruins behind.

Soul Stealing and Burning: Perhaps the ultimate incarnation of evil is Soul Stealing and Burning. Soul Stealing is the practice of removing one's soul from his or her body and using it for the caster's own purpose. Souls are incredible sources of power, and many casters used them as batteries for their own power. Once they were used up, they were usually released to the Great Beyond, but the more sadistic would send them to the burning pits of Hell. Demons were also known to run rampant, stealing souls and delivering them to their dark masters, until it was decreed by some deity that they couldn't anymore. Then there is Soul Burning, the epitome of everything dark and evil. This is the worst agony that anyone can ever endure. The soul is removed from the body, and then warped out of existence for eternity. However, no documented case of this magic has been uncovered, so it may not even be possible.

Aura Sucking: In the early seventh century, there were certain individuals who were known as Astral Vampires. They took energy from their victims' auras and used it to replenish their own. Aura Sucking became a quick way to master sorcery, and very popular to the more immoral of the populace. Although one cannot purely kill someone through Aura Sucking, it can weaken them enough to do so by physical means.

Resurrection: Perhaps the least evil of the spells in Hell Magic is Resurrection. Resurrection was a magic mastered by the Egyptians in the times BC. The secrets between life and death were well hidden and few hold them today. Resurrection is one of the most cryptic and respected spells in any realm. Instead of just reanimating it, the caster will summon the soul of the begotten and fuse it back into the body, then rejuvenate it back to its state before the point of death.

Elder Magic

Elder Magic is considered by some to the type of magic used during the creation of this very world and the universe it is contained in. Elder Magic, like all magic, can be used for negative purposes, but on the whole it is good magic, and probably (but don't take my word on it) won't cause the apocalypse.

Golemism: A Golem is an endlessly useful creature. At one point, their kind abounded on this planet. But over time they were destroyed. Nowadays, Golems can be built. A Golem must be constructed from clay or stone or anything else you can manage to find. Special incantations and rituals will bring them to life, and they will be yours to command, and do only what you command. There are additional incantations, however, to grant the Golem life and free will. And of course, there's more specific incantations, ones that can let you possess your Golem, make it grow, shrink, whatever.

Angelology: The denizens of the Heavens have always had close ties to their mortal allies. Spoken to through prayer, rather than incantation, Angels can be called upon for wisdom more than anything else. It has been recorded that Seraphim warriors once joined a mortal battle upon request by a righteous general, but the situations must have been extreme, because it has only happened once. Little is known of the true properties of Angelology, as the celestial choirs choose to keep up an aeon long mystery. See Angels for further information.

Elementalism: Since the beginning of most histories, accounts of Elementals have been spoken of. They are simulacrums of the elements; their manifestation into a single, powerful being. These can be summoned, and in some cases controlled. There are six elemental races to our knowledge. Their origins are vague. One should have researched their charge well before bringing it to their plane, for some seek nothing other than the entirety of the destruction of all life other than their own. See Elementals for further information.

Creation Spells: Creation spells are a lot harder than a lot of people seem to think they are. The amount of energy it takes to make something out of nothing is extraordinary. Even the creation of a simple pebble can be extremely taxing upon the caster. Creation spells are very rarely used. Instead, one might transform an air molecule into something, but then it is no longer creation. And, the creation of a living creature or plant could very well warp the caster out of existence forever. Creation is a very big and difficult responsibility. Most of the time, when it is cast, multiple sorcerers cast together because it is so taxing individually.

Exorcism: Exorcism seems to have lost its true meaning. Many seem to think it is banishing a demon from a host body. Well, that is true, but it also covers quite a bit more ground. By calling upon (presumably holy) energies from an unknown source, Exorcists can bring a foreign soul or essence from a host and then the universe usually puts it back to where it belongs. Also, an Exorcist can dispel the magicks that keep the undead in one piece, thus successfully "killing" them. A very safe spell (for the caster, anyway) to use. Depending on the strength of the foreign soul within, the energy required can range from a small amount of mana to amounts so large the Exorcist may fall asleep for the next day or two.

Teleportation and Portals: When the use of legs (or wings, or fins, or rocketpacks, etc, etc) is no longer sufficient, teleporting and portals prove useful. Teleporting allows one to warp from this plane of reality onto a theoretical plane of existence for so short a time no one notices, and then warps back in at the desired location. This can be a hazard, though, because sometimes only a few inches off will make someone teleport into the centre of a nearby wall or tree. Warping into anything denser than mere air will cause it to fuse, and the unfortunate will immediately die, and look really weird too. Teleportation is a self-casting spell, but if the caster is holding onto someone, they will teleport as well. Portals always seem safer, to me, anyway. It opens a tear in the fabric of reality to another point on the realm. Anyone stepping through this tear will enter wherever reality overlapped, or wherever they specified. The safe thing about portals is that it's like a doorway, so you can't walk into the middle of something solid. But, please, don't be the bozo who makes a portal that goes to the bottom of the ocean, or you'll flood whatever country you happened to be in. Portals are also considered a science, as claimed by the Graanekites, who used portalling technology like tic tacs.

Temporality: Time is a very unpredictable thing, but it seems to be knowing what to do. Temporality tries to change time. Aging Spells (above) are a branch of Temporality. Time travel is unheard of, it simply doesn't work. Not the way you think it does, anyway. Whoever controls time seems to have a map of it. Past, present, and future all on one collage. Now if you go back in time to kill yourself, that creates a paradox (how can you kill yourself if you were already killed), which, in a nutshell, means the end of the universe in its entirety. Time doesn't like that. If you are not on time's plan, time will make sure you do not arrive in the past. There is a theory which says that anyone who goes back in time is warped out of existence between the present and past. One can travel forward in time, however, and than manipulate the time around them. One can grow older, younger, or freeze time around an object if they are well versed in Temporality. They can also speed up or slow down time around a single person or object.

Healing: It's no surprise that one of the more basic magics would be executed in so many fashions. Healing allows the caster to heal his or her own wounds, as well as others, by magically sealing the cut with forces that are from beyond our realm. Healing magic has many different ways. If you're not a cleric or a paladin, you're a reiki healer or something else. The variables are too long to name. However, it is always a good idea to make sure you keep a good relationship with the local healer or learn it yourself.

Telepathy: Telepathy is more of a scientific condition, in which the said person can perceive the thoughts of someone else. However, this also stretches into the realm of sorcery. Being a self-casting spell, when the caster casts this spell, he or she will then be capable of reading the thoughts of anyone in the immediate area. Less advanced versions of this spell, such as being able to understand foreign dialects or the words of animals, may where off after multiple castings and be permanent. Related sorceries are empathy, or mind control, and sentapathy, the ability to perceive others' emotions.

Forging: Forging is another skill which takes massive amounts of energy to create. Forging is, quite simply, the creation of talismans imbued with magical powers. These can be very useful, especially in battles, for the powers within can be easily commandeered by someone who has no magical experience whatsoever. Forging only consorts with talismans, because amulets can be made by anyone with a chisel and the right material. Forging sometimes happens by accident, as with the Eye of Odin, but it still takes great power.

Other Magics

Keep in mind that individual talismans and amulets do not go under any category above. They can produce very distinct side effects. There are other spells, as well, that can be mastered by mere mortals, that also don't go under any of the four magics. These magics also do not necessarily have to be learned, as some are born with the talent, be it in one magical field or another. Also, nymphs, oberon's children, and several other races have been known to be born with great sorcery inherent in their very biology.

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