Arcane magic is driven by the sheer knowledge and willpower of the caster and encompasses the talents of learned Mages and instinctive Sorcerers alike. Although the method through which spells are learned may differ greatly, all arcane spellcasters manipulate the fabric of reality through force of will.
In the case of Mages, spells are typically studied from large tomes, learned through practice and repetition, and may contain extensive formulas of verbal, somatic, and material components in order to cast. Sorcerers, on the other hand, do not usually require material components, relying instead on words, phrases, chants, and somatic gestures to weave their spells. Sorcerers are instinctive casters and rarely have the extensive training of a Mage, preferring to rely on their natural spellcasting ability and may have a difficult time with the rigid discipline required to learn a spell from a tome.
Limits on arcane spellcasting derive directly from the caster's ability to maintain the necessary focus and willpower to warp reality, should the caster tire or take damage; spellcasting may fail or be interrupted.
"Cast using an item"
The art of thaumaturgy focuses energy, usually the caster's own, through an object to cast spells. In the case of Bardic song magic, the object used is the sound itself, the vibrating air. Blood magic, shamanic foci, effigies (voodoo dolls, etc.), and drawn rituals are all examples of thaumaturgic spellcasting. Without a properly crafted and attuned focus object a thaumaturge is unable to cast spells, so such objects are jealously guarded.
Some thaumaturges choose the path of blood magic, which can be especially dangerous as the blood most often used is the caster's own. Freshness matters when casting blood magic, meaning that stored blood is only useful for so long, specifically a week before it is rendered useless and does not produce as powerful of a reaction with each day of aging. When using the caster's own blood for spellcasting purposes keep in mind that blood loss is damaging to the body, time will be needed to recover and replenish. Animal blood carries less energy than that of advanced races and is therefore only used for the most rudimentary of spells.
"Cast using the power of the Divine via prayer"
Divine magic exists through the Will of a Divine Entity and is powered by the Faith of the caster. Adherence to the Faith is necessary to facilitate casting of divine spells. If the caster deviates too far from the tenets set out by their deity(s), access to spell use may (can/should) be cut off until such time as the caster has repented and/or paid some form of penance. Gods, being all knowing, may revoke spell access even for transgressions the caster has no knowledge of.
For example, if her faith prohibits the eating of flesh and Kyrea partakes of a dish that contains it, even unknowingly, her deity may view this as a transgression worthy of penance. The Gods are fickle, and will only grant so many favors to a divine caster in a given time period. As the faithful caster gains favor with their chosen deity or pantheon, this number will increase proportionally.
Divine spells are generally Holy or Unholy or neither dependent on which Diety is used.
It can be common for one to take a blend of two variations of magic or even to incorporate it into their fighting style. This does dampen the effects of both but enhances each as desired. It is rare that any would take more than two casting kinds of magic. It is rarer and almost hindering to take more than one and a fighting style. Any caster wishing to do such would be greatly frowned on and requested to adjust their studies to suit a more accommodating field. This is to lessen the chances of overloading themselves with the raw and intense magic that runs heavy upon the Isle. To burn out too much or try and use the branches of all trees at once will be a disaster.
There are many common Hybrid styles that one can choose as their destined, assigned, or chosen study.
Examples of various created character styles:
Hedge wizards rely on a pseudo-magical form of alchemy and pharmacology in order to affect the world. Through chemistry and knowledge of plant and animal properties, a hedge wizard may mimic spell effects to some extent. Poultices made of animal fat and herbs infused with a ritual of chants and gestures may affect healing on the person using them. A crock of dried, powdered salamander skin mixed with oil may cast a surprisingly powerful fire spell when thrown. As with thaumaturgy, the effects depend on the freshness of the remedy. In some cases hedge wizards may be unaware of the true magical property of the items they are capable of creating, their remedies just seem to work better than the other apothecaries in town.
Druids rely on a hybrid of divine and thaumaturgical magics, driven by the caster's faith in natural processes and reliant on the use of local natural objects. Weather manipulation, healing, walls of thorns or hedges, and the charming/command of animals or woodland creatures are all examples of druidic magic. A druid's oneness with nature and the level of civilized influence in the area may affect the abilities of a druid. Casting spells in the heart of a city where nature has been subdued by stone roads and buildings are significantly more difficult than creating the same effect in a wild woodland glade. The exception to this is casting in an Elven city, as the Elves tend to work more closely with the environment around them. Some of the greatest elven cities, even those with soaring stone spires, were grown with the help of powerful druids bending and shaping the land.
Paladins (Holy Knights), Blackguards (Unholy Knights), and Eldritch Knights (Arcane Battlemages) blend the melee abilities of warriors with either divine or arcane casters respectively. Training in multiple disciplines is both physically and mentally taxing, as well as time-consuming. While these hybrids have the advantage of learning to cast spells in heavy armor, something most casters cannot do, the downside is that their training is highly focused. For players wishing to create either a Paladin/Blackguard or an Eldritch Knight, the character will be able to specialize in a single weapon at the expense of versatility. Spellcasting is similarly limited, with the training tending to focus in a particular direction. Some Paladins are amazing healers, others can shield themselves with stunning barriers of divine energy, still, others specialize in wrathful combat applications. A particular Eldritch Knight might choose to focus on fire magics, ice, spells to enhance movement or any other specific specialization. While it is possible to have a broader range of magical skills, the versatility one might enjoy would come at the expense of the expertise displayed by one's comrades.
(Requires Custom App, due to Rarity/Difficulty of Use.)
The Void is the beginning and the end, everything and nothing at once. Before there was Light, matter, or life there was only Void and to Void all things return. Void magic draws on the eternal emptiness of that nothing. Void magic is hungry, it wants to devour its target. The antithesis of light, healing, and creation, void spells consume without prejudice. There is no good or evil in the Void, this magic carries no inherent attachment to any alignment, the Void responds to those who know how to call. To tap into the Nothingness that hides in every corner of all known worlds, the caster can use despair, depression, sloth, and languid subjects. It calls not for death, as that is a means to something. A final darkness. A difficult magic to control, as the very essence of it can drive the caster to completely cease to exist, feel, or become part of the shadows.
There are three main directions for a caster in Lynnea. Focusing on one avenue alone means that you are more focused on that particular style. While a Divine caster is attuned to the will of their Gods and devoted to the energy of another being, an Arcane user will study and pursue the schools of magic to refine their skills into a powerful wielder of the Arts. The last, Thaumaturge, is often suited for those that seek to bewilder, curse, hex, confuse, or use precognitive spells through use of reagents or self-infused energies.
Please be sure to Read the Combat and Magic Rules located Here.
Arcane Energy is thought to be the very essence and residual energy of the power that was used to create the world. Orraisus and Turin were the deities to discover this energy and teach the inhabitants of Lynnea to harness it. It is said that every creature, plant, or even mineral holds a certain value of Arcana. For casters who do not use the will of their god/ess to pull energy to manifest, they instead pull from this value around them or from within themselves. It is from this that objects can hold magical properties, and magical concoctions in the form of Alchemy can be made.
The Forms of casting
The way in which a Caster draws and expels energy. Below lists the following ways a person can cast magic in the World of Lynnea.
Using words and components to craft magical spells
Instead of simply speaking a spell, the spellcaster(s) gather components and lengthen the cast in hopes of a stronger desired effect (common in heals, curses and the only way resurrection can be done)
Carving or painting runes onto an object to give said object the effect. This is most common in wards, enchantments and explosive traps.
Etching the air to cause magic to react, giving the desired effect. Most commonly used for quick curses and mind tricks or illusions.
Playing notes through an instrument or even song and humming to bring forth arcane energy to be crafted into the desired effect. Most commonly used by bards and bladesingers and used for charms and non-lethal area of effect.
The act of using the body to cast. Hand Symbols, Dancing, or Body Movement.
The use of reagents or components that are spent or burnt out for their magical or combined properties.
Using Staves, Wands, Staffs, Jewelry, or etc, to channel magic and cast.
The Withering is a sickness unique to the Isle of Valesk, caused by an extreme amount of arcane energy following through an Arcane caster’s body. It is like an overwhelm, an infection, bursting at the seams of a container that cannot withhold it all. This sickness can only be contracted by Arcane/Thaumaturge Casters, though if the Caster is a Hybrid Caster, they may also be afflicted. Spells cast while under the influence of the Withering is erratic and can seep into a Hybrid caster’s other abilities.