Soul Keeper's Eyrie
The use of magic is arguably the most contended issue in the world of Tallaria. The use of magic is generally considered dangerous and potentially harming to oneself. Ever since the dawn of humanity, magic had been used to cause chaos and destruction. Lonas Csarian was the first man to implement rules and a code for all magic users, which are strictly followed to by most mages.
1. Magic is to be used not at the expense of others.
2. The three forbidden schools of magic should stay forbidden.
3. Magic should be used to further the progress of humanity.
Despite having set these rules in place, history has still been plagued by magic users, inflicting harm upon innocents in a struggle for power and knowledge.
A person is born with an affinity for magic, and thus magic cannot be learnt but only refined in those who already have the power. It is still unknown how magical affinity is passed down through generations, but those with magical affinity are usually labeled as the Attuned. When someone is attuned, he will have further affinity for a certain school of magic, in which he/she will usually pursue education in that field.
When one uses magic, there is usually a form of drawback. For example, if a mage specializes in fire magic, he is likely to suffer burns, if a mage specializes in healing magic, he will often find his physical state weakened to compensate for healing another. Only the most refined and specially trained mages can mitigate the harm inflicted upon themselves, but cannot remove it completely. This is part of the reason why mages are treated with disregard or disdain, as they are often seen as abominations and freaks.
In Bastic society, mages have a complex role in society. While they still bear the stigma attached to their innate abilities, they often hold high positions in Bastic society, and large academies are set up to educate attuned on the workings of magic. Thus, mages are both feared, respected and looked down upon in Bastic society, with the exception of Light Mages.
There are schools of magic that mages specialize in. These include:
Elemental Magic, the mastery over the elements. This is the most common form of specialization, as most attuned are able to manipulate the elements to their will. This is generally regarded as the most common. The drawback to this form of magic is usually in the form of physical injuries, such as burns, scars, bruises, depending on the extent of the magic used.
Ethereal Magic, the mastery over the ethereal plane. This form of magic taps into the magic of the Eyrie. Mages who specialize in ethereal magic are slightly more powerful that elemental mages, as they do not need the elements to cast their magic. They are also well known for being able to form constructs out of thin air to do their bidding. They also specialize in illusions and deception. The drawback to this magic form is generally in the form of hallucinations, temporary unstable state of minds and if serious, fainting or comas.
Summoning Magic, the mastery over familiars. This form of magic is generally considered one of the more safer forms of magic, as the mage has to control his/her familiars to do their bidding, as opposed to using direct magic. The drawback to this form of magic is more indirect, and comes in the form of controlling the mages’ familiars. Summoner mages tap into the eyrie to summon the creatures of the eyrie. Depending on the level of sentience of the creature, it might be hard to tame them.
Nature Magic, the mastery over the natural world. These mages can control flora and fauna to do their bidding, and have the ability to tap into wells, or shrines to the Beings of Old as they can utilize raw magic more efficiently than the other forms of magic. They can communicate with flora and fauna too, and this form of magic is thus closely associated with the Wild Folk of Loormoor. The drawback to this form of magic is the weakening of bones and the hardening of skin, a condition most nature mages call the Wood Affliction. This can sometimes cripple nature mages temporarily or impede their movement.
Light Magic, the mastery over healing. This is the only form of magic that is not looked down upon, as a significant portion of Scriers are light mages. Light mages are well known for their powerful healing abilities, from fixing physical injuries to curing mental diseases. Most Bastic magic academies prioritize the education of light mages. The drawback to light magic is very well studied, due to it’s importance in Bastic society. Light mages often suffer diseases after using light magic for a period of time, depending on the extent of use. However, this is often counteracted by the innate regeneration and self-healing properties that light mages have due to their affinity to light magic. Hence, most light mages are able to mitigate this drawback.
Artifice Magic, the mastery over magical enchantments, runes, curses, hexes or blessings. Artifice mages specialize in enchantments, and hence their spells are varied and perform many different functions, from punishing enemies to benefiting allies. They often require a medium or a host to cast their magic on, such as a weapon or a person. The drawback to Artifice magic is the volatility of the magic, and thus the outcome of Artifice magic can be random at some moments, with the potential of backfiring on the caster. For reasons unknown, Artifice magic is strongly enhanced during the winter solstice.
Scrying Magic, the mastery over visions and prophecy. This is a rare form of magic that is seen, allowing scrying mages to see into the future temporarily. This also allows them brief combat advantages, such as predicting the moves of an enemy and giving them enhanced speed and reaction time. They have the advantage of being able to cast magic just by thinking about it, and hence do not need weapons such as staves to channel their magic. This comes at an incredible drawback, with temporary dulling of senses, such as sight and hearing, and sometimes the temporary removal of these senses such as blindness or deafness.
Blood Magic, the first school of Forbidden Magic. Once commonly used by the Arcadians, this form of magic has been strictly outlawed. Blood mages wield incredible power, as they are able to reanimate dead bodies or control the actions of living ones. The drawback to blood magic is self inflicted harm, and casting even a single blood magic spell comes at the cost of loss of blood.
Time Magic, the second school of Forbidden Magic. Not much is known about this school of magic, and mages who pratice it are virtually hard to catch, due to their ability to move through time, stop, slow or speed up time of the environment. Since time magic affects a small area around the environment, not much is known about the possible effects the affected area will have over the surrounding areas, though some scholars speculate that areas affected by time magic will slowly revert back to the original timeframe of the surrounding areas. Drawbacks to this form of magic are unknown.
Planal/Void Magic, or otherwise known as the Void. Virtually nothing is known about this school of magic, except that it taps into the plane of existence itself, allowing one to alter reality.