Magic

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Gifted

Some religious sects on Alastea require some skill with magic for certain levels of office while others strictly prohibit any of their clergy from having any measure of the gift at all.

Becoming a mage requires inborn ability and years of study. To attain a basic proficiency with magic takes a minimum of four years.

What a gifted person can do with their magic depends largely on the school that trained them and the underlying philosophy behind it. The most noted one is the Sisterhood of Sword and Sorcery, whose members act as roaming peacekeepers.

Mages are organized by their school’s internal hierarchy. There are several schools of magic and they each have their own ideas on how things should work. To avoid confusion and misunderstandings, learning about these other schools is part of the curriculum in each school.

Outside of the Sisterhood, it’s possible to make a living with magic if you find a place looking for a resident mage. Some wander the country doing odd jobs like helping crops grow or simple weather work. Wandering mages don’t earn a great deal.

As a general rule, mages try to stay out of politics. Schools such as the Sisterhood act as a neutral party when called on.

The head of a school is the one who decides if a person is ready. Only a Tower Master or a Dragonlord can challenge their decision.

Common folk are sometimes wary of those with the gift. While the Sisterhood was active, wandering Quartets were mostly welcomed as it meant help.

When magic was still a common thing, there were several schools around Keverynn that taught its use. The most dominant one was the Sisterhood of Sword and Sorcery. There was also the Four Winds school, the Anitella College of the Arcane, Arcaril Academy of Sorcery, Sunrise Manor, and Stormy Grove University of Enchanters. Admittance requires proof of the Gift, but once the school’s head is convinced that a student has enough teachable gift, admittance is assured. Some schools require a yearly fee, some have scholarships, while some (such as the Sisterhood) are entirely free of charge. Once accepted, a student is apprenticed to an existing member. If a student’s gift is high enough they may warrant one-on-one training. Untrained mages aren’t necessarily dangerous, but it’s best that they receive training as soon as possible to avoid accidentally hurting themselves or anyone around them.

Spoken spells are in a specific language, one not used by ungifted people. Students are taught this language as part of their studies. While it’s safe to use it conversationally it’s generally considered disrespectful to do so. To cast a spell in that language requires both the words and intent.

Science isn’t known to anyone except the vaen, who keep that knowledge to themselves. The vaen who use magic find that it melds nicely with their science.

Mages aren’t above the law; they have to follow the same rules as everyone else. They have the same rights and privileges as everyone else.

The power of a province has nothing to do with mages. It has more to do with the number of ground troops they have. With the exception of the chume’taly--who find that use of magic tends to extend their lifespan--magic doesn’t typically effect lifespans. Siathi Tower Masters have significantly increased life spans but it’s unclear if this is due to their magic or to the Towers themselves. Every member of the wolfling race has some measure of the gift. It’s prohibited by almost every school of magic on Keverynn to cast spells that kill instantaneously, probe a person’s mind without their permission, spells that allow you to control another person, and attempting to bring someone back to life. Infractions are dealt with by the school. Very rarely are outside authorities brought in.

Magic, though not widely practiced, is legal.
Magical artefacts are rare, but they exist.
Research is done in private labs with oversight from the Provincial Council.

Hash-Beneir has a magical shield around it as a means of defence against the Darkriders. On the battlefield it’s considered poor form to use magic unless the opposing side is known to have gifted people. It’s acceptable to use it for intelligence gathering.

Healing can be accomplished by magic and by more mundane means. Magical healing is an earth element ability. As a part of their studies they learn the anatomy of each species on Keverynn, traditional healing methods, herb and plant lore, and how different substances affect each species. Magical healers need to focus on the healing. There are specializations among these healers but mostly they all have the same ability. There are non-magical healers. Magical healers prefer that people see a traditional healer rather than relying on their magic as most things can be dealt with via herbal remedies. This saves the magical treatments for more severe issues and keeps any hard feelings from cropping up between the two.

Healers come in a wide variety. Some are village wise women who’ve collected knowledge over the years and pass it down to their chosen apprentice, either their daughter or someone else who’s expressed an interest. In larger population centers there are small schools that teach medicine. Magical healers receive their training at Mage schools. Forensic magic is possible though rarely utilized given that gifted folk tend to stay out of such affairs. They’ll use those skills only if all other options have been exhausted and they’ve been specifically invited to do so. The results of those investigations are only permitted as evidence if the procedure is witnessed by a quorum of law enforcement officials.

Each province has its own courts. Magical crimes are dealt with by the school a person was trained by, rarely involving the province a school is located in.

Magic has been used to enhance plays, largely with illusions.