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Magic on Terra

  • Arcane Disciplines of Terra

    Magic in Terra is as diverse as the lands and people who wield it. Over time, scholars, mystics, and warlocks have classified magical practices into distinct disciplines, each governed by its own laws, limitations, and philosophies. These schools of magic are not rigid but fluid, overlapping in some regions and contradicting in others.

    How Magic is Used Across Terra
    → Academies & Institutions – Thaumaturgy, Mysticism, and Runecraft are commonly taught in formal schools.
    → Wild Practitioners – Druids, Elementalists, and Rift Mages often learn magic without formal education, drawing power from nature or raw instinct.
    → Forbidden Sects & Cults – Necromancers, Blood Mages, and Occultists are often hunted or hidden from society, practicing in secrecy.
    → Religious Orders – Theurgy and Divine magic are wielded by priests, monks, and celestial scholars.
  • The High Arts

    Structured, Learned Magic
    These are the academic disciplines of magic, refined over centuries and often studied in institutions, guilds, or under master-apprentice tutelage.

    Thaumaturgy (The Science of Pure Magic)
    → The most structured school, Thaumaturgy treats magic like mathematics—a formulaic force that can be studied and manipulated through careful control.
    → Practitioners, known as Thaumaturges, craft spells using precise incantations, runic symbols, and ritual components.
    → This magic thrives in stable environments—too much chaos disrupts its calculations.
    Common Subfields:
    • Evocation – Channeling raw energy into fire, lightning, ice, etc.
    • Abjuration – Protective magic, shields, and anti-magic barriers.
    • Alteration – Manipulation of the physical world (enhancing strength, transmuting elements).

    Runecraft (The Magic of Symbols & Enchantment)
    → Magic woven into physical symbols—runes, glyphs, sigils.
    → Requires etched carvings, enchanted ink, or infused gemstones to activate.
    → Runecrafters craft permanent magic items, protective seals, and trapped wards.
    Common Subfields:
    • Runeweaving – Infusing weapons and armor with lasting effects.
    • Binding Sigils – Trapping spirits or sealing dangerous forces.
    • Codex Magic – Scroll-based spells that unravel upon reading.
  • Mysticism

    The Magic of Will & Soul
    Mysticism is the art of attunement, where magic is not cast but experienced, guided, and shaped by one's will and connection to unseen forces. Instead of commanding power, mystics enter deep states of communion, allowing magic to manifest through their awareness of the world around them.

    Dreamwalking & Shamanism (The Magic of Visions & the Unseen)
    → Magic is experienced through visions, trances, and altered states of consciousness, rather than structured casting.
    → Dreamwalkers step into the realm of dreams and spirits, where they may witness past or future events.
    → Shamans rely on ritual dance, fasting, or sacred relics to guide their journey between worlds and commune with forces beyond mortal sight.
    Common Subfields:
    • Spirit Journeys – Traversing the dreamscape to seek wisdom or answers.
    • Ancestral Communion – Contacting the spirits of the past for guidance.
    • Prophetic Dreaming – Receiving glimpses of possible futures through the veil of sleep.

    Ritualistic & Cyclical Magic (The Magic of Time & Seasons)
    → Certain spells can only be cast during specific celestial events or seasonal changes.
    → The 13th month, Umbralis, is a liminal time, where magic surges and reality becomes fluid, making it ideal for powerful rites.
    → Many rituals require synchronization with the phases of the moon, solstices, or planetary alignments, ensuring the caster works with the natural flow of magic rather than against it.
    Common Subfields:
    • Seasonal Rites – Magic that depends on the cycles of nature, such as solstices and equinoxes.
    • Lunar Magic – Spells tied to the waxing and waning of the moon.
    • Temporal Weaving – Manipulating minor shifts in time through cyclical alignment.
  • The Primal Arts

    Elemental & Nature-Based Magic
    These forms of magic are untamed, often inherited or drawn from the environment rather than studied in libraries.

    Druidry (The Magic of Nature & Balance)
    → Druids wield the raw forces of flora, fauna, and the elements, calling upon the spirits of the wild.
    → They believe magic must be in harmony with nature and reject unnatural tampering.
    → Some druids can shapeshift, others wield storm-calling magic, while the most powerful can awaken forests.
    Common Subfields:
    • Geomancy – Earth and plant-based magic, commanding stone and roots.
    • Faewild Magic – Drawing energy from the fae realm, unpredictable in nature.
    • Beastbinding – Forming spiritual bonds with creatures.

    Elementalism (The Magic of Fire, Water, Air, Earth)
    → Unlike druids, Elementalists bend nature to their will, shaping firestorms, controlling
    tides, or breaking the land itself.
    → Some study a single element, while others master multiple through painful training.
    → Often linked to bloodlines or sacred rituals, rather than study.
    Common Subfields:
    • Pyromancy – Fire manipulation.
    • Hydromancy – Water and ice control.
    • Aeromancy – Wind, storm, and flight magic.
    • Terramancy – Earth, metal, and seismic force.

    Animist Magic (The Magic of Spirits & Requests)
    → Spells are requests, not commands—magic is granted by spirits in exchange for offerings, rituals, or acts of devotion.
    → The success of a spell depends on the caster’s relationship with the spirit world; disrespecting spirits can lead to unpredictable results.
    → Practitioners often use ceremonies, songs, or meditations to honor and communicate with spirits.
    Common Subfields:
    • Spirit Bargaining – Negotiating with spirits for temporary boons or knowledge.
    • Nature Invocations – Calling upon the elements and land spirits for protection or guidance.
    • Totemic Magic – Binding spiritual forces into physical objects to create enchanted artifacts.