Magic

Magic is the universal term used to describe the art of bending the raw energies of Aemidium, known as mana, into properties and effects. All living things are infused with mana, meaning all living things have the capacity to perform magic. How the individual taps into and harnesses their mana varies from culture to culture. The mages of Daramaar, for example, undergo intense academic study to learn to use their mana. They use their mana to bend and shape ley lines into spell patterns. Priests and other divine casters dedicate themselves to spirituality or religion, drawing upon their faith to cast spells.

Overview
When the titans first set to work on Ordering the universe, they did so by using the Celestial Anvil to rewrite the universe to their designs. When the titan Hecati'Zel struck the Celestial Anvil, she did with such fury that Aemidium exploded into existence. A vast unending plane of primordial matter, endlessly swirling about amidst violent magical tempests. The Vulgaris was to be carved into existence from the magical Aemidium. As Vulgaris began to take shape, the titans realized that unrestricted flow of Aemidium into the Vulgaris could spell disaster for the titan's mortal creations.

And so disaster struck. The initial attempt at creating reality was met with failure, as it was plunged into an eternal conflict between jockeying daegoth, each attempting to expand their dominion. This region of Aemidium would later come to be known as the Prismatic Dark.

The titans, undeterred in their efforts, began anew. A new Vulgaris only this time it would have a barrier to protect it from the predatory nature of Aemidium, known as the Twilight. As the titans came close to erecting their barrier, Khael Rex attacked the barrier with an army of daegoth slaves. They smashed themselves upon the Twilight, attempting to break through into the Vulgaris and create a new Prismatic Dark. The titans valiantly defended their creation, beating back wave after wave of gibbering horrors just long enough for the barrier to be erected. They succeeded in stopping the invasion, but the Twilight had been permanently damaged in the assault.

As Aemidium battered and pushed against the Twilight, creases in its surface gave way. It is through these breaks in the Twilight that magic floods into the Vulgaris. But the flow of magic is not even. Some areas of the Vulgaris experience 'dead zones', where the magic of Aemidium cannot reach, and voidhelms cease to function. These areas are often avoided by mortal races, as magical equipment ceases to functions and spells behave erratically (or not at all).

History
The history of magic is a long and complex one. Over eleven thousand years before the First Era, the first recorded uses of magic were by the Zapakran Order. Primitive by modern standards, the Zapakran were nevertheless responsible for some of the first ever recorded spells, many of which are still used today. When the Zapakran Order fell, most of their arcane knowledge was lost forever. To make matters worse, many of the surviving Zapakran texts are written in their eponymous language and are virtually indecipherable.

When the Zapakran fell, the Ilvitar rose from their ashes and went on to be regarded as the grandfather of all mages. Their mastery of spells and magic were second only to the titans. They used their power to enslave the early Vulgaris, controlling over 300 Luminaries. Ilvitar were among the first mortal races to achieve anevrincy through magic and become Eternals. They were eventually eradicated by the Black Order for being immune to demonic corruption, but not before their magical secrets were disseminated throughout the stars. It is thanks to Ilvitar arcane engineering that the Black Order created the first leygates, which they used to propel their invasion across the Vulgaris.

As magical understanding grew, and its practitioners became more skilled, magic became more common place. Great universities were established across many worlds, wizard-kings and sorcerer-princes became the norm. Whole worlds devoted to the pursuit of magic sprouted up, only to be snuffed out by the encroaching Black Order.

Arcane Schools
For the main article see: Schools of Magic 

There are seven commonly accepted schools of magic: Alteration, Conjuration, Destruction, Divination, Enchantment, Illusion, Rejuvenation, each with a specific purview of magical effects. There are several minor ones, such as High Magic, Blood Magic, Chronomancy, and Fleshworking.

The primary schools of magic do not often change, while the minor schools can ebb & flow as their practitioners do. High Magic practice is on the rise in Nivarra, as the high elves continue to soar to ever greater heights of arcane power. Chronomancy is almost exclusively wielded by the bronze dragonflight and their mortal followers.

Magical Arts
Many different arcane arts have been developed over the millennia for a wide variety of purposes. The two most common arcane arts are mages and diviners, though there are scatterings of other arts throughout the Vulgaris.

Mage
The mage is one who perfects their spellcasting through intense academic study. The term mage conjures up images of dusty tomes and magical towers, where the bearded go to debate metaphysics with one another. At their core, mages learn to use their mana to bend magic into spell patterns.

On worlds like Nivarra, human and high elven mages do this by bending ley lines. Night elves peform their magical effects using starlight rather than ley lines. Whatever the method, mages are first and foremost magical scholars. They seek to understand the underlying physics behind magic through science and discovery.

Mages are, by and large, the most common spellcasters out there. Their art is the least limited, but also requires the most study. Their spell effects can be very broad, with specialization happening at the individual level. To advance as a mage, one must study tomes, uncover secrets, and beseech their betters for training. In absence of more knowledgeable mentors mages can stagnate. Knowledge can be lost, sometimes permanently, as spell patterns must be invented or rediscovered. Entire libraries of spells and magical know-how has been lost to time, their masters gone and the secrets dead with them.

Diviners
Diviners, most commonly known as priests, perform their magic through faith. Their devotions are so complete, their convictions so strong, that they can will magical effects into existence. Diviners are more focused in their spellcraft than the mage. They are limited in scope to the purview of their religious belief, and arcane power does not often extend beyond this purview. A cult that worships the sun could have access to fire-based magics, but water-based spells might be outside the scope of their belief. Diviners would have to seek out other arcane arts to expand their repertoire.

However, given the required conviction to becoming a divine caster, the chances of a priest or cleric joining multiple faiths (or becoming a mage) is low. The devotion required for merely one belief system often leaves the diviner without the time or will necessary to pursue other paths. And many arcane arts may even be antithetical to one's religious belief.

Unlike mages however, the magical knowledge of a diviner only disappears if their religion does. Whereas burning a library may very well set a mage society back hundreds of years, to cripple a diviner would require the eradication of an idea and all its followers. History of course has proven that this is possible, it often comes with great difficulty. Attempting to destroy a religion or philosophy serves only to create martyrs, fanatics, and crusaders who wish nothing more than to see their enemies dead. Further more, the spells taught to diviners are often instinctual, drummed up from within the soul and thus do not necessarily require mentors or knowledge outside of your own.

Shamanism
Shamanism exclusively refers to the practice of trafficking in elemental power. Shamans are most common among more natural societies, as urban societies tend to forsake their environment. Shamans gain their power through communion with elementals, commonly referred to as 'spirits'. The relationship between shaman and elemental is a truly symbiotic relationship. Shamans are gifted with the ability to see into and interact with the elemental planes.

Shamans perform their magical effects largely thanks to pacts made with the elemental planes. All shamans have access to magical effects that fall under the domain of the four elemental planes (earth, fire, water, and air). Shamans are generally expected to choose a patron element, permanently intertwining the shaman's destiny with that of their chosen elemental plane. Shamans must be careful not to get dragged into the petty politicking of the elementals, lest they end up a combatant in their never-ending wars.

Shamanism is on the rise in the Vulgaris, especially as the orc warchiefs extend their dominion to the stars. It is still largely relegated to tribal and naturist societies. Oakbeard dwarves are among the oldest and most common shamans on Nivarra, and are willing to teach any who wish to walk the path of the elements.

The Shadow
The Shadowkar is by and large an unknown, and those who learn to draw power from it are enigmas themselves. The most common user of Shadow magic are shadow elementals. Shadow magic is highly focused, primarily dealing with the arts of Illusion and Alteration. Mortal practitioners are few and far in between, mostly found in the as the Shadowkar itself is a fickle realm. Knowledge on how to manipulate it is a highly guarded secret, a secret that one must pry from the Shadowkar's denizens.