Magic Overview
There are five distinct types of magic on Siablan. They are Transformation Magic, Innate Magic, Learned Magic, Disciplinary Magic, and Elemental Magic. One’s ability to perform magic is called mana.
- Iron naturally negates magic. A wound made by an iron blade will not heal on its own, and a magical being chained in irons cannot use their magic or shift.
- Over expenditure of magic can negatively impact one’s health. They will likely pass out from exhaustion, and begin bleeding from their orifices. They can be unconscious for anywhere from an hour to a several week coma, depending on how much mana they have spent.
- Magical energy can be stored in gemstones for later use, and many wear magic-imbued jewelry to siphon off in times of need.
- The Presalla invented an enchanted metal called Rah’vshi, capable of cutting through solid metal and even diamond, its smithing process lost to time. Few blades and armor remain today, and are highly coveted.
The Dimensional Planes
One would want to start with Transformation Magic, however, for something relatively simple, Transformation Magic requires a more thorough understanding of how the universe operates. To understand how one can shift between forms, one must first understand a rough diagram of the astral planes.
In this universe, there are nine separate planes of altered reality- each with its own parallel layers. In the center of these nine, lies the Physical Plane– home of every mortal world. These Altered Nine are the Metaphysical plane, the Heavenly plane, the Celestial plane, the Purgatory Plane, the Avalonian plane, the Mystical plane, the Nether plane, the Infernal plane, and the Spiritual plane.
These planes are divided into threes– the High, the Middle, and the Low. The Higher planes consist of the Metaphysical plane, the Heavenly plane, and the Celestial plane. The Middle planes consist of the Mystical plane, the Purgatory plane, and the Avalonian plane. The Lower planes consist of the Nether plane, the Infernal plane, and the Spiritual plane.
The High Planes
The High Planes are associated with Holy forces, representing the elements of Light, Nature, and Ice.
Celestial Plane - Intrinsically linked to the element of Light, home of the Pale Goddess.
Metaphysical Plane - Intrinsically linked to the element of Nature, home of the Djinn.
Heavenly Plane - Intrinsically linked to the element of Ice, home of the Angels.
- The Heavenly plane notably consists of nine circles– each corresponding to a classification of angelic being.
- The First Order consists of the First Circle being the highest of orders, as it is home to the Seraphim– beings representing the element of Light, The Second Circle being home to the Cherubim beings representing the element of Nature, and the Third Circle being home to the Ophanim, beings representing the element of Ice.
- The Second Order being home to the Fourth Circle of Erelim, beings representing the element of Air, the Fifth Circle of Hashmallim beings representing the element of Water, and the Sixth Circle of the Bene Elohim, beings representing the element of Earth.
- The Third Order is home to the Seventh Circle of Malakim, representing the order of Fire, the Eighth Order of Archangels, representing the element of Plague, and the Ninth Order of Ishim, representing the element of Dark.
The Middle Planes
Mystical Plane - Intrinsically linked to the element of Air, home of the Anima, spirits of power that are most akin to minor deities.
Purgatory Plane - Intrinsically linked to the element of Water, home of the Grey Goddex.
Avalonian Plane - Intrinsically linked to the element of Earth, home of the Faerie.
- Avalon is divided into two courts of Light and Dark– the Seelie of light, ruled by Queen Titania, and the Unseelie of Dark, ruled by King Oberon.
The Lower Planes
The Infernal Plane - Intrinsically linked to the element of Fire, home of the Demons.
- The Infernal plane notably consists of nine circles– each corresponding to a classification of demonic being. These are categorized slightly different to the Angelic beings discussed earlier– instead being categorized by intelligence, power, and sin.
- First Circle - Ruled by the demon Astaroth, the King of Ice and Sloth
- Mostly populated by weak, bestial demons, feral monsters with no higher intelligence and form.
- Second Circle - Ruled by the demon Beelzebub, the King of Nature and Gluttony
- Mostly populated by weak, trickster and crossroads demons, capable of taking anthropomorphic form and consorting with mortals to damn souls to Hell.
- Third Circle - Ruled by the demon Paimon, the King of Earth and Despair
- Mostly populated by weak, intelligent demons of elemental powers, capable of taking a humanoid form and waging war in their king’s name.
- Fourth Circle - Ruled by the demon Leviathan, the King of Water and Envy
- Mostly populated by stronger, bestial demons, feral monsters with no higher intelligence and form.
- Fifth Circle - Ruled by the demon Azazel, the King of Air and Greed
- Mostly populated by stronger, trickster and crossroads demons, capable of taking anthropomorphic form and consorting with mortals to damn souls to Hell.
- Sixth Circle - Ruled by the demon Asmodeus, the King of Plague and Lust
- Mostly populated by stronger, intelligent demons of elemental powers, capable of taking a humanoid form and waging war in their king’s name.
- Seventh Circle - Ruled by the demon Satanas, the King of Fire and Wrath
- Mostly populated by powerful, bestial demons, feral monsters with no higher intelligence and form.
- Eighth Circle - Ruled by the demon Lucifer, the King of Light and Pride
- Mostly populated by powerful, trickster and crossroads demons, capable of taking anthropomorphic form and consorting with mortals to damn souls to Hell.
- Ninth Circle - Ruled by the demon Daeva, the Queen of Darkness and Power.
- Mostly populated by powerful, intelligent demons of elemental powers, capable of taking a humanoid form and waging war in their queen’s name.
- First Circle - Ruled by the demon Astaroth, the King of Ice and Sloth
The Spiritual Plane - Intrinsically linked to the element of Plague, home of the Reapers.
- The Reapers are entities that harvest mortal souls, shepherding them through the passage of life to Death.
The Nether Plane - Intrinsically linked to the element of Dark, home of the Dark God.
With a more in depth understanding of the nine planes, one can now imagine the layers of the universe. Consider a 3D model of a solar system, with three orbital rings on separate axes, and then three lines intersecting the star at different angles The first, the X-Axis, would run from point A, the Metaphysical Plane on one end and point B, the Spiritual Plane on the opposite. The second, the Y-Axis, would run from the Mystical Plane to the Avalonian Plane. The third, the Z-Axis, would run from the Heavenly Plane to the Infernal Plane. But those would simply be lines intersecting the star, and thus would require another layer. The new layer is the three orbital rings, one for the Nether Plane, one for the Purgatory Plane, and one for the Celestial Plane. The star at the very center of this model would be our plane, the Physical plane, the mortal realm.
Transformation Magic
While the explanation of the planes would initially seem it has very little to do with Transformation Magic, it is the foundation for the ability. In truth, when a magical being “Shifts”, it is not altering its physical form at all– only sliding into a form stored in the space that runs between the Metaphysical Plane and the Physical Plane. There are nine layers of this in-between space, that act as “storage” pockets in the dimension, and for every multi-formed species, each of its forms exist on a separate layer of this pocket dimension– this, of course, means that the most forms any one being can take is nine, though our mortal beings do not take so many themselves.
Transformation Magic is colloquially known as Shifting. The act of shifting is related to the cosmology of the universe. Every living mortal soul has a physical body on the Physical Plane and a soul, tethered to them on the layers between the parallel Metaphysical Plane. A Mortal’s soul in the metaphysical plane will reflect their opposing form, and shifting is the act of switching out their two forms. The act of tucking one’s wings in the bipedal form is a form of shifting, as it hides the wings in the “pocket” of the metaphysical plane.
Innate Magic
Innate magic cannot be manipulated easily. It can often be released unintentionally when feeling strong emotions, and comes in a burst of energy, not a spell. An example would be telekinesis, releasing a blast of power that will knock anyone and anything back, or healing a wound shut. Innate magic is neutral in nature.
Learned Magic
Learned magic is spoken through spells. It can be conducted in any way. An example would be enchanting a figurine to move on its own, making an object teleport, or summoning an object. Learned magic is neutral in nature.
Disciplinary Magic
Disciplinary magic is a combination of innate and learned magic, however it does not use spells. All magical beings have the ability to learn how to conduct disciplinary magic, if they are taught to do so. Disciplinary magic is very difficult to perform, and requires mental acuity. An example would be telepathy, mind control, or divination.
Elemental Magic
Elemental magic is the result of a mutation in a mortal’s magical genes. It is innate, but must be studied and practiced diligently in order to master. This most commonly manifests in various elemental affinities or abilities. An example would be elemental manipulation, such as breathing fire, frostbreath, or light burst.
- There are nine magical elements. Light, Nature, Ice, Air, Water, Earth, Fire, Plague, and Dark. These elements can be manipulated by mortals with mutations.
Blood and Spirit Magic
Blood magic and Spirit magic are subsets of magic in that they are not of one true discipline– but a mixture of multiple. Blood and Spirit magic have many different uses– and are often dangerous, and banned in many places. Blood magic is the physical counterpart of Spirit magic, the metaphysical counterpart dealing with the Soul.
- Blood and Spirit magic are inherently tied to the fabric of the astral planes. They can only be wielded by the most adept sorcerers who know exactly what they’re doing– lest something cataclysmic occur. Blood magic relies on the blood of a magical creature– either as an offering to the veins of the Divine Trinity, or from the magic in the blood of the sorcerer themself.
- Both disciplines are two sides of the same coin– the power of life and death themselves. They are most easily controlled using spells.
- Practical uses of both schools vary by complexity and use.
Sacrifice
- It is from a combination of Blood and Spirit Magic that all Crysalla gain their Sacrifice ability, in which a Crysalla may transfer their Soul Stone to a dying one, tearing their soul from their mortal body. This fuses their soul gems, and the sacrificed Crysalla’s soul will live on inside their new host. Fused Crysalla may grow both types of crystals on their bodies.
Soul Absorption
- A learned subset of Spirit Magic, this allows a sorcerer to consume the soul of another to bolster their own powers. Extremely difficult and dangerous, and runs the risk of going mad due to the souls of the consumed warring within oneself.
Blood Manipulation
- An elemental subset of Blood Magic, this requires an inborn Water element, one that would allow a sorcerer to manipulate the liquid in one’s blood to control and puppeteer another living being.
Reproduction
- A combination of Blood and Spirit Magic is used to permit reproduction from two incompatible species or sexes. A talent developed by Gannea, this requires the blood of two parent donors, a being with a womb to bear the child, and a soul of a sacrificed victim to create a zygote that will be implanted into the womb to develop into a child. A sacrifice of Blood, Body, and Soul ,to create Life.
Summoning
- Summoning is the act of conjuring and binding a spirit or entity from another plane into the mortal world– either as a corporeal or incorporeal entity.
- Corporeal entities enter through a portal cleaved through reality by sacrifice, and can assume a physical form. These beings may require sustenance to sustain themselves in the physical realm, and can be killed.
- Incorporeal entities are channelled into a living or undead host as a spirit. These entities cannot be killed, as their spirit will only vacate into a new vessel, and must be exorcised to be banished from the physical realm.
- Summoning is an umbrella term applied to work summoning or binding otherworldly entities– it carries many disciplines such as Demonomancy or Necromancy.
Wards
- Wards are powerful spells of protection bound with the caster’s blood. They are extremely important when dealing with any higher power otherworldly being.