Arcana

= Realms of Magic = Unlike traditional 5e that uses schools of magic, Illustria employs a realms system that links specific types of magic with the five realms of the inner planes. These realms, and the deities that preside over their power are essentially tapped into through the casting of spells via a network of energy called the weave. The various components used for the casting of such spells are absorbed by the associated realms to maintain the balances of the power within the weave. While this does not change much in terms of the dynamics or rules of the game, it does provide a very specific context for magic in this universe. In addition, wards can be used to block certain realms of the weave and may render spells of that realm useless in an area.

= The five realms =

Stone Realm
The first realm is known as the stone realm. It controls the elemental power of stone, soil and things of the ground. It is associated with the following species, aspects and types of spells:


 * 1) Solid objects, gravity, barriers, trustworthiness and protection
 * 2) Abjuration & Infusion Magic
 * 3) Plants and plants growth, Beasts and Animals
 * 4) Dwarves, Grimbear, Elhanas, Giants, Nemid, Therians, Minotaur, Ahnrun, Oglem, and Constructs

Air Realm
The second realm is known as the Air realm. It controls the elemental powers of Air, gasses and vapors. It is associated with the following aspects and types of spells:


 * 1) Mobility, dexterity, silence, cunning and thoughtfulness
 * 2) Divination & Illusion Magic
 * 3) Flight, Birds and winged creatures
 * 4) Dragons, Gnomes, Faekin, Satyr, Birdfolk, Celestines, Crawku, Catfolk, Dreamwalkers and Morphling.

Fire Realm
The third realm is known as the Fire realm. It controls the elemental powers of fire, lightning and change. It is associated with the following aspects and types of spells:


 * 1) Speed, heat, light, motion, judgement and rage
 * 2) Conjuration & Evocation Magic
 * 3) Creation
 * 4) Desert and tropical creatures
 * 5) Dragonborn, Orc, Tiefling, Goblinoids, Lizardfolk, Nefrit, Boggarts, Tortles and Selqet

Water Realm
The fourth realm is known as the Water realm. It controls the elemental powers of water, liquids and cold. It is associated with the following aspects and types of spells:


 * 1) Fluidity, shapeshifting, transference, emotion and sorrow
 * 2) Enchantment & Transmutation Magic
 * 3) Travel
 * 4) Sea creatures
 * 5) Anura, Merkin, Elves, Tortles and Onchophora

Soul Realm
The fifth realm is known as the Soul realm. It holds the elemental powers of will, life and death. It is associated with the following aspects and types of spells:


 * 1) Endurance, patience, faith, hope and forgiveness
 * 2) Necromancy & Biothaumaturgy Magic
 * 3) Mortality
 * 4) Sentient beings
 * 5) Humans, Halflings, Arachnea, Loxaderm, Fugata, Centaur and Djinnsa

= The Weave = The weave is a polydimensional space that transfers all magical energy through and between the planes. All magical energy that can be manipulated by non-celestial beings travels via the weave and has, as its source, the energy from one or more of the inner planes. Because of this necessary conduit it is possible to render magical abilities useless through means of wards that restrict the energy of the weave. When the weave has been restricted in a region there are several noticeable effects, foremost of which is the distinct change in the brightness of the area. In addition sound travels slower and at a lower pitch, long term exposure to a dampening field brings heightened paranoia and magical plantlife withers and dies.

The lands of Ta’Ishah are a prime example of a region that has been devoid of the weave for an extended period of time. Sunlight is much dimmer there and the locals are exceptionally paranoid. As they venture out to sea to participate in raids they often remark on the evil brightness of the world outside their sanctuary. This is the home of the antimagic remnants of the pre-”mages war” society. It is also one of the last remaining places in the world that contains ancient weave blocking artifacts.

Additionally, certain areas may cut off portions of the weave's energy, perhaps affecting spells or even creature species that rely on energy of that part of the weave. Generally areas that affect part of the weave can appear normal to any that have connections to another energy realm, but appear distorted to those who are affected. Specific manipulations of the weave by realms can be a potent tool for a game master if used effectively.

= Magic users = While magic is a powerful and well known ability around the world it is not necessarily common. Only one in one hundred possess the power to properly manipulate the weave, though some species have an intuitive ability to perform minor manipulations as part of their genetic makeup. Of those with the use of magic, fewer than 5% can attain the ability to cast spells above 3rd level. And less than 10% of all magic users can achieve mastery in magic. This makes magic use a truly unique and sought after commodity.

The primary and most common group of magic users are the local healers and clerics. Temples of healing are commonplace among all major cities and they often train disciples to send to outlying communities and villages. The larger healing schools also train alchemists and botanists that specialize in salves, potions and healing ointments. Because they draw from both the weave and other sources of divine magic this is the one way, where someone born without a magical gift can easily acquire one. For most common folk this is the vast majority of their experience with magic and the weave.

The second most common group of magic practitioners are the Paladins who act frequently as temple guards and city watch. They hone their magic skills as warriors of specific faiths throughout Illustria and are generally chosen from a young age when they display magical aptitude. These are the most common guardians of dignitaries and elites. The counterpart to these warriors are the warlocks who are often employed by the less “noble based” kingdoms and species as their primary magical warriors. The kingdoms who tend to have large numbers of warlocks usually do so through a more darkly aligned religious system and rarely have Paladins in their employment.

The next most common group of magic users are the Wizards. In most major cities children who exhibit magical abilities are sent to specialized schools that train them in the art and science of weave manipulation. They are often sent on pilgrimages to different schools and find themselves traveling frequently to enhance their knowledge and build on the collective magical libraries of various cities and organizations. Some areas are more known for their magical secrecy and some are more open to collaboration and a local Wizard will be your best guide to knowing which kind of area you’re in. The greatest magic users in history (and most of the reason for the mages war) have tended to be members of this class. They are often greeted with mixed feelings in many areas, as they have a tendency to stir up trouble where they go. Their lesser known counterparts are called Artificers and are generally treated no differently than Wizards.

A more rare set of magic users, though familiar to smaller villages, are the Rangers, Druids and Bards. Their manipulations of the weave tend to be much more specifically focused though they are often equally as powerful. Bards and Rangers are more commonly known for their travels in and out of smaller towns, though Bards do enjoy the larger performance audiences of big cities. All three groups tend to have a more natural inclination towards their magic use and tend towards less formal education in magic. Their magical skills are often picked up through travel, communion with the natural world, or in some cases hereditary teachings. Druids are often known as shaman healers and are more well known in areas without formally trained alchemists and clerical healers.

The final group and arguably the most rare (at least in their most powerful state), are the Sorcerers. These magic users are entirely dependent on magical genetics as this group can not be directly trained to manipulate the weave. Instead they have magic born in them. They can however learn the spells of other weave manipulators, though they always require modifications to the spell in order to align their internal magical connection with their intentions. These magic users are also most likely to be found in complete isolation from formal training and often without a religious component to their magic. Aside from Wizards, Sorcerers were responsible for the most magical damage in the mages war and are likely to be far more powerful than other types of magic users.

= Divine Magic = While most magic is drawn from the weave, there is at least one other source that mortals may derive magical abilities and power from. This source is called divine magic. It is the primary source of magic for Bloodhunters, Warlocks, Clerics and Paladins, but also the only source from which monks gain magical abilities. While Clerics and Paladins can also draw magic from the weave, Monks draw all of their magic from the divine within. In this way the Monks have the ability to use most of their innate magical abilities despite any wards that may restrict or dispel the weave, making them especially deadly on the barren isles of Ta’Ishah. DM’s may decide which magic is considered divine and can be used when the weave has been blocked.