At its most basic, Magic, or Spellcasting, is the ability to draw power from the Void and shape the Elements into effects on the material plane, granting the use of 'spells' that give the mage power over the mundane.
Until recently, the Tarantulas were regarded as a faction almost entirely devoted to Ancestral worship, however the recent cataclysm has seen a dramatic increase in Mages in the faction, both within the Drow, and the other elven and non-elven races.
There are many spells available to the Mage, but with further training and dedication they can also access the spells of the Enchanter and Shadow Mage, and with dedication and Ritual Magic, learn the summoning arts of Daemonology, Necromancy and Elementalism.
1) Casting Spells
The casting of a magic spell is an innate ability for the Mage or Wizard. Erdreja is an Elementally Neutral plane, which means that drawing the power of the Elements from the Void and weaving them in different combinations can create dramatic effects that bend the very laws of causality. Depending on what Existence permits, and with little effort and skill a mage can either devastate an unprepared enemy by blasting them with a lethal bolt of magic, distract an enemy from its task,
To put it in far simpler terms, Spellcasting is the ability to dominate both nature and others and bend them to your will, thus creating unnatural effects that defy physics, such as the ability to magically destroy a shield or weapon or the ability to send someone into a magical sleep.
2) The Elements
Main Article: Elements
Most living things are made up mainly of the four physical elements. The mind is made up off Air and Fire, the body from Water and Earth. When a spell is cast you attempt to manipulate different elements. For instance in a sleep spell you attempt to affect the stands of Air (which is normally passive) within the mind. This then over comes the fire part of the mind and sends you to sleep. - The Workings of Magic, by Dorgan
A mage weaves the elements in different combinations, flexing, bending and manipulating these to create a new, miniature, reality that affects only its target, as in the example above, affect a mental element to cloud or empty the mind, and a physical one to strike an opponent down or force their actions. All these spells are as a result of the Elements being altered through the Mages use of power.
3) Casting Power
Power is the measure of Void energy that a mage can use. Through training and dedication a mage can hold a great amount of magical potential that replenishes itself on a daily basis. It is this 'power' that that allows the elements to be manipulated and to what extent, but it is spoken component or 'vocals', that manipulates the elements as the vocals instruct the void to take control and alter reality.
3.1) The "Thaum"
A //Thaum// is a universal but un-defined unit of power, used to measure a single portion of energy against another, as a way to 'grade' magic. The lowest tier of spellcasting is considered to require a single thaum of power to cast a single basic spell, then doubling for each successive level, so a Blast spell costs two thaums and by the time you are able to access the highest (third) tier of Magic [[Existence]] will allow, it now costs 4 thaums to cast a single spell of that level.
There is no established value to a Thaum, it is a basic comparative measuring system, but for those who look for a deeper meaning to Thaumaturgy it is an invaluable aid to unlocking those secrets.
The Spells of the mage are, on first glance, simplistic, and have an aggressive quality to them as they mainly affect the body, environment and mind of the opponent in a dominant fashion. Here are the most commonly encountered spells and some basic uses for them.
4.1) First Tier
Countermagic - Counters a Tier one or two spell targeted at yourself or anyone around you.
Detect Magic - The ability to detect magical influences within 10'.
Distract - Break a casters concentration and make them focus on what is directly behind them.
Fumble - Cause a weapon to vibrate so it cannot be held tightly.
Mend - Magically fix a 'shattered' item (such as shield or weapon).
Repel - Force a target to stay 10' away. 'Holding on' does not prevent being pushed away.
Strikedown - Magically force an opponent to fall to the ground.
Trace Transport - A [[rite]] to determine where the last transport from a circle was directed.
4.2) Second Tier
Blast - A forceful blast of magic to hurt an opponent with Enchanted damage
Chant of Melee Immunity - Whilst repeated, the mage (or target) is immune to the blows of normal weaponry until concentration is broken.
Chant of Missile Immunity - As Melee Immunity but for missiles, arrows and quarrels.
Enthral - Target is compelled to walk towards caster until struck or another spell is used.
Iron Will - Grant non-mages the ability to counter a single spell.
Mute - Magically silence an opponent for 1 minute.
Sleep - Force an unnatural and unwakeable sleep on the target for 10 seconds.
Shatter - Destroys the targeted weapon or shield. Cannot be used on armour.
4.3) Highest Tier
Aura of immunity - Immunity to ranged- and mass-spell effects whilst chant is continued.
Forbidding - Allows the caster to perform an 'Innate Mass Repel' whilst the chant is continued.
Freeze - Wraps the target in ice and immobilises them for 1 minute.
High Countermagic - Ability to counter High Magic spells.
Mage Armour - An magical force protects the self/target giving the equivalent of medium armour. can be repaired with spells.
Mage Bolt - A magical force destroys a location, ignoring any armour, using enchanted damage.
Teleport - Requires a 10 second rite and Teleports the caster (only) to the nearest transport or [[ritual circle]].
Weapon of Flame - Caster can wreathe this weapon in flame for 10 minutes.
4.3.1) True magic
This form of the highest magic is now beyond anything possible on Erdreja, possibly only wieldable by [[Existence]] herself. History tells of many powerful spell weaver who could bend the whole of reality to their will in the same way a [[ritualists|ritualist]] can without but the use of circles and void barriers, but as the Egg matures so does the realm and unchecked power like that just is not possible in an age of [[cadre war|Feast]].
Silent and cast purely by the mind, the vocal-less Psionics were a form of magic wielded by creatures such as the [[Illithids|Mind Flayer]] and certain types of [[daemonic classification|Daemons]]. It's spells limited by Existence in the same way as normal Magecraft, it's silent nature meant that it was impossible to counter using void magic and in almost all cases there was no defence against it. It is not known exactly why it has ceased to exist, but it is now believed eradicated, along with its Illithid and daemonic wielders, in the most recent [[cataclysm#fire|Cataclysm]].
Note: It has since been established as fact that at least one Illithid survived the Cataclysm, as did its Psionic powers, as it was imprisoned in the [[Bank Vaults]] outside of reality. See [[Illithid]] for more information.
5) Alternate Magic types
Spellcasting is considered the purest form of magic use, but with skill and dedication, other spells can be learned and developed, and there are two other schools of magic that have grown in prominence since the [[cataclysm#fire|Cataclysm]], both available with training to those who wish to follow its path.
5.1) Shadow Magic
Main Article: Shadow Magic
Shadow Magic is rumoured to be the addition of Evil to Spellcasting, as it grant spells that mimmic corruption and Dark Incanting given the caster minor dominion over [[Unliving]] and the living pattern at the cost of other, purer, Spells.
Gains:Control Unliving - Grants the caster the most basic control over an Unilving being.
Gains:Detect Unliving - Makes all Unliving creatures within a 10' area known to the caster.
Loses:Enthrall & Distract
Gains:Chant of Wasting - Drains the life out of a dying subject, doubling the rate at which they bleed to death.
Gains:Halt Unliving - Holds an Unliving immobile and unable to speak or act .
Loses:Enthrall & Sleep
Gains:High control Unliving - As the First Tier spell with a more potent controlling effect.
Gains:Mass Fear - Cause a blinding fear in all targets in an indicated area of up to 10'
Loses:Forbidding & Freeze
Main Article: Enchanting
Enchanting magic gives the mage more over over the physical realm, granting the spells mend more complex items and infuse weapons and shields with extra power. Most often applied as a form of battle magic, Enchanting can be deadly when paired with the [[specialist_training#magic|Champion]] ability.
Gains:Mend Armour - Magically repairs any damaged or destroyed armour pieces.
Gains:Purge Poison - Expels any [[crafting#poison|alchemical]] venom or weapon oil that may be affecting a body. Does not heal the damage.
Loses:Distract & Repel
Gains:Infuse Shield - Magically strengthen a shield to resist crushing and shattering blows and effects,
Gains:Weapon of Cold - Enchants a weapon with the element of [[Water]] to strike with a chilling blow for 1 minute
Loses:Enthall & Sleep
Gains:Endurance - Strengthens the target, allowing them to resist a single strike to all parts of body until dawn.
Gains:Fortify Body - Makes the target resistant to crushing blows and blades that ignore armour for 10 minutes.
Loses:Aura of Immunity & Forbidding
Main Article: Summoning
Summoning is the ability to assert control over a specific Planar creature. Unlike Shadow and Enchanting magics, it does not replace any existing spells directly but instead adds extra spells allowing the caster to control and heal a single-type of summoned creature, in the Spellcasters case, [[daemonology|Daemons]]. Shadow Mages and Enchanters can also gain access to the summoning powers of [[Necromancy]] and [[Elementalism]], which grant the same summoning, control and healing abilities, but are discussed in more depth in the Channellers section.
[[Daemonology]] is of most use within a [[Ritual circle]], allowing a [[ritualists|ritualist]] to have a tighter control on any creature it summons, but it also gives the ability to exert a small portion of [[incantors#dismiss|control]] over them in mundane circumstances as well as the ability to heal any [[Daemons]], summoned by the mage or otherwise much faster than any healer.
Control Daemon - Grants the caster the most basic control over a Daemonic being.
Full Cure daemon - Allows the caster to repair and/or heal all damage taken to a single location of a Daemon being.
High Control Daemon - Grants a basic control over a higher power of Daemonic being.
7) The Mages Guild
Main Article: [[Mages Guild]]
The Mages Guild is a collection of feckless cretins who have absolutely no bearing on the world, and even less of an idea of what does on in it.
The Elements of Magic and the Elemental Cycle - Various
The Tomes of Magic - Brand
Upon the Nature of Erdreja - an in-depth explanation of the aspects, cadres and balance by Sheikh Rhattel En’Rholl Al’Fayed
Associative Thaumaturgy - an attempt to establish the elements used in particular spells by Alighieri.
Further research on Spellcasting can also be found in the [[Mages Guild]] pages.