Magic surrounds all of Paralex, filling every available space, though only magicians can use it directly. Through incantations, or in time mere motions called reflexes, they can cast magic in countless ways.
But there are limits. Before History, the Creators decreed that six powers were too great for mortals to wield and so took them from the world, forming the Lost Arts. These are:
- Alchurgy - power over matter
- Elemurgy - power over the elements
- Horourgy - power over time
- Porturgy - power over space
- Psychurgy - power over the mind
- Vivourgy - power over life
Debate rages on whether magicians should or shouldn't use wands. As a rule of thumb, magic cast with a wand is more refined and easier to direct, yet slightly less powerful, whilst the reverse is true of wandless magic - more power, less control. Further, all wands corrospond to a specific magical Art. So attempting to cast a Creturgic enchantment with a Casulurge's wand would be extremely difficult.
Magic is usually categorised in one of two ways, by Art (the type of magic, eg. Luceurgy - dark magic) or nature (spell, boon, curse, etc.). Find below, magic divided by nature, with extracts from a collection of different spell books - helpfully translated from Mystrum, language of the magicians.
FUN FACT - In Spirit Rider, all incantations are anagrams of something relating to the magic in question. For example the incantation to the Rabbitification Enchantment - "Cloot Esimu" - is an anagram of "Louis Comte", often credited as one of the first people to do the 'rabbit out of a hat' magic trick.
Very minor difference with Rituals, where the majority of the incantation is words directly relating to what the Magistruct does and the final word is an anagram of their name. For example the Athena Summoning Ritual is "Simdow Glekendow Netaha" - which works out to "wisdom knowledge Athena".
Master Iziah, a Visurge of great repute, had agreed to illustrate all of our spellbooks, however said magician is currently on trial for allegedly attempting to smuggle a Twitching Curse into Seward Castle. We await the outcome of the case.
Yours Hopefully,
Madam Ophelia Magellan, Lexicurge
C.E.O - Magellan Publishing
Defined as magic that happens in the moment, often leaving a lasting mark on the target. For example once a Blasting Spell is cast on someone you can't 'unblast' them.
Defined as magic which temporarily empowers. Duration depends on power expended by the caster. Can be 'topped-up.' An appropriate boon can counter an opposing curse.
Defined as magic which temporarily weakens. Duration depends on power expended by the caster. Can be 'topped-up.' An appropriate curse can counter an opposing boon.
Defined as a continuous magical effect, either positive or negative depending on the situation. An enchantment will continue indefinitely until the caster runs out of strength and / or releases their hold over it. Some magicians can only perform one enchantment at a time, whilst others could maintain dozens of enchantments at once.
Defined as 'magical modifiers' changing or extending the nature of pre-existing spells, boons, curses, or enchantments.
Defined as a set of ingredients and specific actions which will result in the conjuration of a Magistruct, an artificial magical being with a set purpose.