Magic of Ayrelon


Ayrelon’s magic is complex, like it's people. There are many different sources of power, methods of casting and intricacies when it comes to magic. Nothing is more difficult to master, or as dangerous to wield.

To the inhabitants of Ayrelon, magic is part of existence. It is present in all things, and constantly around them… even if they cannot access it themselves. Those who are capable of wielding its forces are rare. Items imbued with magical effects are rarer still.

Some casters extract power from inanimate objects, others from the environment around them. Stronger casters are able to pull their power directly from the magical weave that surrounds the world, and can interact with that weave directly. The most powerful use the powers of the raw, primal elements; the building blocks that form reality.

From memorizing magical spells to weaving effects directly out of their imagination, magic users on Ayrelon come in many varieties. As a caster studies the arts and pushes their limits, they increase their resistance to the magical forces they wield, and gain control. However, many who attempt to access the more extreme sources of power often die horribly in their attempts.

The normal inhabitants of the world do not often see spell effects, so they aren’t always aware a spell is being cast. Only the most powerful of spells are visible to the naked eye. This allows magic users to live in relative peace with society, often passing as normal for most of their lives.

“I suppose I should start by explaining that magic isn’t always what it seems. In fact, mystery is the very nature of magic. Casting spells is an effort in optimism. You pull magical energies from a source, recite a few words and hope that what you wanted to happen… happens.

“Few excel at it. Those that do usually accomplish their mastery through endless, almost fanatical, study. As with anything, there are those who have a natural gift… but they are exceedingly rare.”

~ Lord Mordechai, Archmagus to King Orluhnd IV

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There are two types of Alchemy on Ayrelon. Chemical Alchemy involves the blending of ingredients using precise formula and processes to create salves, elixirs and the like. Magical Alchemy takes those techniques and enhances them with magical ingredients and is often enhanced through spells.

Chemical Alchemy

Chemical Alchemy is common across Ayrelon. From Shaman crafting special brews for their tribe to alchemical shops in major cities, nearly every inhabitant benefits from the results of alchemy at some point in their life.

Alchemists learn to combine herbal and medicinal ingredients either through tradition or extensive apprenticeship and training. Their techniques include aging, cooking, brewing, roasting, distilling and extracting ingredients to produce brews, poultices, salves, herbal mixtures, seasoning blends and simple potions.

Many ailments are treated with alchemy-produced medicines, especially in larger cities where alchemists are more prevalent. Special teas and herbal mixtures can be directly consumed or added to meals to enhance dietary function, improve general nutrition or enhance certain physical abilities for a time.

While such usage of alchemical solutions is common the world over, its frequency is limited by availability and cost. This relegates the citizens of smaller settlements to limited access, and thus less frequent usage. Meanwhile, well-to-do citizens of larger cities rarely go a day without some form of alchemy improving their life.

Magical Alchemy

Magical ingredients and spells are sometimes used to enhance the products of chemical alchemy. Ingredients such as dragon scales, or pixie dust, are provide no benefit using chemical alchemy alone. One must learn special techniques and processes through which to impart the magical benefits of those ingredients to their product. Processed normally, the magic within these ingredients is depleted, rendering them useless. A dragon scale stew produced by a chemical alchemist would simply have a funny taste, and offer no additional benefit.

Further, the healing potions and salves produced by chemical alchemists have limited capabilities. While one might use such potions to survive or heal minor wounds, true healing from potions requires magical enhancement beyond what typical ingredients can provide.

Magical alchemists learn to imbue ingredients with spells, which is the primary purpose of many magical ingredients. In order to have lasting effects, the target of their spells must be capable of holding the energies of those spells. While many novices assume that dragon scales, for example, offer a power all their own, the truth of the matter is that dragon scales can hold a substantial amount of magic. This makes dragon scales a perfect target for enhanced healing spells, or physical enhancement spells such as those that might grant strength, or dexterity.

By learning to process magical ingredients safely and without losing their properties, alchemists with the ability to cast spells can begin to use magical ingredients which they imbue with spells to brew stronger potions, or make superior salves.

Magical Alchemists are rare, and as such are in high demand. They often work directly for lords, or kings, and their products are exceedingly expensive. Both a thorough understanding of chemical alchemy and a great deal of experience with spell-casting are required in order to learn magical alchemy.


Channeling is the art of drawing power from a host entity or that entity’s plane of power. Spells of this type often take the form of prayers, rituals, curses or callings.

Channelers learn to pass a host’s power through their form to create magical effects, or cast spells. Through practice and study, they learn to enhance these abilities and withstand greater, and greater magical forces.

Channeling, by itself, does not offer access to any other source of power. One who learns and focuses on Channeling is powerless if they cannot access the powers provided by their host. Should a Channeler lose favor with, or depart from, their host they lose all powers afforded them by said host.

As a result, many who desire to leave the host that they Channel seek training in other forms of magic before doing so.

What types of Channeling Casters are there?

Clerics / Priests

Those who channel the divine are referred to as Clerics or Priests. Their prayers to a deity act as a form of spell, calling down the power of their god(s). Such casters need not be good, or holy. Any god may empower a Cleric or Priest.

Channelers of the divine rarely consider themselves to be Channelers. In fact, devout followers of a deity who attain such skills often find the title offensive.

Becoming a Cleric or Priest of a god is often a life-long commitment and requires years of servitude and study before any magic is learned. This acts as a steep barrier for entry, greatly limiting their number.

Common citizens often assume that all Clerics and Priests are healers. While the majority of them learn those abilities, that is not all they are. The kinds of spells this type of Channeler knows depends greatly on the religion they follow, and the sect that instructed them.

In fact, many spell-casters who are not Channelers learn to cast healing spells, as those abilities are not exclusive to the divine.


Those who channel spiritual, or neutral, entities that are aligned with nature, or specifically seek balance in all things, are considered Pagan. Casters of this type are typically very spiritual, attuned to the world around them and seek reverence of all things natural, rather than power.

Channelers of this type are some of the most commonly found outside of organized religion. However, they are less likely to reach significant power. This is due to both their stereotypical lack of desire for power, and the general weakness of their hosts when compared to the divine or malevolent.

The unschooled often refer to Pagans as Witches or Warlocks; terms that greatly offend most Pagans. Meanwhile, those that know the true nature of a Pagan often come to depend on them greatly, valuing them above all others in their community.

There exists a small sub-set of Pagans that are also Priests, serving a god or goddess of nature, though they are often mistaken for Shaman. Such Pagans are able to channel power from multiple sources; from their god/goddess as well as other spiritual or neutral entities.

Witch / Warlock

Often used as a derogatory term by the unlearned, a Witch or a Warlock is Channeler that draws his or her power from malevolent, non-deity, other-worldly beings. Their power is often received at great cost through binding contracts, or pacts.

Such magic has an allure, because it is quicker and easier to learn. The malevolent dole out their gifts with great pleasure, seeking any chance to gain leverage over the mortal world. It is not uncommon for a Witch or Warlock to have been tricked into their contract.

Channeling such a malevolent host is seen as the fast track or easy road and is looked down upon by more studied casters.

Some practitioners of such magic brandish the title of Witch or Warlock with pride, and revel in the malevolence of their host.


Sometimes known as Primal casting, or Primal Elementalism, this type of magic involves accessing the underlying forces which comprise and govern reality. Few casters attain the ability to sense or interact with these forces. Fewer still survive their first attempt to access them.

These sources of power are unrefined and without limit. Their nature is nearly impossible to understand without experimentation. No spells have ever been written for such primal forces, and so few casters gain mastery of these arts that there are very few tomes which detail the process of using or controlling them.

He opened his mind again, reaching out to the primal essence of water. Leveraging a lifetime of experience with the arts, he focused his mind with a will few could achieve. He’d reached the limits of what wizardry would allow him to achieve, and fate had introduced him to these forces at just the right time. The forces that threatened Haern wouldn’t wait for reinforcements to arrive. He had to act now.

As Garfax the Grand, the famed Ice Wizard of the southern isles, touched upon the raw elemental forces, power coursed through him in an uncontrollable stream. Too late did he realize the error of his ways. He screamed as the forces ripped through his mortal frame, rending his flesh as it ripped through the core of his being. It was the last sound that Garfax the Grand ever made, and the power of the primal element of water carried that sound across the whole of Haern.

All would remember the day that Garfax saved Haern from the monstrous hordes that threatened to invade. It wasn’t his power that had saved them. He hadn’t laid waste to their enemies in dramatic, magical combat. The horror of his screams had given their enemies pause and sent the weaker of them fleeing. His pain was enough to give Haern’s armies the time they needed to rally and defend their capital city.

His name would go down in history as his legend was spread by the apprentice who bore witness to the horrid affair. This wasn’t the legend he had envisioned… it was the legend his recklessness had wrought, and his absence assured the tale would be told.

If one survives the process of accessing the primal elements, their next challenge is wielding them. With no spells, scrolls or tomes for guidance casters are forced to Weave their magicks (see Spellcasting). They must also learn to control the flow of energies, and limit them to what they can maintain and manipulate.

Of the few casters who succeed in wielding primal elements, fewer still achieve mastery. The allure of unbridled power draws many to these arts. Once mastered, these powers can be accessed even on worlds devoid of a magical weave. 

What types of Elementalism Casters are there?


An Elementalist manipulates the primal elements of Earth, Air, Fire or Water. These are the easiest forces to discover and understand, and are therefore the most commonly accessed or mastered by Wizards and elemental Sorcerers.


A Gaian accesses the primal element of Life, gaining control of of both life and death. The forces of Life govern the existence of all living, and undead, things. It is the most highly sought power by those who wish to extend their own life. Highly advanced Druids, Shaman, Clerics and Priests are the most common wielders of Gaian Elementalism, though most who succeed in doing so never achieve mastery.


A Radiant caster gains access to the forces which govern Electromagnetic Waves, the most common of which is Light. With mastery, a Radiant can use the forces to see through some materials, radiate living things, and even communicate over long distances.

This is the least sought form of Elementalism, because it is the least understood. In addition, many of the abilities that come naturally for a Radiant, such as Clairvoyance, Clairaudience, damaging flesh or creating Light can all be accomplished more easily with lesser forms of magic.


A Timewalker has access to the forces which govern the passage of Time. Through mastery they learn to slow, hasten, pause or even reverse the effects of Time. From simple effects such as hastening or slowing a target, to creating bubbles of paused time effectively freezing their opponents in place, Timewalkers are some of the most feared of all Elementalism casters.

Time elemental magicks are outlawed in the civilized kingdoms of Ayrelon. The most powerful of Timewalkers are theorized to have the ability to move through time, teleport between locations at will, and manipulate world history. Fear of these things, and the risks they bear, has led to the most powerful casters in the world insisting that such magicks be forbidden by law.

It is said that Melrindia, goddess of magic, shuns the use of Time magicks. For most casters, even studying the element of Time is taboo. Those that pursue it do so in secret.


Enigmists access the primal elemental forces of Paradox. Such forces are unpredictable, twisting reality according to the laws that govern the flow of Time, or rather the breaking of those laws. Not much is known about this volatile source of power. Almost all casters who have attempted to harness it have perished in the trying.

Even for a presumed master of Paradox, using it bears substantial risks to the caster. By its nature, Paradox magic causes unpredictable outcomes that the caster is not always able to control, or resist. There are two cases documented at the school of Fel`Vizsiour in the Kingdom of Arkhania which detail the death of a Paradox caster under the power of their own spells.

Use of Paradox magicks is outlawed in the kingdoms of Ayrelon, much like Time.


An Orderian manipulates the forces of natural Law. One caster in the history of Ayrelon has achieved mastery of these powers. Ah`shok the Orderian was High Priest of Galrath, god of justice, early during the First Era of Man. His powers showed an unwavering control and ability to manipulate physics, the laws of nature and even the outcomes of cause and effect.

Ahshok’s life serves as both an example of what is possible, and the risks of accessing such extreme magicks. His efforts helped to establish the Order of Galrath as the most prevalent religion across the continent of Gargoa. However, it was his own magic that ultimately ended his life.

Many priests of Galrath seek to follow in Ah`shok’s footsteps. While some have survived rudimentary access to the primal essence of Law, none have approached his level of mastery.


The most violent and destructive of all primal forces is that which the Timultist wields. Their power derives from the elemental forces of Chaos. For everything that terrifies the people of Ayrelon about Paradox, it is at least bound to the strictures of Law and Time. Chaos energies have no such restrictions, and stand in direct opposition to the forces of Law.

Chaos elemental magic is the third of the outlawed magics of Ayrelon.


Enchanting on Ayrelon offers many benefits, and many challenges. The majority of enchantments are temporary, and often come with side effects. Enchantments can be placed on living things or inanimate objects. Their strength and duration depend greatly on both the caster and the resilience of the target.

The more powerful the enchanter, the stronger their enchantments can be and the longer they will last. However, the side effects will also be more severe. Living flesh, for example, can be imbued with greater strength, haste or increased stamina. These forces provide benefit for a time, but also degrade that flesh and can cause permanent damage. Such enchantments also suffer from diminishing returns, due to that degradation. A horse might be enchanted to run faster and farther than normal, but those effects cannot be persisted indefinitely without causing the poor creature’s death.

The same is true of enchantments placed upon inanimate objects. Objects imbued with spells also degrade as the powers expire. Since inanimate objects lack the ability to regenerate or heal themselves, they are often permanently damaged or even destroyed by their enchantments.

For enchantments to last, their target must be magical in nature. An example of this is Melrithium, a rare metal sometimes used to craft armour and weapons. The metal is softer than alternatives such as Iron, Bronze and Steel. However, it bears a natural magical affinity, and can be treated in such a way as to allow enchantments to become permanent. Even if not specially processed or treated, temporary enchantments applied to Melrithium do not degrade the structure of the metal.

Melrithium is extremely rare, difficult to mine and even more difficult to properly smelt and forge. This relegates permanently enchanted weaponry and armour to only the richest and most powerful inhabitants of Ayrelon.

Other rare substances with similar properties include dragon scales, dragon teeth, dragon claws, demonic skin and Lapithrium, a rare form of black lapis lazuli that is streaked with Melrithium rather than gold.


Ayrelon is surrounded by a magical weave comprised of ley lines and nexus points. To those that can see them, ley lines appear as a white and blue stream of electricity-like energy coursing through the sky, high above the clouds, and nexus points where the lines cross glow like beacons of unbridled power.

There are those who are born with the ability to see these forces, slowly developing the ‘sight’ as they grow to adulthood. Others obtain the ‘sight’ after reaching great heights of power in other forms of magic.

Those that grow strong enough to see and interact with the weave are said to walk with the weave or travel the ley lines. They come to be known as Leywalkers, and they are some of the most powerful beings to exist on the world of Ayrelon.

All Leywalkers begin their journey with the use of spells. Though, in contrast to Wizards they do not need to memorize those spells and store power within themselves. They can, instead, call down power from the heavens on demand to cast their spells. This affords them a level of freedom which other casters can only dream of.

A Leywalker’s ability to see and interact with the weave directly can lead to advanced interactions other casters are incapable of.

Thankfully, for the citizens of Ayrelon, such powers are exceedingly rare.


Sorcery is one of the most volatile forms of magic. It is dangerous, limiting and the process of casting spells with Sorcery requires the consumption of a source of power.

Unlike Wizardry and Channeling, Sorcery cannot simply be learned. The act of drawing energies out of an object, or substance, and twisting them to produce a spell, is one of the most difficult methods of casting.

Most practitioners of Sorcery are born with a natural gift. Through the course of their life they discover an affinity for something in the world around them. They feel drawn to it, and more at peace when in the presence of it.

Not all who are born with the gift recognize it for what it is. Many live out there lives in typical fashion and never seek to further their attachment or learn to cast spells. Sorcery casters are, therefore, one of the rarest types of spell-caster on Ayrelon.

Casting spells through Sorcery requires access to the caster’s source of power. A Sorcerer who is attuned to rubies needs to draw their power from rubies in order to cast. As a Sorcerer casts their spell, their source is depleted partially, or fully, often resulting in the damaging, or destruction, of that source.

The most extreme Sorcery casters are those that draw upon intangible sources such as Light, Shadow or Sound. The abundance of their source allows them to cast spells with reckless abandon, with no fear of depleting their supply. However, the intangible nature of these sources means that they are less dense, and therefore weaker sources of power unless truly mastered.

What types of Sorcery Casters are there?

Sorcerer / Sorceress

Sorcery casters of this type utilize inanimate objects or intangible sources to cast their spells. The simpler, or smaller, their source of power the more likely they are mistaken for Wizards to the untrained eye. Waving their hands around and reciting a spell while holding a crystal, for example, is very indicative of Wizardry. Only those strong enough to see raw magical energies would recognize that their power came from the crystal in their hand, as opposed to stored magical energies.

Inanimate sorcery draws power from a specific natural construct, such as Ruby, Oak or Marble. The higher the quality and volume of their source, the stronger their spells may be. Smaller spells may degrade or damage the object from which they draw power. Stronger spells can destroy their source completely. A sorcerer of oak standing in a building constructed of oak could potentially destroy the entire building while casting a strong spell.

Elemental sorcery draws from the raw essence of one of the four primary elements. Their spells require close proximity to the physical representation of their source element. A water sorcerer, for example, would find themselves unable to cast spells in a desert. However, an air sorcerer might be powerful in all but a vacuum.

Casting spells from elemental sources degrades, erodes or otherwise destroys a portion of that source. This can have disastrous consequences when done recklessly or with improper control. Though on occasion this might be done intentionally.

An air sorcerer who specializes in Oxygen might sap a room of breathable air.

An earth sorcerer specializing in Dirt might render an entire farm’s soil into rock dust, causing the crops to die and the land to be incapable of sustaining life.

Ethereal sorcery draws from the real-world representation of intangible elements, such as Light or Shadow. These sources of power are nearly always present, but cannot be directly touched or manipulated. Ethereal sorcerers require far more training, study and practice to perfect their art, and suffer greater exhaustion through casting.

Due to the nature of their source, Ethereal casters must push themselves harder than any other caster to produce magical effects. Few have the willpower or persistence to excel at such arts.

A sound sorcerer would be stronger the closer their source is to the patterns which resonate with their inner being. Their casting seems to drain the surrounding area of those sounds that match their internal patterns. A strong enough sound sorcerer might make those nearby unable to hear for a time when casting a powerful spell.

A sorcerer of light drains the area of their source, darkening rooms or entire areas as they cast.

A sorcerer of shadow drains the area of their source, brightening rooms or areas by depriving them of shadow. They produce an unnatural light by consequence, often confusing the unlearned.

Novices and common folk often confuse Light and Shadow sorcerers and call them by the side-effects of their casting, rather than the power they are draining. Many sorcerers of light have been hunted and killed by the fearful due to the darkness that seems to arise whenever they cast spells.

Example Sources of Power:




Druid / Shaman

A Druid or Shaman is an Ethereal sorcery caster who’s power derives from the raw essence of nature, or Life. Their spells require the consumption of living essence to produce magical effects. In a certain manner of thinking, they exchange one life force for another, transferring energies from their source into their target.

Shaman are usually the spiritual guide and healer of a tribe or nomadic community. They are revered for their abilities, often treated by their people as an extension of the gods, or nature itself.

Druids are those who seek to protect the lands and seek balance among all things. They use their abilities sparingly, understanding all too well the risks and consequences of trading one thing’s life for another. While rare clans, sects or cults of druids exist, they more commonly live solitary, secluded lives.

Beyond Sorcery

As sorcerers grow in power, they grow further attuned to their source. In some cases, that source leads to a greater power beyond.

Some sorcerers grow strong enough that they are able to learn to draw power from multiple sources. This is, however, exceedingly rare. As sorcerers are born with their affinity for a specific source of power, only a select few are capable of extending their abilities to other sources, or accessing the underlying fabric of the universe.

Some Elemental and Ethereal can grow strong enough to access the raw primal elements that form the fabric of their source of power. This is a natural progression for some, such as Shaman or Druids, and is less likely to occur with Light or Shadow casting.

Sorcerers who attain such power begin to blend their abilities with that of Elementalism. They become capable of casting spells without draining power from the corporeal world around them, and can instead draw directly from the components of reality. Often, they continue to use their sorcery for simpler spells, and only risk accessing the prime elements when forced to do so.


Soulfyr or Soul Casting is so named because the source of its power is generated by, and derives from the caster’s own being. The caster gains an inexplicable bond with the planet’s living essence, and that bond causes them to generate their own internal magical weave.

Those with the power to cast Soulfyr magic are born with their abilities. This form of magic cannot be gained through study, or practice. Many have tried to do so, and all have failed. Furthermore, those born with the gifts do not always realize their abilities. Many live and die natural deaths without every discovering their potential.

This is due to the fact that such abilities, while present from birth, lie dormant until unlocked. Unfortunately for the person so imbued, unlocking those abilities seems to require a violent, untimely death. It is unclear why this is the case, though some who have studied it believe the reason to be spiritual in nature, and this extremely hard to define.

Unlike other casters who must memorize spells or draw from external sources, Soulfyr casters expend part of their own soul in their casting. This leads to extreme exhaustion, and is the only true limit to a soul-caster’s power. Through learning and constant use, such casters can extend the limits of their power and how much they can cast without rest.

The lack of dependency on external sources of power is a big draw for those who seek to become Soulfyr casters. This is a driving force for many who try, and ultimately fail, to become one.

A lesser known factor of Soulfyr casting is that once the abilities are unlocked, their owner gains a modicum of immortality. They are, of course, capable of being killed. However, their attachment to the world’s living essence has the chance of resurrecting them, and their powers prevent them from aging.

These factors have lead to several cults throughout Ayrelon’s history. Cults which attempt to create Soulfyr casters through violent, ritual sacrifice or even suicide. These cults are seen as horrible tragedies by those who have studied the Soulfyr phenomenon.

Only a handful of Soulfyr casters have ever been recorded by magic historians and scribes.

What kind of Soulfyr casters are there?


Soulfyr casters who are naturally predisposed to protect others and fight for the common good are known as Celestials. The name derives from their close approximation to the physical representation of the gods, for that is what most people see them as.

Celestials have a natural, irresistible distaste for the malevolent, and often find it difficult to be near those of questionable morals. They often assume positions within society that allow them to advise and guide society.

It is theorized that only one Celestial will ever exist at any given time.


Cosmists are naturally driven to seek balance in all things. They may sometimes act with benevolence, and other times malevolence. What inspires them to move in one direction or the other seems to be based upon their attachment to the world’s natural order. When an overabundance of good or evil is present, the are driven to act in opposition to drive that force back into a state of balance.

A Cosmist will never seek to drive good or evil from a land. Such a motivation stands in contrast to their all-consuming goals. However, normal citizens rarely see them for what they are. More often, Cosmists are assumed to be evil by the populace.

It is theorized that Cosmists are the natural form of Soulfyr caster, and that Celestials and Diabolists are extreme perversions of the union between mortal soul and the essence of the world.


Diabolists are driven toward personal power and dominion over the world’s populace. Their actions are often seen as malevolent, for they have little regard toward the consequences and victims of their actions. From their perspective, they often see their own actions as they only way to save the people of the world from themselves.

Diabolists stand in opposition to Celestials, seeing them as weak or misguided.

It is theorized that only one Diabolist will ever exist at any given time.


Of all the types of magic on Ayrelon, Wizardry is one of the few that can be learned through study and persistence. Channeling is learned through study and devotion to a host which provides the power for spells. Wizardry requires far more study, as there is no host entity to provide assistance in casting spells.

Many who seek to cast spells have no natural affinity to do so. They are not born attuned to a source of power, so Sorcery is beyond their reach. They are not born with an attachment to the magical weaves and the ley lines which comprise it, which puts Leywalking beyond their grasp.

In fact, the functions and forms that differentiate the various types of casting from one another are unknown to most of the inhabitants of Ayrelon. Many see terms such as Sorcerer, Mage or Wizard as generic terms that ultimately point to the same thing; someone who can cast spells.

The truth of the matter is that a Wizard is a distinct style of caster; one that forces themselves to become what they are through the sheer force of their will, exhaustive study and persistence in the face of repeated failures.

It is often unclear where a Wizard’s power comes from. Their casting is performed through the use of spells, scrolls, runes, sigils, words of power and tomes. The creators of these implements discover patterns, or formula, for extracting power from a myriad of sources and focusing it toward a desired outcome. Their findings are documented so that others may learn and advance their own skills. Often this discovery and documentation is performed in an effort to seek fame, or fortune.

The act of casting spells through Wizardry is an exacting process that requires precise memorization and execution. Any mistake in memorization or execution means failure. Success in Wizardry relies heavily upon ones own belief, or faith… something that is very difficult to overcome and master.

Casting spells using Wizardry is not instantaneous, nor spur-of-the-moment. Each time a spell is memorized, the powers needed for the spell draw into the body of the caster and are stored for a time. When they later choose to expel those energies, they must perform the required actions and will the power to leave them. Afterward, the spell must be memorized anew before it can be cast again.

This storage of powers is limiting. Some Wizards find it more difficult to learn, memorize and store spells relating to Fire, or Ice. Others find the powers of Life and Death impossible to control. Further, a Wizard must be capable of holding the power required for a spell, or multiple spells.

Advancement in Wizardry involves continuous study and constantly pushing ones self to attempt more powerful spells. Mastery is never attained by most, typically requiring several human lifetimes to attain.

What types of Casters are there?

Note: These types are not exclusive to Wizardry, but are most commonly embraced by Wizards as a descriptive title indicating their area of expertise.


One who specializes in using magic to bring inanimate objects into existence. A Conjurer might use a spell to materialize a sword out of thin air, or create a sphere of glass. These powers do not extend to living things.


One who specializes in using magic to bring forth magical constructs or living things from other planes of existence.


One who specializes in tricks of the mind. Their spells can be as simple as causing others to see a different color of hair on their head, and can extend to creating entire scenes before several viewers. Extreme practitioners of this art may even learn to implant thoughts in the heads of their victims.


One who specializes in imbuing things with magical effects. Enchantments can be placed on living things or objects for a time. With great effort and the right materials, some enchantments can even be made permanent.


One who specializes in transformation of matter from one state or shape to another. Casters who study these spells might transform stone into wood, or iron into steel. Masters of this art can even transform the physical body of a being, perhaps changing a human into an elf.


One who specializes in the manipulation of the forces of life and death. While such studies can be used for the creation of the undead, they may also be used to heal the living. The necromantic arts extend to all aspects of life and death. Kingdoms often employ Necromancers to heal their armies, fighting alongside Priests and Clerics. Though they can perform the same duties, the term Healer is often reserved for divine Channelers.

Watcher / Seer / Oracle

One who specializes in divination and prophecy.


The art of creating magical effects is complex, often requiring several components in order to accomplish the desired results. The more powerful and skilled a caster becomes, the less they require these components. However, they might still choose to use them out of habit, or to gain additional focus or control over their spells.


Spoken words, chants or songs are common when casting spells. This is especially true for Wizards and Channelers, though can often be used by other casters to help them focus on what they are attempting to do. For most casters, Verbal commands are always required. Only the truly skilled grow beyond the use of words when casting.


The casting of spells often requires specific movements, especially for those reliant upon predefined, learned and memorized spells. These movements can be as simple as the wiggle of a finger, or the wave of a hand. Semantic casting can also be as complex as a dance, or the drawing of runes in the air or on the ground with one’s feet.

Focus items, when used, are often accompanied by Semantic gestures. This is most commonly seen when using wands or staffs to focus energies. One caster might wiggle, wave or draw runes in the air with their wand. Another caster might drive the butt of their staff into the ground, or wave their staff toward an area.

Some spells require the use of a wand or staff, and often Semantic hand gestures can be replaced with wand or staff usage, depending on one’s teacher and the student’s ability to learn the different styles of casting.

Use of Semantic tools, such as wands or staffs, also affords the caster an increased level of precision. As such, even extremely powerful casters will keep one or both at hand for when the need arises. As with Verbal casting, Semantic casting is very common, even if not always required.


Reagent casting is the use of materials which act as a focus for a given spell. This is most commonly seen in Sorcery, where the material itself is the source of the power being used to create the magical effects. It is also common for many predefined spells to include a Reagent component for the sake of making the spell easier for a novice caster to succeed.

The materials used in Alchemy could also be considered Reagents, as more often than not the materials used to cast a spell are consumed in the process. More often, a spell might require a bit of hay, a pinch of salt, a splash of water, or other piece of commonly available material. Rarer and more difficult spells might require more extreme reagents such as a bit of dragon flesh, or the heart of an elf.

Reagent casting is one of the quickest to be abandoned as casters grow in skill, as the nature of Reagent casting imparts too many limitations and stifles advancement in the arts. Further, reliance on Reagent casting generally precludes mastery of Weaving.


Focusing one’s thoughts on the task at hand is critical for a caster. As such, nearly every caster is at some level a Thought caster. However, there are those who have achieved the ability to cast without Verbal, Semantic or Reagent components and can produce spells and effects with Thought alone. Some of the most powerful casters to ever exist are Weavers who cast with Thought alone.

Thought casting can be as basic as reciting a spell in one’s mind while concentrating on the desired effect. However, underlying all casting is the reality that magic use is, at its heart, a form of forced optimism and belief. Both of these facets require conscious Thought and control of ones subconscious. Fear and doubt are the internal forces that prevent most who attempt magic from succeeding.

All casters use Thought casting to some extent, with one possible exception: Will casters.


Creating magical effects through the sheer force of Will, in an instant, without having to think about what one is doing. This is the penultimate form of casting, and the most rare. Most gods cannot cast by Will alone, let alone mortal man. There are only two beings known to have ever achieved Will casting in all recorded history.

In fact, it is such a rare thing that only a few extremely well informed casters are even aware that it is possible, or who might have achieved it.


Weaving is less a way of casting and more the art of creating magical effects without the use of predefined, documented and learned spells. A caster who can Weave is capable of creating their own magical effects on-the-fly without preparation, and those effects do not have to align with spells as a Wizard might know them.

While a learned spell might indicate that a ball of fire will spring to life upon your victim and burst it into flames, a Weaver might produce fire at dozens of points amidst a crowd, striking specific individuals without harm to anyone else nearby. 

Weaving is an art that is pursued by nearly every single caster, but is attained by few. It requires the caster to reach a level of control and focus that allows them to directly control the outcome of magical energies on-the-fly without fear of failure. This is a level of mental control, restraint and self-awareness that most casters never achieve, for that control must extend to their subconscious without question.

Weaving allows one to simply do what they desire. Their imagination and ability to withstand the forces they are wielding become their only limitations.

This level of skill is absolutely required to successfully utilize Elementalism, advanced Sorcery, and significant abilities in Soulfyr, and is thus the largest barrier of entry in accessing those sources of power.