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General Magic

There are two schools of magic, General and Gift. Every sorcerer can practice general magic and every sorcerer can practice one  Gift magic

 

Magic is done through the use of spells channeled through a wand or even sometimes another medium such as a staff. Either must have a magical core and be made and bound with magic in order to channel magic energy. Wandless magic can be performed, but it takes an incredible amount of work and dedication. Generally wandless magic can’t begin to be performed until after specific study in the subject at a collegiate level.

Wandless magic is most easily achieved when practicing gift magic, though it still requires more work and stamina than practicing with a wand or some other means of channeling. The practice of magic, both general and gift, requires energy from the sorcerer. Achieving greater feats of magic requires more than just talent and practice, it requires energy and stamina. This is why those who practice duels (whether competitively or professionally) often train through running and other mostly cardio-centered workouts. Performing harder spells requires practice as well as stamina to improve spell quality and overall success.

Performing magic can take a lot out of a person, particularly if they don’t regularly practice. Think of it like a muscle; it doesn’t matter that you have a natural ability, if you don’t practice. Performing magic requires stamina and energy, things that you can increase by practice. The more you practice, the easier it will become to perform harder spells and mix the more difficult potions.

All spells, both old and new, can be spoken in any native tongue, though most spells may have a higher potency if spoken in Latin or other ancient languages. Most often spells are spoken, and the sorcerer may use as little as a whisper when using smaller and we'll practiced spells, as long as the words are clearly spoken. For unfamiliar spells or higher level spells, it is recommended to speak loud and clear.

 

  Gift Magic

 

When a sorcerer’s magic first starts to show, they will show an affinity for five of the six gifts. Very minor, maybe a little bit of wind picks up when they’re frustrated or a wild fauna might come up to a sorcerer looking to be petted. As the sorcerer ages, their affinity for a particular gift will strengthen while the rest will slowly weaken and, ultimately, disappear.

By the age of 16-17 their strongest gift should be clear. At the start of the year there is a ceremony where 11th years get to formally announce what their gift is going to be. It is also the year they get to start taking classes specializing in their gift whereas previously they were required to take lessons in all of the gifts (the reason being it’s important that they have a basic understanding and respect for all of the gifts).Once your gift is declared and the ceremony is complete for all declaring students, the lining inside the student’s cloak will change color to reflect their gift (blue for water, red for fire, green for earth, grey for wind, and brown for fauna).

The body is not designed to hold more than one type of gift. Trying to change your gift would be like trying to change your blood type. Trying to learn an additional gift is like trying to add on an extra limb.

 

The Gifts:

 

Earth:
Physical Center of Tension: Thighs and Seat
Source of body dynamics: Strength
Personality traits: Steadfast and dependable. Introverted. Very grounded. Realistic.
How it works: Combination of mental and wand use. Very outdoorsy.
Other Info: Has the power to create small earthquakes. Some of the most powerful sorcerers have created large scale earthquakes that have devastated cities. Often friends with fauna.

Water:
Physical Center of Tension: Lower abdomen, navel
Source of body dynamics: Power
Personality traits: Emotional. Extraverted.
How it works: Combination of mental and wand use
Other Info: Water typically balances out the more impulsive tendencies of fire. Water and fire tend to make friends with one another easily. With training and practice these sorcerers can learn to breathe underwater for hours at a time. Without practice they can go a few minutes longer than the average person.

Fire:
Physical Center of Tension: Solar Plexus
Source of body dynamics: Energy
Personality traits: Impulsive. Extroverted.
How it works: Combination of mental and wand use
Other info: Fire sorcerers do not burn as easily as others do and with practice will have a greater heat tolerance.

Wind:
Physical Center of Tension: Center of chest, heart
Source of body dynamics: Resiliency
Personality traits: Flighty airheads. Whimsical. Not always very realistic.
How it works: Combination of mental and wand use
Other info: With practice they have the ability to hover a few feet in the air; this also aids in tricks like jumping, flipping, etc.

Fauna:
Physical Center of Tension: Shoulders and back
Source of body dynamics: Love
Personality traits: Introverted. Prefers to be in the outdoors and prefers animals to people.
How it works: Completely mental power
Other Info: Often friends with earth sorcerers. They have a connection with animals. It’s not that they can make them do what they want or control them, just that they can communicate and more often than not the animal will be willing to assist a fauna sorcerer.

There is a sixth gift of prophecy, but as it is incredibly rare (1-3 every 75 years) and once it is suspected that might be their gift the sorcerer is taken away, the details are not listed.

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