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{{Author|Vincent Mackay}}
   
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'''Magic''' is the '''quintessencial force''' that permeats the Universe, when used can bypass the laws that affects the universe, however, these changes in the Universe (also known as the '''"World"''') are temporary as the World acts against normalizing any effect that changes it. Magic is both the energy and the overall ability to change the World (this later also known as '''Thaumaturgy'''), thus it's use affects the user or Wizard/Caster, both in form of physical exhaustion as well as psychological effects.
 
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Magic is the quintessencial force that permeats the Universe, when used can bypass the laws that affects the universe, known as FATE, however, these changes in the Universe (also known as the "WORLD") are temporary as the World acts against normalizing any effect that changes it. Magic is both the energy and the overall ability to change the World (this later also known as Thaumaturgy), thus it's use affects the user or Wizard/Caster, both in form of physical exhaustion as well as psychological effects.
   
 
Magic could be channelled through a wand, but rings, staffs, stones, and amulets were common tools in other parts of the world. And instead of incantations, one could write, weave, carve, sing, or even dance to focus magic. No words required. After all, magic was intent based. How a person connected to their magic could be deeply personal, or just a reflection of the common practices in their time and culture.
 
Magic could be channelled through a wand, but rings, staffs, stones, and amulets were common tools in other parts of the world. And instead of incantations, one could write, weave, carve, sing, or even dance to focus magic. No words required. After all, magic was intent based. How a person connected to their magic could be deeply personal, or just a reflection of the common practices in their time and culture.
   
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===Magic/Thaumaturgy===
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=== FATE ===
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Fate also known as the Laws of Universe and Entropy, is the main controlling force on the WORLD, the only thing that can affect it is MAGIC, however the more the caster use it to change the World and the more presence such effects and castings have on other people, the harder the FATE will affect the Caster. Because of this the Statute of Secrecy was implemented globally among Wizards, other types of caster respect it anyway for the same reason. Fate affects everything, from Gods, to Demi-Gods, to Wizards and Men, because believe can literally become reality, as Fate reshapes Gods to fulfill the expectations of Humans (a process known as FATEBINDING), this for instance was used by several Titans to destroy the Gods first through Monotheistic Religions and later though Logic and reason. This is the reason Pantheons remain outside of the World on their own Overworlds ("Divine nations") and only arrive to the Human World on Human Avatars to sire Demi-gods and Gifteds to use as soldiers and tools on their war against the Titans and each other. When Magic is used the chances to become Fatebound grows bigger (Sorcery, Divine and Eldritch have the higher chances), so for instance too much Mind Magic might turn the caster into a madmen, or the use of an specific spell on a Mortal or Place might force him/it into a predetermined role.
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'''Magic also known as Thaumaturgy''' is the general term used to refer to the several modern '''schools of Magic''' such as Astrology, Kabbalah, Alchemy, and Shinsendou. Divergences can be found among different schools, but the fundamental basis is ''ā€œto convertĀ Magical EnergyĀ inside the userā€™s body to transform the external worldā€''. The practitioner acts in accord with the system that each school operates under to execute a pre-built program. That [https://harrypotter.fandom.com/wiki/Spell '''ā€œprogramā€''' ] is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the magical energy of the wizardĀ and the command to do it is made through the Spellcasting/Ritual Casting. ''The greater the interference, the greater will be the amount of magical energy consumed''.
 
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==== '''Fatebinding Roles:''' ====
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* '''Common Roles (1-4)'''
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**Apprentice (1): Become a student of the Caster.
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**Backup (2-3): Becomes a supporting actor to the caster
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**Fan (4-5): Becomes starstruck around the caster.
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**Preacher (6): Will seek to convert his fatebound into his personal beliefs.
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**Victim (7): Will suffer for the fatebound as a sacrifice.
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**Beggar (8-9): becomes a hindrance that requires constante support from the caster.
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**Foil (10): Always puts a bad word on the caster, becomes an eternally bad press to it's caster.
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* '''Uncommon Roles (5-7)'''
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**Balm (1): Becomes a soothing presence.
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**Herald (2): Will always enlight others on it's Fatebound caster, always putting some good press.
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**Jinx (3): brings unintentional bad luck to it's caster.
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**Rival (4): Will always compete with the caster.
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**Unrequited Lover (5): Will love but never be loved by the fatebound.
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**Martyr (6): Will die for the caster.
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**Patron (7): Will monetary or otherwise support it's fatebinded caster.
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**Trickster (8): will seek to hurt or bother his fatebound.
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**Beacon (9): Become a place or person of relevance, pilgrimages are performe to the fatebound place/person and might even form permanent settlements.
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**Shrine/Temple (10): This place will become a Holy Site to mortals and or Wizards.
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* '''Rare Roles (8-9)'''
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**Canary (1): becomes the sacrificial victim of an attack launched against it's fatebound caster.
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**Catastrophe (2): becomes a beacon of disaster and calamities.
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**Lover (3): Becomes in love with it's caster.
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**Mentor (4): becomes a teacher to his fatebound.
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**Nemesis (5): Will never stop until it's fatebound caster is destroy and forgotten.
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**Shadow (6): becomes a fisical embodiment of the Fatebinded's failures and wrongdoings.
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**Neutral Ground (7): This place will never host conflicts of battles.
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**Place of Conflict (8): This place will never host peace or agreement, becoming a battlefield.
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**Lost City (9): A place becomes robed of it's fame, eventually dissapearing from common knowledge and dissapearing entirely.
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**Imprint (10): The place or person becames a mirror of the specific magic used there.
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* '''Super-Rare Roles (10)'''
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**Contrary (1): appears as one specific Fatebound role but in reality is an opposite one, thus a duplicitous person or place.
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**Traitor (2-3): Appears as a friend but plans to destroy his fatebound.
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**Weak Link (4-5): Will always fail to help the caser.
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**Boon Companion (6): becomes a permanent ally and soldier of the caster.
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**Well of Power (7): Willgrant power to those magically adept.
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**Touchstone (8): A place becomes connected to it's fatebound granting it power and exuding his style and attitudes.
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**Oasis (9): Will bring peace and respite to it's fatebound.
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**Terra Incognita (10): A place will be separated from the WORLD, becoming both a Lost City and an Imprint.
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=== Orders of Magic ===
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==== Eldritch Magic ====
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Related to '''TITANS''', it's primordial, raw, chaotic although It's ordered around a single primordial concept (Such as Light, Time, Chaos, Darkness, Fire, etc.) and extremely bound to Fate. Currently only '''WARLOCKS''' can use it through a '''pact with the Titans (Magical Contract Binding)''' whom are (Mostly) locked away our of the WORLD'S dimension, such thing however requires a heavy sacrifice from the Warlock, as he becomes the Titans' agent on the World devoted to free it's Masters.
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==== Divine Magic ====
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Related to '''GODS'''. Gods are ancient Proto-Humans touched by the Eldritch force of Titans who managed to survive and '''ascent to godhood'''. They became the force driving Humanity on it's early days. It's ordered around a Human concept or a series of concepts such as Wisdom, Justice, Knowledge, Love, etc. and extremely bound to Fate. Currently Gods are (Mostly) away our of the WORLD'S dimension, in their own '''Overworld's (Dimensions)''' however they used to sire Scions, known as '''DEMI-GODS''' (Blood binding Magical COntract) on this WORLD as well as ocasionally granting their unique skill to lucky humans known as '''GIFTED''' or '''PROPHETS''' (Celestial Magical Contact), both however require a heavy sacrifice from them as they becomes the Gods' agent on the World. In the current era these Demi-Gods are rarer than in the ancient eras.
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==== Sorcery Magic ====
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Related to '''SORCERERS'''. Sorcerers are the descendants of Demi-Gods. They became another force driving Humanity and Civilization, they used to be more common, now trey are rarer. Their Magic Power allows them to surpass Mankinds' limitations just by intention and those special skills are related to their semi-divine parent (shuch as war, death, love, chaos, etc). It's relatively bound to Fate.
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==== Arcane Magic ====
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Related to '''WIZARDS'''. Wizards are the modern descendants of '''Sorcerers/Demi-Gods''', they have the ability to use Magic. A Wizards' Magic is versatile and extremely developed but low in strenght and requires more practice, study and pure intention to be Mastered. It's relatively bound to Fate.
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===Thaumaturgy===
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Magic also known as Thaumaturgy (when refered as a practice) is the general term used to refer to the several modern schools of Magic such as Astrology, Kabbalah, Alchemy, and Shinsendou. Divergences can be found among different schools, but the fundamental basis is ''ā€œto convertĀ Magical EnergyĀ inside the userā€™s body to transform the external worldā€''. The practitioner acts in accord with the system that each school operates under to execute a pre-built program. That [https://harrypotter.fandom.com/wiki/Spell ā€œprogramā€] is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the magical energy of the wizardĀ and the command to do it is made through the Spellcasting/Ritual Casting. ''The greater the interference, the greater will be the amount of magical energy consumed''. There are three main laws in Thamaturgical practice: The Law of Contagion, the Law of Similarity and the Law of Observation. They may be summed up thusly: '''"The part affects the whole"''', '''"Like produces like"''' and '''"Observation Changes Reality"''' respectively.
 
===='''Thaumaturgical Foundation'''====
 
===='''Thaumaturgical Foundation'''====
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AĀ '''''Thaumaturgical Foundation '''''Ā is aĀ "'''''Thaumaturgical Theory"'''''Ā Ā "engraved" upon theĀ WorldĀ in the form of scholarship or religion ā”€ a body of pre-established rules, fomented per the faith of the populace, as a cluster ofĀ '''Magic Formulae''', each of which runs an spellĀ (program) written within it when a wizard sends a command through his will to it.Ā In other words, Foundations are necessary for the usage of Magic. Each culture has it's own Thaumaturgical Fundation, so Magic can be equated with cultural elements such as '''Languages'''.
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AĀ Thaumaturgical Foundation Ā is aĀ "Thaumaturgical Theory"Ā Ā "engraved" upon theĀ WorldĀ in the form of scholarship or religion ā”€ a body of pre-established rules, fomented per the faith of the populace, as a cluster ofĀ Magic Formulae, each of which runs an spellĀ (program) written within it when a wizard sends a command through his will to it.Ā In other words, Foundations are necessary for the usage of Magic. Each culture has it's own Thaumaturgical Fundation, so Magic can be equated with cultural elements such as Languages.
   
 
===='''The World'''====
 
===='''The World'''====
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The '''World''', is "''the reality as we can perceive it"''. It acts as as a Nomaji's '''isolated system theory''', a closed system of everchanging forces and cause/effects that are partially percibable for the wizards. The World follows basic rules (as understood by the Nomajis) but beneath them, '''Magic''' can be used to modify them, but only temporarily, as the everchanging and self-balancing system that the World is, will reject the modification the Wizard is trying to implement eventually actualizing whatever change the Wizard had managed to '''overwrite''' in the World. These changes implemented via Magic, will last accordingly to the presence of magical energy to fuel them, as well as the stability of the thaumaturgical fundation used to create them.
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The World, is "''the reality as we can perceive it"''. It acts as as a Nomaji's isolated system theory, a closed system of everchanging forces and cause/effects that are partially percibable for the wizards. The World follows basic rules (as understood by the Nomajis) but beneath them, Magic can be used to modify them, but only temporarily, as the everchanging and self-balancing system that the World is, will reject the modification the Wizard is trying to implement eventually actualizing whatever change the Wizard had managed to overwrite in the World. These changes implemented via Magic, will last accordingly to the presence of magical energy to fuel them, as well as the stability of the thaumaturgical fundation used to create them.
   
 
===='''Elements'''====
 
===='''Elements'''====
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The Elements are '''''"phases"''''' in which the World presents itself, as an everchanging, '''self-balancing system'''. Depending on the teachings of Magic schools, one could classify each into different sets of Elements. The four classical elements according to the Western tradition are '''Fire, Water, Earth and Wind''', they are said to came fromĀ ArcheĀ in ancient Greece. Modern wizardsĀ adds in the '''Void (Ether)''' element. The Oriental philosophies considers that there are the Five Elements, they are '''Water, Fire, Earth, Wood and Metal'''.
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The Elements are "phases" in which the World presents itself, as an everchanging, self-balancing system. Depending on the teachings of Magic schools, one could classify each into different sets of Elements. The four classical elements according to the Western tradition are Fire, Water, Earth and Wind, they are said to came fromĀ ArcheĀ in ancient Greece. Modern wizardsĀ adds in the Void (Ether) element. The Oriental philosophies considers that there are the Five Elements, they are Water, Fire, Earth, Wood and Metal.
   
 
===='''Numbers'''====
 
===='''Numbers'''====
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Numbers are key elements in magic, specially in '''[https://harrypotter.fandom.com/wiki/Arithmancy_(class) Arithmancy],''' creation of magical objects and '''Warding'''. '''Even''' numbers are considered stability numbers while '''odds''' are unstables or dynamic numbers.
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Numbers are key elements in magic, specially in [https://harrypotter.fandom.com/wiki/Arithmancy_(class) Arithmancy], creation of magical objects and Warding. Even numbers are considered stability numbers while odds are unstables or dynamic numbers.
   
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'''1-2''' are for basic Circuits not powerful and mostly used for basic learning, '''3-4-5-6''' are intermediate numbers, widely used for basics and intermediates Circuits the majority of times. '''7-8-9''' the '''Golden numbers''', the most powerful trio of numbers used for the most powerful Circuits.
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1-2 are for basic Circuits not powerful and mostly used for basic learning, 3-4-5-6 are intermediate numbers, widely used for basics and intermediates Circuits the majority of times. 7-8-9 the Golden numbers, the most powerful trio of numbers used for the most powerful Circuits.
   
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* '''0_The Null''', cannot be safely used in normal circuitry alone, only as part of an array of double digits or more.
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* 0_[https://en.wikipedia.org/wiki/Null_(mathematics) The Null], cannot be safely used in normal circuitry alone, only as part of an array of double digits or more.
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* '''1_The prime''', origin point not powerful, the basic unstable bloc.
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* 1_The Prime, origin point not powerful, the basic unstable bloc.
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* '''2_The Twins''', the first dynamic couple, act as the most basic Circuit.
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* 2_The Twins, the first dynamic couple, act as the most basic Circuit.
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* '''3_The Trio''', a natural unstable number that creates a perfect stable Circuit, considered Holy because of this.
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* 3_The Trio, a natural unstable number that creates a perfect stable Circuit, considered Holy because of this.
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* '''4_The Base''', combining Two twos, the four acts as a powerful stabilizator, simple yet effective.
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* 4_The Base, combining Two twos, the four acts as a powerful stabilizator, simple yet effective.
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* '''5_The Star''', a Classical dynamic Circuit, considered one of the most reliable numbers.
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* 5_[https://en.wikipedia.org/wiki/5 The Star], a Classical dynamic Circuit, considered one of the most reliable numbers.
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* '''6_The Hexagram''', combining Two Threes this numbers creates a powerfuly stable circuit that mantains two efective Trios, thus the six is considered a basic yet powerful number.
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* 6_The Hexagram, combining Two Threes this numbers creates a powerfuly stable circuit that mantains two efective Trios, thus the six is considered a basic yet powerful number.
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* '''7_The Powerful''', Seven is considered the most powerful number as it creates an strong array.
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* 7_[https://en.wikipedia.org/wiki/7 The Powerful], Seven is considered the most powerful number as it creates an strong array by adding a small inestability point into two Trios.
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* '''8_The Anchor''', Eight is considered the ultimate Even, combining Two fours the Eight becomes the most stable Circuit.
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* 8_The Anchor, Eight is considered the ultimate Even, combining Two fours the Eight becomes the most stable Circuit.
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* '''9_The Knot''', Nine is a powerful odd number as it combines three Threes creating an stable yet dynamic Circuit.
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* 9_[https://en.wikipedia.org/wiki/Endless_knot The Knot], Nine is a powerful odd number as it combines three Threes creating an stable yet dynamic Circuit.
   
 
===='''Origin'''====
 
===='''Origin'''====
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The '''Origin'''Ā is the starting point that defines one's existence and directs one's actions throughout life. The form it can take on at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world. These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place.
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The OriginĀ is the starting point that defines one's existence and directs one's actions throughout life. The form it can take on at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world. These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place.
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===='''Materials'''====
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Some materials have a better relationship with Magic than others, those of [https://en.wikipedia.org/wiki/Plastic "muggle-made"] or [https://en.wikipedia.org/wiki/List_of_synthetic_polymers non-natural origin] are considered the worst to wizardkin as the lack the capacity to transmit Magical energy or withold magical properties, instead the wizards and witches of the world prefer natural ones, such as wood, stone, glass and fabric. Following the Law of Similarity materials hold macrocosmical relationship with the universe. Metals are known to be relatively ductile to magic, there are however three of them that resist manipulation by Thaumaturgical forces, they are in order of dificulty: Bronze, Iron, Silver and Gold.
 
===='''Arcane Focus'''====
 
===='''Arcane Focus'''====
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Arcane Focus are '''tools''' designed to be used by wizards, helping them harness their magic and facilitating their casting. Each '''foci''' has a diferent ability and capacity related to the caster and casting in question. there are four elements as in the '''spanish minor arcana set''':
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The Arcane Foci are tools designed to be used by wizards, helping them harness their magic and facilitating their casting. Each foci has a diferent ability and capacity related to the caster and casting in question. '''[[Casa Schusterman (Vincent Mackay)|There are specific creators for such items]]'''. there are four elements as in the spanish minor arcana set:
 
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:500px;"
 
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:500px;"
 
|-
 
|-
 
! scope="col" |
 
! scope="col" |
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! scope="col" style="text-align:center;" |Arcana
 
! scope="col" style="text-align:center;" |Wands
 
! scope="col" style="text-align:center;" |Wands
 
! scope="col" style="text-align:center;" |Cups
 
! scope="col" style="text-align:center;" |Cups
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|-
 
|-
 
|'''Forms'''
 
|'''Forms'''
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| style="text-align:center;" |'''[https://harrypotter.fandom.com/wiki/Wand Traditional wands]''', clubs, rods and staves
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| style="text-align:center;" |Intention in Spellcasting, diction and concentration, '''[https://harrypotter.fandom.com/wiki/Nonverbal_spell the human expression]''', Circle Casting. singing, even dancing and '''[https://harrypotter.fandom.com/wiki/Wandless_magic Muda hand-sign]'''.
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| style="text-align:center;" |Magical chalices, Cups, [https://harrypotter.fandom.com/wiki/Helga_Hufflepuff%27s_cauldron Cauldrons]
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| style="text-align:center;" |'''[https://harrypotter.fandom.com/wiki/Wand Traditional wands]''', clubs, rods and staves, '''[https://harrypotter.fandom.com/wiki/Broomstick Broomsticks]'''
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| style="text-align:center;" |"Atames" and [https://harrypotter.fandom.com/wiki/Sword_of_Gryffindor "swords"]
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| style="text-align:center;" |Magical Chalices, Cups, [https://harrypotter.fandom.com/wiki/Helga_Hufflepuff%27s_cauldron Cauldrons]
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| style="text-align:center;" |Magic Circles, "Linking-circles", coins, orbs, bracelets and rings
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| style="text-align:center;" |"Athames", [https://harrypotter.fandom.com/wiki/Sword_of_Gryffindor "swords"] and Knives used in rituals and combat.
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| style="text-align:center;" |Magic Circles, Coins, Orbs, Bracelets, Amulets, Diadems, Crowns and Rings.
 
|-
 
|-
 
|'''French suit'''
 
|'''French suit'''
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| style="text-align:center;" |''Joker''
 
| style="text-align:center;" |''Clubs''
 
| style="text-align:center;" |''Clubs''
 
| style="text-align:center;" |''Hearts''
 
| style="text-align:center;" |''Hearts''
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|-
 
|-
 
|'''Classical Element'''
 
|'''Classical Element'''
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| style="text-align:center;" |Aether
 
| style="text-align:center;" |Fire (or Air)
 
| style="text-align:center;" |Fire (or Air)
 
| style="text-align:center;" |Water
 
| style="text-align:center;" |Water
 
| style="text-align:center;" |Air (or Fire)
 
| style="text-align:center;" |Air (or Fire)
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| style="text-align:center;" |Ā Earth
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| style="text-align:center;" |Earth
 
|-
 
|-
 
|'''Oriental Elements'''
 
|'''Oriental Elements'''
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| style="text-align:center;" |Fire
 
| style="text-align:center;" |Wood
 
| style="text-align:center;" |Wood
 
| style="text-align:center;" |Water
 
| style="text-align:center;" |Water
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| style="text-align:center;" |Metal (also Fire)
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| style="text-align:center;" |Metal
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| style="text-align:center;" |Earth (also Fire)
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| style="text-align:center;" |Earth
 
|-
 
|-
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|'''Characteristics'''
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|'''Uses'''
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| style="text-align:center;" |Arcana serves as a conduit for intricate magical workings, weaving together intentions, incantations, and gestures into potent spells. It finds applications in divination, astral projection, and complex enchantments requiring deep symbolic resonance.
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| style="text-align:center;" |Creativity and will
 
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| style="text-align:center;" | Versatile tools for directing magical energy with precision and focus. They excel in spellcasting requiring swift, direct action, such as offensive spells, energy manipulation, and elemental evocation.
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| style="text-align:center;" |Emotions and love
 
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| style="text-align:center;" |Magical chalices, cups, and cauldrons are vessels of emotion, intuition, and fluidity. They excel in rituals involving healing, scrying, and emotional transformation, harnessing the power of water to cleanse, purify, and empower.
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| style="text-align:center;" |Reason
 
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| style="text-align:center;" |These embody the element of air, cutting through obstacles and dispelling negativity. They excel in rituals of protection, banishment, and mental clarity, wielding the power of intellect and discernment to command the unseen forces.
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| style="text-align:center;" |Material body or possessions
 
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| style="text-align:center;" |Written magic circles, warding objects, and talismans serve as anchors for manifesting desires and protecting sacred space. They excel in rituals of manifestation, abundance, and earth-based magic, grounding intentions into physical reality and fortifying spiritual boundaries.
 
|}
 
|}
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Swords are better used in Blood magic and sacrificial rituals, they '''"take away from others or the victim, to cast magic"''', Wands have both versatility and range but low duration, they '''"take from the caster to cast magic"'''. Cups and chalices are better suited to potions, as they '''"combine elements to cast magic"'''. Pentagrams are suited for Ritual Magic, specially warding and Magical Objects as they have less power but extended effect and permanency, these '''"Sustain the casted magic"'''.
   
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=== Tribal Magic ===
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==== Arcana Type Focus ====
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Arcana type focus is the name for the use of basic conduits for intricate magical workings, such as weaving together intentions, incantations, and gestures into potent spells of deep symbolic resonance. These focii find applications in divination, astral projection, and the casting of complex enchantments that require a profound understanding of symbolic language and metaphysical principles. These refer to every Human form of Communication such as '''Speaking, Intention, dancing, gesturing, singing, acting'''.
āˆ’
Non developed societies developed their own form of Magic, this magic is commonly known as '''"Tribal Magic'''", and is characterized by the following: '''[https://harrypotter.fandom.com/wiki/Wandless_magic Non-Foci casting], Ritual Magic, Blood Magic, Shamanic Traditions, [https://harrypotter.fandom.com/wiki/Animagus Animagii ritual self-transfigurations], Binding/Cursing and Herbal potioning'''. These were the founding elements of every culture's Magic, over time however, societies changed and some developed complex systems, philosophies and lenguages, thus, Tribal Magic evolved into '''Classical Magic''', this process however characterized mostly Europe (and the European colonies) and partially Asia. The remaining parts of the world still rely on Tribal Magic with diferent levels regarding it's Particular evolution and complexity. During the early days of mankind, there were few Magic Users, so this form of Magic was fairly underdeveloped and remained an oral tradition passed on by the tribe's '''shaman'''. Tribal magic is usually regarded as '''''"slow but lasting"'''''Ā·
 
  +
  +
At the core of Arcana type focii is the '''intention in spellcasting,''' the driving force behind magical manifestations. Practitioners harness the power of focused intention to direct their will and shape reality according to their desires. By channeling their intentions through Arcana focii, wizards and witches imbue their spells with clarity, purpose, and efficacy, amplifying the potency of their magical workings. '''Diction and concentration''' play crucial roles in the effective use of Arcana type focii. Wizards and witches must articulate incantations with precision and clarity, infusing each word with magical energy and intent. '''Arcana focus can and empowers by itself any tother type of Focus'''.
  +
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Arcana type focii celebrate the '''human expression''' as a powerful tool for magical manifestation. Through the '''art of storytelling, song, dance, and symbolic gesture,''' practitioners tap into the creative potential of the human spirit, weaving spells of enchantment and transformation. The human expression serves as a conduit for the flow of magical energy, allowing wizards and witches to channel their emotions, beliefs, and aspirations into tangible manifestations of power, this is the Basis for Tribal Magic.
  +
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'''Circle casting''' is a sacred ritual practiced by wizards and witches to create a sacred space for magical workings. Using Arcana type focii, practitioners draw upon the energy of the elements to consecrate and empower their circles, forming a protective barrier against negative influences and malevolent forces. Within the confines of the circle, practitioners commune with spiritual entities, perform divinations, and cast spells of profound significance.
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==== Wand Type Focus ====
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Wands type focii are pivotal tools, each unique in its material composition, core, length, and flexibility. Crafted from various woods and cores, they embody distinct magical properties and characteristics. Some may excel in combat-based spells, while others enhance defensive and day to day enchantments. Length and flexibility play crucial roles, influencing reach, power, and control in spellcasting. '''User compatibility''' is paramount, with well-matched wands enhancing a wizard's spellcasting prowess. Wizards must find harmony with their wands, aligning temperament and personality with the wand's innate magic. Specialized features, like '''durability or spell amplification''', distinguish prized wands among skilled practitioners. '''Technique and control''' are foundational to wand mastery. Wizards must develop '''precise hand and wrist control''', mastering magical gestures and incantations. Each spell demands specific wand movements and gestures, requiring diligent practice and memorization. '''Augmented with Arcana type casting''', wands become conduits for intricate and powerful magic. Arcane symbols and rituals infuse additional complexity and potency into spellcasting, allowing wizards to tap into mystical forces beyond conventional methods.
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'''Traditional Wands''', the epitome of magical craftsmanship, boast slender profiles and intricate designs, crafted from a selection of fine woods and adorned with powerful magical cores. Their '''versatility''' makes them favored tools among spellcasters, offering balance, precision, and responsiveness in a wide range of magical endeavors.
  +
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'''Clubs''', with their robust and sturdy construction, stand as formidable counterparts to traditional wands. Crafted from durable woods like oak or hickory, these wands prioritize '''strength and impact''', making them ideal for casting forceful spells and engaging in magical duels. While less agile than their traditional counterparts, clubs excel in offensive/defensive magic, channeling raw power with every spell cast.
  +
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'''Rods and Staves''' embody elegance and sophistication in magical practice. Rods, with their sleek and slender design, offer nimble maneuverability and precision, perfect for weaving subtle charms and intricate enchantments (Specially '''Abjuration''' and '''Conjuration'''). Staves, towering symbols of authority and mastery, command respect with their imposing presence and potent magical energies, often reserved for the most experienced and skilled wizards, they are usually augmented with magical Crystals beside it's Core.
  +
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==== Cup Type Focus ====
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These enchanted receptacles serve as conduits for '''emotion, intuition, and fluidity,''' harnessing the elemental power of water to facilitate rituals and spellcasting. Cup type focii excel in practices involving Potion-making, healing, scrying, and transformation, drawing upon the innate properties of water to cleanse, purify, and empower.
  +
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'''Magical chalices''' and '''Cups''' (Horns, goblets, etc.) are exquisite vessels (or simple ones in the case of Cups) imbued with magical properties, often crafted from precious metals and adorned with enchanting symbols or gemstones. They are revered for their elegance and symbolism, '''serving as focal points in ceremonial rituals and sacred rites'''. Magical chalices are associated with healing, renewal, and spiritual nourishment, offering practitioners a means to channel and amplify their intentions with grace and fluidity. They are frequently used in potion-making, ritual libations, and communion with mystical forces.
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'''Cauldrons''' stand as iconic symbols of magic and alchemy, revered for their transformative properties and potent symbolism. Crafted from durable metals (or not so) and aometimes enchanted with intricate runes, '''cauldrons serve as crucibles of change and creation. In potion-making and spellcasting''', cauldrons play a central role, providing a vessel for combining ingredients, stirring magical brews, and channeling elemental forces. They are essential tools for witches and wizards seeking to unlock the mysteries of the arcane and harness the power of the elements.
  +
  +
==== Swords Type Focus: ====
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These tools normally known as '''"Spellblades"''' embody the element of air and symbolizing power, precision, and authority. These focii excel in various magical endeavors, including combat, rituals of protection, banishment, and mental clarity. When used as frontal weapons these Spellblades can act as diffusors, destroyin incoming spells (even curses), when used as implements, these can break down Magic located in Warding spellcraft. The Spellblades are mostly renowned for their '''martial prowess''', symbolic significance, and capacity to channel magical energy with precision and focus. This focii have a strong reliance on physical prowess, which can pose challenges for some wizards and witches who may lack the necessary training or physical dexterity to effectively wield a sword focus, these as well, '''have less versatility in casting''' so they are used with less spells normally.
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'''Athames''' are ceremonial daggers with double-edged blades, often featuring intricate engravings and symbols imbued with magical significance. '''Used primarily in ritual magic and ceremonial practices''', athames symbolize the element of air and serve as conduits for directing magical energy with precision and focus. They are wielded by practitioners to cast circles, invoke protective barriers, and channel elemental forces during spellcasting rituals. Athames are also employed in rituals of banishment and purification, cutting through negativity and creating sacred space for spiritual work.
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'''Swords''', in their various forms, represent iconic symbols of power, strength, and authority. From traditional longswords to elegant rapiers, swords embody the martial prowess and symbolic significance. In the wizarding world, swords are utilized in '''combat training, dueling, and rituals of protection'''. They are wielded by skilled wizards and witches to defend against dark forces, uphold justice, and assert their authority in magical conflicts. Swords are also employed in rituals of mental clarity and focus, helping practitioners cut through distractions and achieve heightened states of awareness and perception.
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'''Knives''' used in rituals and mostly in combat are versatile tools with single-edged blades, '''designed for precision and agility in both magical and mundane tasks'''. These knives, often enchanted and imbued with protective charms, are utilized in rituals of banishment, exorcism, and psychic defense. They embody the element of air and are associated with swift action, decisive judgment, and the power to sever spiritual ties and attachments. In combat situations, knives serve as formidable weapons, offering wizards and witches a means to defend themselves against dark creatures and malevolent forces.
  +
  +
==== Pentagram Type Focus ====
  +
These focii encompass a '''diverse array of magical implements''' within the wizarding world, serving as conduits for anchoring intentions, manifesting desires, and fortifying spiritual boundaries. These focii excel in rituals of manifestation, abundance, and earth-based magic, drawing upon the elemental energies of the earth to '''ground intentions into physical reality''' and establish protective wards.
  +
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'''Magic Circles''' (Written or filled with geometric/mystic symbols) are intricate designs inscribed with mystical symbols and runes, serving as focal points for spellcasting rituals and ceremonies. These circles create sacred space, delineating boundaries between the mundane and the magical realms. Within the confines of a magic circle, practitioners can amplify their magical intentions, invoke spiritual energies, and perform rituals of protection and empowerment.
  +
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Other Warding objects such as '''coins, orbs, bracelets, amulets, diadems, crowns, and rings''' are imbued with protective charms and enchantments, serving as talismans against malevolent forces and negative energies but also as functional items that '''perform an specific task with precisition and reliability'''. These objects act as anchors for their specific programs. Warding objects are commonly worn or carried by wizards and witches as sources of magical protection and spiritual empowerment.
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===Tribal Magic===
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Many societies around the world developed their own form of Magic, this magic is commonly known as "Tribal Magic", and is characterized by the following: '''Arcana Focus [https://harrypotter.fandom.com/wiki/Wandless_magic (Non-Foci casting)]''', Ritual Magic, Blood Magic, Shamanic Traditions, [https://harrypotter.fandom.com/wiki/Animagus Animagii ritual self-transfigurations], Binding/Cursing, [https://en.wikipedia.org/wiki/Galdr singing] and dancing casting, use of many types of Divinations systems and Herbal potion making. These were the founding elements of every culture's Magic, over time however, societies changed and some developed complex systems, philosophies and lenguages, thus, Tribal Magic evolved into Classical Magic, this process however characterized mostly Europe (and the European colonies) and partially Asia. The remaining parts of the world still rely on Tribal Magic with diferent levels regarding it's Particular evolution and complexity. During the early days of mankind, there were few Magic Users, so this form of Magic was fairly underdeveloped and remained an oral tradition passed on by the tribe's shaman. Tribal magic is usually regarded as ''"slow but lasting"''Ā· A common element in Tribal Magic is the '''act of crafting magical elements''', as each piece they craft is infused with their unique style, intention, and energy, much like an artist's signature on their canvas. Just as an artist carefully selects their materials, colors, and techniques to bring their vision to life, wizards meticulously choose their magical ingredients, symbols, and rituals to manifest their desired outcomes. '''The crafting process becomes a deeply personal and transformative experience, allowing wizards to express their creativity, spirituality, and magical prowess in tangible form'''.
   
 
====Ritual Casting====
 
====Ritual Casting====
āˆ’
'''Ritual Casting''' is the process of casting Magic using no Arcane focus or using one physically anchored (generally a '''Magic Circle'''), through a '''[https://en.wikipedia.org/wiki/Ceremonial_magic Ceremony]'''. The process takes time, concentration and hard work to achieve it's intended result, it usually utilizes Magic Circles, '''Magical symbols''' and '''herbs of varied types'''. This type of Magical casting is common in the whole world, '''except Europe and Modern AmƩrica''', as these nations rely heavily on latin incantations and '''wandweaving'''. This system is commonly used for '''complex spellcasting''', acting as a complement for the tribal wandless Magic in non developed societies. Ritual casting takes longer time and is usually far more complex to perform than wand casting, however, is more stable, and even more powerful on some types of Magic (Warding, Cursing, Conjurations, etc).
+
Ritual Casting is the process of casting Magic using no Arcane focus or using one physically anchored (generally a Magic Circle), through a [https://en.wikipedia.org/wiki/Ceremonial_magic Ceremony]. The process takes time, concentration and hard work to achieve it's intended result, it usually utilizes Magic Circles, Magical symbols and herbs of varied types. This type of Magical casting is common in the whole world, except Europe and Modern AmƩrica, as these nations rely heavily on latin incantations and wandweaving. This system is commonly used for complex spellcasting, acting as a complement for the tribal wandless Magic in non developed societies. Ritual casting takes longer time and is usually far more complex to perform than wand casting, however, is more stable, and even more powerful on some types of Magic (Warding, Cursing, Conjurations, etc).
   
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====='''<u>The Linking Circle</u>'''=====
+
====Circle Casting ====
  +
Circle Casting, involves '''multiple wizards joining hands to enhance their magical abilities'''. One leads while others act as conduits, pooling their strengths for tasks beyond individual capabilities. Gender-based roles influence formation, with women initiating the link and sometimes passing control to men. Men can't form circles alone, and the maximum members vary by gender composition. The collective serves as a combined focus, enabling potent and enduring magic. This ritual is slow and demands extensive preparation, offering precision and power for complex tasks. This is perhaps the '''Oldest type of Ritual Casting (Arcana Type)''' and is still used today, specially during the Magical Binding (Contract) with a physical place (Abjuration), such as '''constructions''', as well as '''agricultural rites'''.
āˆ’
AĀ '''link''', or '''circle''', is the joining together of two or moreĀ wizards, '''holding hands''',Ā in order to increase their strength and effectiveness with magical castingĀ to accomplish tasks beyond the ability of the individual wizards and witches. One of the magic users leads, while the others are simply used as conduits. Although the strength of a linked group is not quite as high as the combined individual strengths of its members, the link allows '''more precise and effective magic''' than could be produced by an individual.Ā '''Gender-based limitations''' heavily influence the formation and structure of a circle. A woman must be the one to start and form the link, though she is able to pass control of it to a man, once she has done so; control of a circle is usually determined by what skills are necessary for the task at hand. The men are absolutely unable to form circles by their own, instead without a man, the maximum number of channelers in exclusively female circles is thirteen. The maximum number of casters is 72. This form of casting uses each member of the Link as combined "Focus", and allows the creation of powerful and lasting magic, this ritual system is slow and requires a great deal of preparation to be used.
 
   
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=== Classical Magic ===
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===Classical Magic===
   
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==== Spellcasting ====
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====Spellcasting====
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The act of '''Spellcasting''' is to invoke Magic through '''[https://harrypotter.fandom.com/wiki/Spell spoken words]''' . Those words acts as channel vessels as well as active commands to initiate the proper "spell", as if '''"summoning a program"'''.
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The act of Spellcasting is to invoke Magic through [https://harrypotter.fandom.com/wiki/Spell spoken words] . Those words acts as channel vessels as well as active commands to initiate the proper "spell", as if "summoning a program".
   
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=== Types of Magic ===
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===Types of Magic===
 
*'''Abjuration:''' Warding, defensive Spells, curse breaking. Examples: Protego
 
*'''Abjuration:''' Warding, defensive Spells, curse breaking. Examples: Protego
 
*'''Transmutation:''' Transfiguration, Alchemy. Examples: Serpentsortia
 
*'''Transmutation:''' Transfiguration, Alchemy. Examples: Serpentsortia
Line 100: Line 211:
 
===Magic through the World===
 
===Magic through the World===
 
====Africa====
 
====Africa====
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The first humans appeared in Ɓfrica millions of years ago, it took them thousands more to understand Magic. As the tribes grew in size and power wizards also became more powerful, the Modern Magic system taught in most of Africa was based on the '''Tribal Magic system''', but evolved to use written language,[https://harrypotter.fandom.com/wiki/Uagadou_School_of_Magic '''Uagadou'''] (the largest african school) have particulary specialized itself in '''''Astronomy, Alchemy and Self-Transfiguration'''''. Wands are primarily a European invention, and although African wizards have adopted them as useful tools, Uagadou students prefer to cast spells simply by '''[https://harrypotter.fandom.com/wiki/Wandless_magic Handweaving]''', which makes them versatile wizards but less powerful and limits their overall spell knowledge.
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The first humans appeared in Ɓfrica millions of years ago, it took them thousands more to understand Magic. As the tribes grew in size and power wizards also became more powerful, the Modern Magic system taught in most of Africa was based on the Tribal Magic system, but evolved to use written language,[https://harrypotter.fandom.com/wiki/Uagadou_School_of_Magic Uagadou] (the largest african school) have particulary specialized itself in ''Astronomy, Alchemy and Self-Transfiguration''. Wands are primarily a European invention, and although African wizards have adopted them as useful tools, Uagadou students prefer to cast spells simply by [https://harrypotter.fandom.com/wiki/Wandless_magic Handweaving], which makes them versatile wizards but less powerful and limits their overall spell knowledge. The Northern Region of Africa however '''[[Magical Kingdom of Egypt (Vincent Mackay)|developed itself strongly under the influence of the Magical Egyptian Culture]]''', this itself influecenced strongly the Graeco-Roman magical culture. Egyptian magic prefered the used of Pentagram (Rituals and magical Building/items), Word (Long incantations normally in rites and written) and Cup (potion-making) focii, with the arrival of the Greeks, Wands and Athames have become used as well but currently the Magical Egypt nation prefers to study Arcana and Sword magic primarily. The Magical Contracts Tradition in Africa is considered more rigid than Westerner traditions in regards to terms but also more open to Magical Bindings with non-human entities.
   
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====Asia====
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====Asia ====
āˆ’
As the first Tribal Shamans expanded through Asia, not only their Tribal Magic adapted to their enviroment but also to their '''philosophies and practices''', the birth of the first cities, organized religions and societies as well as the arrival of written language, gave birth to a new type of Magic as well as the first recorded '''"Spells"'''. '''Mesopotamia, Egypt and the middle/near East cultures''' put a strong emphasis in '''"spellcasting"''', transfiguration/conjuration, Alchemy and Warding. The '''Far East cultures''' instead, while developed a strong political/religious sociocultural system, mantained their Tribal approach to Magic while focusing in self-transfiguration (as well as Alchemy), through breathing and Martial Arts, Warding, conjuration and basic elemental evocation. Asia in general prefers the use of Focii of the ''"Pentagram/Sword types"Ā ''(Jade rings, Magical Circles, Jians, etc).
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As the first Tribal Shamans expanded through Asia, not only their Tribal Magic adapted to their enviroment but also to their philosophies and practices, the birth of the first cities, organized religions and societies as well as the arrival of written language, gave birth to a new type of Magic as well as the first recorded "Spells". Mesopotamia, Egypt and the middle/near East cultures put a strong emphasis in "spellcasting", transfiguration/conjuration, Alchemy and Warding. The Far East cultures instead, while developed a strong political/religious sociocultural system, mantained their Tribal approach to Magic while focusing in self-transfiguration (as well as Alchemy), through breathing and Martial Arts, Warding, conjuration and basic elemental evocation. Asia in general prefers the use of Focii of the ''"Pentagram/Sword types"Ā ''(Jade rings, Magical Circles, Jians, etc), as well as a strongly diverse of '''Arcana''' focal casting. A common example is the use of '''[https://en.wikipedia.org/wiki/Chinese_martial_arts Wushu]''' based elemental control through Arcana (combat martial arts) following the '''[https://en.wikipedia.org/wiki/Wuxing_(Chinese_philosophy) Five elements theory],''' commonly known as '''[https://avatar.fandom.com/wiki/Bending_arts Element-bending]'''. The Magical Contracts Tradition in Asia is considered more extreme and/or rigid than Westerner traditions in regards to terms but also more open to Magical Bindings with non-human entities or even Self-Binding.
   
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====Europe====
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==== Europe====
āˆ’
The original '''indo-european''' settlers that traversed '''Eurasia''' were purely knowlegded on the '''Tribal system''', however, with the influence of the near-asian Magical cultures and the advent of the greek Polis and the philosophical thinking, greek wizardry grew and developed to an extremely advanced stage, becoming the basis for Modern Western wizardry. '''The Greek Magic School''', specialized in Spellcasting, use of Foci (particulary Wands and Chalices), elemental evocation, transfiguration and some minor use of conjuration. The greeks developed the schools of Mysteries, secret covens of Wizards devoted to study and orally transmit the knowledge of certain powerful forms of Magic, these are the precursors of the currents Departments of Mysteries. The first effective Wands were developed in the days of the ancient greeks.This Magic School of thought expanded through Asia with the great armies of Alexander the Great, but reached it's peak not by itself, but by Serving as the Grand base of the '''Roman School of Magic'''. The Romans begun their Magic work as a Confederation of Tribes evolving towards a proper Magic Society on top of the Roman one. The Romans specialized in whats been called the '''"interpretatio romana"''', the cultural trait to adapt into their own culture others' cultures by finding local equivalents and renaming after it. This trait key in the formation of the Roman Expansionism, was also key in the formation of the Roman Magic system: a unified Magic system copying others cultures'magic and renaming them with the '''Latin language''' as the base.
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The original indo-european settlers that traversed Eurasia were purely knowlegded on the Tribal system, however, with the influence of the near-asian Magical cultures and the advent of the greek Polis and the philosophical thinking, greek wizardry grew and developed to an extremely advanced stage, becoming the basis for Modern Western wizardry. The Greek Magic School, specialized in Spellcasting, use of Foci (particulary Wands and Chalices), elemental evocation, transfiguration and some minor use of conjuration. The greeks developed the schools of Mysteries, secret covens of Wizards devoted to study and orally transmit the knowledge of certain powerful forms of Magic, these are the precursors of the currents Departments of Mysteries. The first effective Wands were developed in the days of the ancient greeks.This Magic School of thought expanded through Asia with the great armies of Alexander the Great, but reached it's peak not by itself, but by Serving as the Grand base of the Roman School of Magic. The Romans begun their Magic work as a Confederation of Tribes evolving towards a proper Magic Society on top of the Roman one. The Romans specialized in whats been called the "interpretatio romana", the cultural trait to adapt into their own culture others' cultures by finding local equivalents and renaming after it. This trait key in the formation of the Roman Expansionism, was also key in the formation of the Roman Magic system: a unified Magic system copying others cultures'magic and renaming them with the Latin language as the base.
āˆ’
The German invaders arrived carrying many types of Tribal Magic, but just as the Nomaji german Tribes slowly became vassals of the Romans, so did their Shamans, slowly turning their knowledge towards the Roman Magic. The fall of the Roman Empire heralded the rise of the Germanic Kingdoms, a hybrid of the Roman and germanic cultures, and so the wizarding SPQR relinquished their power to the new Wizarding comunities appearing in Europe.EuropeĀ in general prefers the use of Focii of the ''"Wand/Pentagram types"Ā ''(Wands, Staves and sometimesĀ Magical Circles).
+
The German invaders arrived carrying many types of Tribal Magic, but just as the Nomaji german Tribes slowly became vassals of the Romans, so did their Shamans, slowly turning their knowledge towards the Roman Magic. The fall of the Roman Empire heralded the rise of the Germanic Kingdoms, a hybrid of the Roman and germanic cultures, and so the wizarding SPQR relinquished their power to the new Wizarding comunities appearing in Europe.EuropeĀ in general prefers the use of Focii of the ''"Wand/Pentagram types"Ā ''(Wands, Staves and sometimesĀ Magical Circles). Non-Human binding in contracts is deemed distasteful and mostly illegal in western nations.
   
 
====America====
 
====America====
āˆ’
The original inhabitants of the '''American continent''' were all well verse Magic Users of the '''Tribal system''', with the arrival of the European Nomajis/Wizards conflict ensued and the '''strong european colonization''', the Magic system that has rooted in the continent is the '''"Classical one"''', particulary the '''European system'''. In Latinamerica and mostly in the Azteca Empire, the magic users specialized in Blood Magic, particularing using human sacrificies to fuel wards and offensive curses. America, by the tradition inherited by Europe usually prefers the use of Focii of theĀ ''"Wand/Pentagram types"Ā ''(Wands, Staves and sometimesĀ Magical Circles), but Handweaving and other focci are used.
+
The original inhabitants of the American continent were all well verse Magic Users of the Tribal system, with the arrival of the European Nomajis/Wizards conflict ensued and the strong european colonization, the Magic system that has rooted in the continent is the "Classical one", particulary the European system. In the precolombine America and mostly in the Aztec Empire, the magic users specialized in Blood Magic, particularing using human sacrificies to fuel wards and offensive curses. America, by the tradition inherited by Europe usually prefers the use of Focii of theĀ ''"Wand/Pentagram types"Ā ''(Wands, Staves and sometimesĀ Magical Circles), but Handweaving and other focci are used. Non-Human binding in contracts is deemed distasteful and mostly illegal in western nations, albeit it is more tolerated than in Europe, in practice
   
 
====Oceania====
 
====Oceania====
āˆ’
The modern '''"continent"''' of Oceania comprises '''Australia, New Zealand, polinesia and micronesia'''. The whole area is populated by '''seafaring aboriginal nations''' characterized by their use of '''Tribal Magic''', with the arrival of the Europeans (particualry in Australia and New Zealand), the '''Classical school''' became one of the most practiced.
+
The modern "continent" of Oceania comprises Australia, New Zealand, polinesia and micronesia. The whole area is populated by seafaring aboriginal nations characterized by their use of Tribal Magic with Arcana Focii, with the arrival of the Europeans (particualry in Australia and New Zealand), the Classical school became one of the most practiced. Non-Human binding in contracts is deemed distasteful and mostly illegal in western nations, albeit it is more tolerated than in Europe.
   
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== Specific Types of Magic ==
+
==Specific Types of Magic==
 
===Alchemy===
 
===Alchemy===
  +
[[File:Alchemy.png|left|frameless|337x337px]]
āˆ’
'''[https://en.wikipedia.org/wiki/Alchemy Alchemy]''' (Arabic: ''al-kīmiyā'') is an ancient branch of Magic, and natural philosophy, practiced throughout Europe, Africa, China and throughout Asia, originating in Chinese text, around 73-49 BC and Greco-Roman Egypt in the first few centuries CE. Alchemy is considered a complex Magical discipline and (at least in the western world) combines knowledge from the arts of the '''"Golden Three":''' '''[https://harrypotter.fandom.com/wiki/Transfiguration Transfiguration]''' (use of visualisation to change an object into another), [https://harrypotter.fandom.com/wiki/Charm '''Enchantment'''] (use of Advanced spellcasting to achieve more permanent effects) and '''[https://harrypotter.fandom.com/wiki/Potion Potioneering]''' (The use of potion-making as a base for chemical achievements), as well as the '''"Silver Four": [https://harrypotter.fandom.com/wiki/Magical_Theory Magical Theory]''', (To comprehend the working of magic) '''[https://harrypotter.fandom.com/wiki/Arithmancy Arithmancy], [https://harrypotter.fandom.com/wiki/Healing_magic Healing magic]''' and '''Arts and Crafts'''.
 
  +
[https://en.wikipedia.org/wiki/Alchemy '''Alchemy'''] (Arabic: ''al-kīmiyā'') is an ancient branch of Magic, and natural philosophy, practiced throughout Europe, Africa, China and throughout Asia, originating in Chinese text, around 73-49 BC and Greco-Roman Egypt in the first few centuries CE. Alchemy is considered a complex Magical discipline and (at least in the western world) combines knowledge from the arts of the "Golden Three": [https://harrypotter.fandom.com/wiki/Transfiguration Transfiguration] (use of visualisation to change an object into another), [https://harrypotter.fandom.com/wiki/Charm Enchantment] (use of Advanced spellcasting to achieve more permanent effects) and [https://harrypotter.fandom.com/wiki/Potion Potioneering] (The use of potion-making as a base for chemical achievements), as well as the "Silver Four": [https://harrypotter.fandom.com/wiki/Magical_Theory Magical Theory], (To comprehend the working of magic) [https://harrypotter.fandom.com/wiki/Arithmancy Arithmancy], [https://harrypotter.fandom.com/wiki/Healing_magic Healing magic] and Arts and Crafts.
   
āˆ’
'''Alchemists work purifying, maturing, and perfecting certain materials''' (almost always inorganical ones such as Metals), because of this many alchemists sidework as '''recognized artisans as well''', while others seclude themselves on personal Spiritual and philosophical journeys. Alchemist are known for the practice of '''[https://en.wikipedia.org/wiki/Chrysopoeia Chrysopoeia]''', the transmutation of "base metals" (e.g., lead) into "noble metals" which is highly regulated by the Wizarding governments, the manufacturing of '''Panaceas''' able to cure many diseases and the development of '''alkahest''', an universal solvent, alchemists thus are sought for in High demand. One of the original goals of Alchemy (still sought for in many Places such as Asia) was to found the way to '''Immortality''', such endevour however has become asociated with dark Magic on the Western world, another Forbidden endevour is the creation of '''[https://en.wikipedia.org/wiki/Takwin Takwin]''' also known as '''[https://en.wikipedia.org/wiki/Homunculus Homunculi]''' (it is said '''[https://harrypotter.fandom.com/wiki/House-elf House elves]''' are the product of this).
+
Alchemists work purifying, maturing, and perfecting certain materials (almost always inorganical ones such as Metals), because of this many alchemists sidework as recognized artisans as well, while others seclude themselves on personal Spiritual and philosophical journeys. Alchemist are known for the practice of [https://en.wikipedia.org/wiki/Chrysopoeia Chrysopoeia], the transmutation of "base metals" (e.g., lead) into "noble metals" which is highly regulated by the Wizarding governments, the manufacturing of Panaceas able to cure many diseases and the development of alkahest, an universal solvent, alchemists thus are sought for in High demand. One of the original goals of Alchemy (still sought for in many Places such as Asia) was to found the way to Immortality, such endevour however has become asociated with dark Magic on the Western world, another Forbidden endevour is the creation of [https://en.wikipedia.org/wiki/Takwin Takwin] also known as [https://en.wikipedia.org/wiki/Homunculus Homunculi] (it is said [https://harrypotter.fandom.com/wiki/House-elf House elves] are the product of this).
   
āˆ’
'''Islamic and European alchemists''' developed a structure of basic laboratory techniques, theory, terminology, and experimental method that are still in use today, such as the use of the four clasical elements and Astrological correspondences. Alchemy is one of the most '''Arcane and secretive forms of Magic''', because of that, alchemists guard their work in secrecy using cyphers and cryptic symbolism.
+
Islamic and European alchemists developed a structure of basic laboratory techniques, theory, terminology, and experimental method that are still in use today, such as the use of the four clasical elements and Astrological correspondences. Alchemy is one of the most Arcane and secretive forms of Magic, because of that, alchemists guard their work in secrecy using cyphers and cryptic symbolism.
   
āˆ’
There are '''three Major branches of Alchemy''', the '''[https://en.wikipedia.org/wiki/Chinese_alchemy Chinese alchemy]''', centered in Continental China, and spread around asia, the '''[https://en.wikipedia.org/wiki/Rasayana Indian alchemy]''', centered in the Indian subcontinent and spread over south-east asia (many times a combination of Indian and Chinese schools) and the '''[https://en.wikipedia.org/wiki/Alchemy#Hellenistic_Egypt Mediterranean Alchemy]''' which combines Greek-egyptian, islamic and later European traditions.
+
There are three Major branches of Alchemy, the [https://en.wikipedia.org/wiki/Chinese_alchemy Chinese alchemy], centered in Continental China, and spread around asia, the [https://en.wikipedia.org/wiki/Rasayana Indian alchemy], centered in the Indian subcontinent and spread over south-east asia (many times a combination of Indian and Chinese schools) and the [https://en.wikipedia.org/wiki/Alchemy#Hellenistic_Egypt Mediterranean Alchemy] which combines Greek-egyptian, islamic and later European traditions.
   
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The Main current of Alchemy in use on the Western wizarding world is the '''[https://en.wikipedia.org/wiki/Hermeticism "Hermetic Principle"]''' based on the Mediterranean school. It is customary for alchemists (specially those of the Mediterranean tradition) to use an artistic name when making their work.
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The Main current of Alchemy in use on the Western wizarding world is the [https://en.wikipedia.org/wiki/Hermeticism "Hermetic Principle"] based on the Mediterranean school. It is customary for alchemists (specially those of the Mediterranean tradition) to use an artistic name when making their work.
   
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=== Mind Magic ===
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===Blood Magic===
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Blood Magic, also known as Red Magic, is an ancient form of Magic, some say perhaps the oldest, as it's quite lingered to the first Tribal approach at Magic, as the original Shamans used it having no further source of Magic but their own (and their sacrificial) blood. The use of Blood Magic in animal and Human sacrificies, is the reason why it's currently frowned upon in the Western world and therefore within the uper circles of the ICW. Blood Magic utilizes the Blood both as a channel as an Energy source, it leds itself easily to many types of Magic and it's Main ability relies in it's versatility, regardless if it's donated by the caster ir taken from a sacrificial victim. Blood also carries history, the so called "Lineages" can bring strenght to the Blood, Therefore if the Blood sample comes from a family dedicated to an specific type of Magic, the sample will be strongly attuned to that type. Warding is another strong use of Blood Magic, as long as the sample comes from people strongly conected to the place being warded. Finally, curses are well suited to Blood Magic, specially those designed to afflict Lineages. Blood Magic used to be strongly practiced in the pre-christian Europe and America, having faded now, are still practiced even if in secret.Ā 
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Mind magic, also known as '''Mental Arts''' is the practice of using magic with a great focus in the mind process. It's populary known as a way to "read" the minds of living creatures. If used offensively is known as '''[https://harrypotter.fandom.com/wiki/Legilimency Legilimency]''', if used defensively is called [https://harrypotter.fandom.com/wiki/Occlumency '''Occlumency''']. Mental Magic is considered one the hardest and sometimes "esoteric" disciplines as it involves control over something as powerful and fearful as the '''Human Mind'''. Due to the ethical implicances of "reading a mind", specially if the victim is unaware or uncooperative, mind mnagic is considered a taboo or dark art in the majority of nations (Legilimency more than Occlumency) even if their governments use specialist on these arts. While the practice is worldwide, and the origin of this practice is unknown, the greatest masters of Mental Magic are the '''Buddhist Practicians''' in '''Asia''', mostly Occlumency based. '''[https://harrypotter.fandom.com/wiki/Wandless_magic Wandless Magic]''' is considered a branch of this type of magic.
 
   
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Blood Magic while properly considered as "Tribal", evolved to be used by the "Classical" type users, however, this type tends to be considered as "Dark" (mostly in Europe and Latin America) as it lends easily towards curses, an infamous example of this type of Magic is the [https://harrypotter.fandom.com/wiki/Dark_Mark Dark Mark] (itself also a type of '''Dark Magical Contract'''), but Blood Magic can also be used for warding and protection like the case of the [https://harrypotter.fandom.com/wiki/Bond_of_blood_charm Ancient Roman Clan Protection Spell] ('''''Devotio Warding''''').Ā 
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=== Soul Magic ===
 
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A '''[https://harrypotter.fandom.com/wiki/Soul soul]''' does not have strength by itself. It is the essence of the wizard. The body has strength, magic has power, mind has its intellect and will, but the soul is little more than a reflection. A wizard dies if his soul's link to his body is severed, and souls can be used as the basis of magic, but their action is passive. A soul exists and changes, nothing more. Soul Magic was heavily practiced in the '''Ancient Egypt''' where most of the current knowledge derives from, including the feared and viled '''[https://harrypotter.fandom.com/wiki/Killing_Curse Killing Curse]''' a Soul severing spell (therefore killing the victim). '''Soul binding''' is considered an extremely complex and dangerous pursuit, and as it lead to misuse easily has been catalogued as a '''[https://harrypotter.fandom.com/wiki/Dark_Arts Dark Art]''' in many countries, even if can be used for other good purposes such as the '''[https://harrypotter.fandom.com/wiki/Fidelius_Charm Fidelius charm]'''. Another infamous example of this type of Magic is the '''[https://harrypotter.fandom.com/wiki/Horcrux Horcrux]''' .
 
   
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=== Blood Magic ===
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=== Dark Magic ===
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The '''[https://harrypotter.fandom.com/wiki/Dark_Arts Dark Arts]''', also known as '''Dark Magic''', or the "'''Dark Side of Magic",''' was a term that referred to any type of '''[[Magic]]''' that was mainly used to cause harm to, exert control over, or even kill people and creatures. Most people who practised what was known as the Dark Arts were evil, but not all. The Dark Arts commonly referred to '''spells and actions that could be used to harm others''', ranging from the powerful '''Unforgivable Curses''', to '''brewing dark potions''' and '''breeding dark creatures'''. These acts were often illegal or at least heavily discouraged in the wizarding world. Practitioners were referred to as '''Dark wizards or witches'''. Subdivided in order of damage, from '''Jinxes''', '''Hexes''' and '''Curses''' the effects of a Jinx were irritating, but amusing, even useful, '''Hexes''' are known to cause moderate effects such as minor suffering to the victim. Dark spells of the '''Curse''' variant are known to act as "Parasytic quasi-entities that drain on the victim life-force to sustain it's evil effect".
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'''Blood Magic''', also known as '''Red Magic''', is an ancient form of Magic, some say perhaps the oldest, as it's quite lingered to the first Tribal approach at Magic, as the original Shamans used it having no further source of Magic but their own (and their '''sacrificial''') blood. The use of Blood Magic in animal and Human sacrificies, is the reason why it's currently frowned upon in the Western world and therefore within the uper circles of the ICW. Blood Magic utilizes the Blood both as a '''channel as an Energy source''', it leds itself easily to many types of Magic and it's Main ability relies in it's versatility, regardless if it's donated by the caster ir taken from a sacrificial victim. Blood also carries history, the so called '''"Lineages"''' can bring strenght to the Blood, Therefore if the Blood sample comes from a family dedicated to an specific type of Magic, the sample will be strongly attuned to that type. Warding is another strong use of Blood Magic, as long as the sample comes from people strongly conected to the place being warded. Finally, '''curses''' are well suited to Blood Magic, specially those designed to afflict Lineages. Blood Magic used to be strongly practiced in the '''pre-christian Europe and America''', having faded now, are still practiced even if in secret.Ā 
 
   
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The Dark Arts were generally regarded as '''corrupting to those who use them''' (which is part of the reason they are called "dark"). Powerful dark spells also required malicious intent in order to be successful. Some considered the Dark Arts as pragmatic in nature, where every time a branch was defeated, it only came back "''fiercer and cleverer''" than before. It is therefore imperative that one's '''defences''' had to be as versatile as these foul arts themselves. Some '''curses could remain in one's genes''', being passed down through generations as recessive, or could reemerge in a descendant that could lead to frail health. Dark creatures could also have lasting impacts that were deadly or incredibly harmful to those who came into contact with them.
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Blood Magic while properly considered as '''"Tribal"''', evolved to be used by the "Classical" type users, however, this type tends to be considered as '''"Dark"''' (mostly in Europe and Latin America) as it lends easily towards curses, an infamous example of this type of Magic is the '''[https://harrypotter.fandom.com/wiki/Dark_Mark Dark Mark]''' , but Blood Magic can also be used for warding and protection like the case of the '''[https://harrypotter.fandom.com/wiki/Bond_of_blood_charm Ancient Roman Clan Protection Spell]'''.Ā 
 
   
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=== Summoning Magic ===
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==== <u>Ethical considerations</u> ====
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While the Dark Arts had a bad reputation, overall, dark magic was not, by definition, "evil" magic, as reflected in some of the people using them not being evil. Dark magic could be used for good as well as evil. At the same time, dark magic was not the only type of magic that could be used with the intent to kill. For example, the '''Severing Charm''' could kill if used irresponsibly or maliciously.
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'''Summoning Magicraft''' is a form of magicraft recognized as dangerous and unstable but quite powerful and versatile. Appearing in the '''[https://en.wikipedia.org/wiki/Sumer sumerian days]''' and quite developed in the '''Middle East''', this practice is currently deemed '''[https://harrypotter.fandom.com/wiki/Dark_Arts Dark Magic]''' by the grand majority of the wizarding nations and is only practiced by few wizards around the world, mostly those in the Middle East, but even them work under great supervision of their governments. '''Ų³ŁŲ­Ł’Ų±Ų¬Ł†ā€Ž''' (''jinn-sihr'', English: Djinn Magicraft) is the name of the Summoning Craft as his practiced in the grand majority of the Middle-East. Summoning is a complex magical art that combines '''[https://harrypotter.fandom.com/wiki/Legilimency Legilimency,]''' '''[https://harrypotter.fandom.com/wiki/Occlumency Occlumency]''', '''[https://harrypotter.fandom.com/wiki/Protective_enchantment Warding]''', [https://harrypotter.fandom.com/wiki/Binding_magical_contract '''Binding'''], '''Blood Magic''', '''Soul Magic''' and '''advanced ritual magical programming'''. It is said that the '''[https://en.wikipedia.org/wiki/Solomon Wizard-King Solomon]''' was the greatest master of this art.
 
   
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The only exception to this rule was the spell which created a '''Horcrux'''; this was an entirely selfish act ā€” taking a life in order to prolong one's own. This act was so reprehensible that the caster's soul became fragmented, allowing the creation of a Horcrux. The soul could only be restored by complete remorse for the murder, or repentance, which was actually painful enough to cause death. According to '''Albus Dumbledore''', the only power strong enough to enable a person to resist the temptation of the Dark Arts, and to defeat them, was '''pure love'''.
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The Summoning magicraft is based around '''communicating with non-human creatures known as [https://en.wikipedia.org/wiki/Familiar "Familiars"]''' (these are '''animals, magical beasts and spirits''') to gain knowledge, issue orders or establish '''binding pacts''' with them. This type of magic craft is '''heavily ritualistic''' in nature. The difficulty for this communication relies on the complexity of the "familiar" contacted. ''Binding Pacts'' are based on an unique form of Warding craft that utilizes '''Blood/Soul Magic to creates a pact between the Caster and the Familiar''', in the shape of a '''[https://harrypotter.fandom.com/wiki/Dark_Mark Tattoo or mark]''' on the Caster's skin. These pacts however are complex and dangerous if not properly written and managed. Comunication is an easy task once the caster has developed the skill, binding the Familiar is also as well, as long as the creature is a regular beast, but magical ones and spiritual ones are '''exceedenly tricky''' as their sentience and power level, makes them almost imposible to control and even dangerous as their intentions and agency is unknown to the Caster, making a pact a dangerous affair.
 
   
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===Healing Magic===
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==== '''Animal Familiars''' ====
 
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[https://harrypotter.fandom.com/wiki/Healing_magic Healing Magic] is a branch of magic devoted to improving the health of living creatures. Healers and mediwizards are professionally trained in this branch of magic. There are many different types of spells in this branch of magic, that have a variety of effects. There are also a vast group of potions that are dedicated to healing as well. Wizard doctors are known as Healers, Mediwizards and Great Shamans. While central establishments such as St Mungo and Santa Caridad, sthere are also small infirmaries and clinics such as the Hogwarts Hospital Wing run by Madame Pomfrey. Wizards have the power to correct or override 'mundane' nature, but not 'magical' nature. Therefore, a wizard could catch anything a Muggle might catch, but they can cure all of it; they can also comfortably survive a scorpion sting that might kill a Muggle, whereas they might die if bitten by a Venomous Tentacula. Similarly, bones broken in non-magical accidents such as falls or fist fights can be mended by magic. The consequences of curses or backfiring magic could be serious, permanent or life-threatening. This branch of Magic is considered a complex one that combines [https://harrypotter.fandom.com/wiki/Charm Enchantments], [https://harrypotter.fandom.com/wiki/Transfiguration Transfigurations] and [https://harrypotter.fandom.com/wiki/Potion Potion Making]. There are many limitations such as, severe mental damage, such as improperly cast Memory Charms and insanity, may be irreversible, certain dark arts, such as body parts severed by ''Sectumsempra'' and werewolf-inflicted injuries, cannot be fully healed, and will leave scars at the very least. This branch of Thaumaturgy is extremely specialized in each region, therefore there are as many treatments and techniques as nations, many examples are [https://en.wikipedia.org/wiki/Acupuncture Acupunture], Shamanic tripping and many more.
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Communication with '''regular beasts''' is considered a simple affair by a regular practioner, however, as regular creatures lack complex comunication systems and complex memory recalling abilities, this communication is limited to immediate information conveyed on a very basic level. This however also grants the caster an easier ground for practicing '''[https://harrypotter.fandom.com/wiki/Legilimency legilimency]''' and '''[https://harrypotter.fandom.com/wiki/Imperius_Curse mind control]''', this process is known in Summoning as '''Tarwid''''' ''(Arabic: '''ŲŖŲ±ŁˆŁŠŲ¶''', English: ''Taming''). because of this, beasts are commonly used to develop Summoning skills, but also to be used as '''messengers and spies''', as an advanced practicioner can even convert their familiars into their own mobile '''"eyes and ears"'''. Regular animals lack strong willpower so binding them is an easy affair and is also this the reason why practicioners usually begin binding animals. Some practicioners with stronger affinity towards certain types of creatures have developed their own complex '''"communication interface"''' with those creatures they are accostumed to, these interfaces if blood binded can be inherited, an example of this is the '''[https://harrypotter.fandom.com/wiki/Parseltongue Parseltongue]'''.
 
   
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==== '''Magical beasts Familiars''' ====
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===Magical Contracts===
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[[File:A55f0c35-63e0-43ec-ba45-109cc221a228.jpg|thumb|358x358px|'''An example of a written down Magical Contract.''']]
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Communication with '''[https://harrypotter.fandom.com/wiki/Beast magical beast]''' is usually easier even that with non-magical ones as this creatures already have a steady flow on magical energy, as well as improved sentience. While the communication is easier and '''more "intituive"''', it's equally low level in nature as only the strongest magical beasts has advanced enough skills to mantain '''complex thoughts'''. This creatures however are harder to Bind into a pact, as their magical flow and improved sentience makes them '''harder to "tame"'''. Depending on their level can be bind as useful familiars (specially if taking into account of their magical skills) but more advanced beasts such as '''[https://harrypotter.fandom.com/wiki/Dragon Dragons]''' and [https://harrypotter.fandom.com/wiki/Chimaera '''Chimeras'''], for instance, are imposible to tame, so any potential pact would have to necessary be a two way pact, with obligations for the caster as well, this makes it quite burdening and riskier to perform.
 
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A '''magical contract is a [https://harrypotter.fandom.com/wiki/Binding_magical_contract binding agreement established through mystical means], often involving magical rituals, spells, or enchanted elements, which dictate the terms, obligations, and consequences for the parties involved'''. Magical societies have historically governed by a council of powerful wizards, witches, or magical beings that overseen the creation and enforcement of magical contracts, from basic '''Oaths''' (during tribal eras) to complex or nation-wide contracts (later eras, specially the current one). Each nation mantain a '''specialized group tasked with enforcing the terms of magical contracts, normally as Arbiters, Judges and Scribes''', as Magic itself is binding enough in the majority of cases. These enforcers normally possess unique abilities or magical artifacts to ensure compliance and even to unbind previous contracts under specific conditions. As the potential use and abuse of this, magical societies tend to be mostly untrustworthy of each other as there has been historical abuse of this mechanic, such as the creating '''[https://harrypotter.fandom.com/wiki/Unbreakable_Vow Magical slaves]''' and to gain obscure/evil magic.
   
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Individuals might enter into magical contracts for personal gain, protection, or alliances with other magical beings, normally Human, '''as entering contracts with non human entities is usually frowned upon as well as made illegal by many nations''' (Mostly Western ones which only use such agreements as specialized Police/Military force). In modern magical nations, '''Magical Contracts are key to govern the functioning of the entire magical society, regulating aspects such as the use of magic, inter-species relations, and the protection of magical artifacts.''' The most basic example is the "Pledge of Allegiance" of every citizen to it's nation/state, others include Military oaths, commercial ones or social-based contracts.
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==== '''Spiritual Familiars''' ====
 
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[https://harrypotter.fandom.com/wiki/Spirit '''Spirits''']''' '''are a type of magical creature characterized for being more present in the '''''"Aetherial" plane''''' than in the physical, but being also present in the latter as well. Spirits are notoriously harder to grasp and communication can be considered from easy ('''[https://harrypotter.fandom.com/wiki/Ghost Ghosts]''') to nearly impossible ('''Angels'''), because they don't possess "brains" nor tought patterns that any humanoid caster can possibly understand, therefore, while communication might happen, understanding such messages can be truly a miracle. Spirits are creatures of pure Magic and Will, so '''"taming" them is an impossible task''', instead Summoners prefer using them as '''[https://harrypotter.fandom.com/wiki/Divination "Divination aides"]''' and in some specific cases, to bind two-way pacts, the most "easier" spirit for this is the '''[https://en.wikipedia.org/wiki/Jinn Djinn]'''. Binding spirits into a pact is however an extremely difficult process reserved only to the most experienced practicioners, and even then the risk of failure and death are high. Many '''[https://harrypotter.fandom.com/wiki/Dark_Wizard Dark Wizards]''' choose to bind their own souls to '''[https://harrypotter.fandom.com/wiki/Non-Human_Spiritous_Apparition Dark Spiritual Forces]''' such as '''[https://en.wikipedia.org/wiki/Demon Demons] '''or '''Dementors''', in exchange of greater power, however this is a '''Taboo''' practice.
 
   
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==== '''Necromancy''' ====
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====Society and Government use====
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Magical societies governed by contracts always have its own set of ethical codes and principles guiding the use of magic and the creation of contracts, this in turn based upon each national history. Different magical communities within the society sometimes have their own unique contract traditions, rituals, and interpretations of magical law, which usually can bring these groups into conflict under the same nation, as Power struggles can sometimes arise within the magical society, with factions vying for control over the creation and enforcement of magical contracts (i.e. a new way of governing a group). Maintaining a balance of power within the magical society is crucial to prevent the abuse of magical contracts and ensure fairness and justice for all members. The interplay between magic binding and ethical codes is of paramount importance within magical societies. '''Magic binding operates within the ethical framework established by the society, adhering to principles of each particular nation'''. Contracts that violate ethical codes or promote harmful practices may be subject to scrutiny or intervention by governing authorities, ensuring that magical contracts align with the values and norms of the society.
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[https://en.wikipedia.org/wiki/Necromancy#:~:text=Necromancy%20(%2F%CB%88n%C9%9Bk,back%20from%20the%20dead%2C%20or '''Necromancy'''] is described as the practice of summoning magic involving communication with the dead ā€“ either by summoning their spirits as apparitions, visions or raising them bodily ā€“ for the purpose of divination, imparting the means to foretell future events, discover hidden knowledge, to bring someone back from the dead, or to use the dead as a weapon. Sometimes referred to as '''"Death Magic"''', it is considered a Taboo and a [https://harrypotter.fandom.com/wiki/Dark_Arts '''Dark Art'''] heavily frowned upon. Necromancy as is known on the '''Western Wizarding world''', was developed in the early days of civilization alongside the summoning skills, specially in [https://en.wikipedia.org/wiki/Babylonia '''Babylonia'''], in the early days of the indo-european tribes was practiced within the '''Shamanic ritual Magic''' of those days. As civilization grew, Necromancy improved mainly in [https://en.wikipedia.org/wiki/Ancient_Egypt '''Egypt'''], later being practiced as well within some Greek Wizarding "[https://en.wikipedia.org/wiki/Greco-Roman_mysteries '''Mystery Cults"''']. Roman necromancy was considered a taboo therefore was practiced in secret only. Middle Ages saw the revival of the art of ''Djinn-sihr'' (summoning) in the muslim Wizarding world, Europe learned from them and later practiced similary, European Necromancy as is modernly practiced was developed from the middle-eastern Djinn-sihr and the Roman tradition during the 10th Century. Necromancy however is usually used for dark wizards, therefore is widely considered a ''Dark Art'' and as such it's practice is punishable by law in almost every country. '''[https://harrypotter.fandom.com/wiki/Necromancy Western Necromancy]''' is exclusively specializated around the creation of '''Spiritual Familiars''' using recenty deceased living beings, for the use of divination and also the embodiment of [https://harrypotter.fandom.com/wiki/Non-Human_Spiritous_Apparition '''non living entities''']''' '''to be used as servants and weapons. Infamous examples of this are the [https://harrypotter.fandom.com/wiki/Zombie C'''aribbean Zombies'''] and the '''[[Inferius (Vincent Mackay)|European Inferi]]'''.
 
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Across different magical communities, variations in magic binding techniques and philosophies may arise, reflecting cultural traditions, beliefs, and historical contexts. These variations contribute to the richness and diversity of magical societies, fostering a sense of cultural identity and belonging among its members, but also can be exploited, as Authoritary regimes regulary abuse this system, while modern nations have made costume of using them with less restrictions. '''Dark wizards or Illegal entities also seek to exploit loopholes''' in magical contracts or use forbidden magic to subvert the system for their own gain.
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==== The '''Antigone Clause''' ====
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The '''Antigone Clause''' is a mystical loophole woven from the fabric of ancient rites and divine oaths, offers a tantalizing prospect for those seeking to defy the constraints of magical contracts. Named after the '''[https://en.wikipedia.org/wiki/Antigone courageous figure from Greek mythology who challenged unjust laws]''', this clause holds the key to overriding or nullifying magical agreements through the invocation of higher powers. At its core, this represents '''''the authority of divine entities to supersede mortal agreements'''''. By establishing a connection with deities such as a Deity or other High Ranking entity, practitioners gain access to a potent source of magical influence that transcends the bounds of traditional contracts. To enact the Antigone Clause, ''adherents engage in elaborate rituals and ceremonies dedicated to their chosen deity. Through these sacred rites, they forge a bond with the divine realm, invoking the name and power of their patron deity as a witness and enforcer of their new agreement''. Once the pact is sealed, practitioners can call upon the divine authority bestowed upon them to challenge and dismantle magical bindings. By invoking ancient rites and incantations, they assert their divine allegiance above any mortal contract, rendering the magical agreements null and void.
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However, '''''the utilization of the Antigone Clause is not without risk.''''' Practitioners must navigate a delicate balance, as their actions may draw the scrutiny of magical authorities and other divine beings who oppose the manipulation of divine forces for personal gain. Moreover, the pact with the deity demands unwavering devotion and adherence to their terms, lest the practitioner face dire consequences for their hubris.
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==== Historical Evolution of Magical Contracts '''in the Western World''': ====
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'''<u>Ancient Era (Before 500 CE to Vth Century AD):</u>'''
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In the early days of wizarding civilization, magical contracts were often used to formalize agreements between individuals and groups, laying the foundation for communal living and collective decision-making. These contracts served as the basis for establishing rudimentary forms of governance, with leaders emerging to enforce the terms and ensure order within magical communities. Over time, as societies grew more complex, these early contracts evolved into more sophisticated legal instruments, reflecting the changing needs and aspirations of magical societies. '''Greek Oaths and Citizenship System Influence:''' The influence of Greek Oaths and Citizenship systems could be seen in the emphasis on sworn oaths and commitments within magical contracts. Wizards would bind themselves to magical agreements through solemn oaths, invoking divine witnesses and facing consequences for oath-breaking. '''Roman Patron-Client System Influence:''' During this period, magical contracts may have resembled the Roman Patron-Client system, where powerful wizards acted as patrons, providing protection, resources, and magical assistance to less powerful wizards in exchange for loyalty and service. These contracts would be characterized by hierarchical relationships and obligations of reciprocity.
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'''<u>Medieval Era (500 - 1500 CE):</u>'''
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As feudalism emerged, magical contracts evolved to reflect the feudal hierarchy. Powerful wizards, akin to feudal lords, granted protection and privileges to lesser wizards in exchange for loyalty and service. These contracts may have included obligations of magical assistance during conflicts or duties related to land and governance. The emphasis on oaths persisted in medieval magical contracts, with wizards swearing allegiance to lords or monarchs through magical oaths. These contracts became more formalized, often documented in written scrolls or grimoires, and enforced through magical seals and enchantments. During the era of '''kingdoms and monarchies, magical contracts played a central role in legitimizing the authority of rulers and governing institutions'''. Kings and queens often used magical contracts to solidify their rule, binding their subjects to loyalty oaths and allegiance pledges. These contracts were imbued with powerful magical enchantments, reinforcing the divine right of monarchs to rule and ensuring obedience from their subjects. However, as societies progressed and notions of democracy and individual rights gained traction, the use of magical contracts began to shift.
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'''<u>Modern Era (1500 - 1800 CE):</u>'''
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In the early modern period, feudal structures began to decline, leading to the emergence of nation-states and centralized authority. Magical contracts reflected this transition, with wizards increasingly serving national governments or monarchs rather than feudal lords. Contracts became more standardized and bureaucratic, administered by governmental magical agencies or councils. With the exploration and colonization of the Americas, new magical contract systems emerged in European colonies. These systems were influenced by indigenous magical practices and adapted to the unique social and political contexts of colonial societies. Magical contracts became tools of colonial control, used to exploit indigenous magical knowledge and resources. In modern parliamentary kingdoms, magical contracts were employed to codify the rights and responsibilities of citizens, delineate the powers of government institutions, and establish mechanisms for accountability and oversight. This was done to protect the ancient magic of the majority of the european States.
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In other '''oligarchical systems''', where power is concentrated in the hands of a few elite individuals or families, magical contracts are often used to consolidate authority and maintain control over the populace. These contracts may be used to enforce loyalty oaths, suppress dissent, and perpetuate the dominance of ruling elites. However, in more liberal oligarchies, magical contracts may also be employed to establish partnerships and alliances among competing factions, ensuring stability and continuity in governance.
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The evolution of Magical Contracts from absolutist monarchies to parliamentary eras signified '''a shift from centralized to distributed governance, while preserving ancient magical traditions.''' In absolutist monarchies, magical contracts consolidated the king's power, dictating terms unilaterally and enforcing compliance through magic. However, with the rise of democratic ideals, magical contracts transformed. Representative bodies, like magical parliaments, emerged, negotiating contracts through consensus. '''This transition upheld ancient magical practices while rewriting royal prerogatives.''' magical contracts expanded to include not just ruler-subject relations but also intergovernmental interactions. Checks and balances were integrated to prevent unchecked authority, ensuring accountability and protecting individual rights. The preservation of ancient magic was paramount, even as power dynamics shifted. Magical contracts retained their binding nature but became more inclusive and reflective of the collective will.
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'''<u>The post-colonial period (1700 to 1950):</u>'''
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The magical contract system underwent significant changes influenced by the decline of colonial empires and the rise of nationalism. With the decline of colonial empires and the '''emergence of independent nations, magical contracts became increasingly nationalized'''. Each newly formed nation established its own magical regulatory bodies and systems of governance, asserting control over magical practices within its borders. Wizards were expected to swear allegiance to their respective nations and abide by national laws and regulations. '''The post-colonial period saw the codification and standardization of magical contracts'''. National governments enacted laws and statutes governing magical practices, including rules for the creation, enforcement, and termination of magical contracts. Standardized contract templates were developed, outlining rights, obligations, and recourse mechanisms for contracting parties. As nations modernized and developed legal systems, magical contracts became integrated into broader legal frameworks. Courts and judicial bodies adjudicated disputes arising from magical contracts, applying principles of contract law and equity. '''Legal professionals, including magical attorneys and advocates, specialized in magical contract law, representing clients in legal proceedings.'''
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In presidential and democratic systems developed in America, saw the '''use of magical contracts are utilized to facilitate the peaceful transfer of power, ensure the separation of powers, and protect the rights of minorities'''. These contracts establish the rules of engagement between branches of government, delineate the scope of authority, and provide mechanisms for checks and balances. Additionally, magical contracts are used to regulate electoral processes, guaranteeing free and fair elections and safeguarding the democratic process. Social and political movements, such as the magical rights movement and the emergence of magical unions, influenced the development of magical contract law. Wizards advocated for greater rights and protections within magical contracts, leading to reforms aimed at addressing issues such as exploitation, discrimination, and unequal power dynamics. specially in American Nations, and later on some Western European ones.
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==== Creation and functioning of Magical Contracts:====
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Magical contracts are created through elaborate spellcasting rituals involving the parties involved. These rituals might involve incantations, gestures, and the use of magical objects, focii and Materials. Magical contracts can be bound by elements of magic such as enchanted parchment, mystical symbols, or even the blood of the parties involved, making breaking them extremely difficult. Once created, magical contracts are recorded recorded and archived in special repositories accessible only to authorized individuals, normally the nation's scribes and high ranking government officials. '''Modern Magic Contracts also facilitates the renewal or modification of contracts over time to accommodate changing circumstances or evolving needs'''. Parties can engage in ritualistic ceremonies to reaffirm their commitment to the agreement or renegotiate terms to better reflect their current circumstances. This flexibility ensures that the contract remains relevant and effective throughout its duration.
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In a society where the fabric of magical interactions is woven with contracts, the presence of a '''specialized corps of agents akin to magical lawyers''' becomes indispensable. These adept individuals boast profound expertise in magical law, contract negotiation, and the intricacies of magical agreements. '''Their responsibilities span a wide spectrum, starting with the meticulous crafting of contracts tailored to the unique needs and circumstances of magical entities, individuals, and even interactions involving both magical and non-magical parties.''' The contracts they produce must be characterized by '''clarity, precision, and legal enforceability''' within the magical realm. Beyond the drafting stage, these agents serve as guardians of contractual integrity. They oversee contract enforcement, intervening in cases of disputes or breaches using magical means such as invoking contractual clauses or resorting to magical courts. Serving as '''mediators or arbitrators''', they navigate negotiations and strive for resolutions that satisfy all parties involved.
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Furthermore, these agents provide essential legal counsel to individuals and organizations regarding magical contracts, rights, and obligations. They remain vigilant, keeping abreast of changes in magical law and emerging trends, conducting thorough research and analysis to ensure the relevance and accuracy of their advice. Their role extends to education and training, where they disseminate knowledge through seminars and sessions on magical contracts, implications, and best practices for engagement. By fostering understanding and adherence to magical legal frameworks, they contribute to the maintenance of stability and order within the magical community.
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====Process of creation====
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In the Invocation phase, parties convene in a magical setting, invoking higher powers or ancestral spirits to oversee proceedings (alongside State or private Scribes). Each party Declares Agreement, articulating terms, obligations, and consequences they pledge to uphold. Symbols, tokens, or significant items are Exchanged to symbolize commitment, often imbued with magical properties (blood and other bodily fluids can be used but nowadays that's considered distasteful. A designated individual, typically a skilled mage or priest, normally refered to as an '''"Scribe" or "Arbiter"''', performs Ritualistic Invocations, channeling mystical energies to establish a metaphysical bond between the parties and the contract's terms. The contract is Sealed through recitation of its terms, emphasizing key clauses, while magical energy solidifies the agreement. Witnesses, chosen by both parties or appointed by the governing body, Affirm the contract's validity, ensuring its legitimacy. The contract's details are meticulously recorded on enchanted parchment or specialized medium using magical inks, bearing the signatures or seals of the contracting parties and witnesses. Thus, a comprehensive and binding magical contract is formed through ritual, verbal agreement, token exchange, and metaphysical invocation, documented and acknowledged for future enforcement and reference.
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====Magic Binding====
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Magic binding stands as a pivotal force in the enforcement of magical contracts within societies, '''serving as a metaphysical mechanism that ensures compliance and upholds the integrity of agreements'''. Its function within magical contracts is multifaceted and intricate, playing a fundamental role in shaping the dynamics of magical societies. At its core, magic binding establishes a '''metaphysical linkage between the parties involved''' in a contract and the terms they have agreed upon. This linkage is often forged through elaborate rituals, enchanted objects, or mystical symbols that imbue the contract with magical potency. Such rituals may involve incantations, gestures, and the invocation of spiritual or elemental forces, symbolizing the binding of the parties' intentions and commitments. One of the defining characteristics of magic binding is its inherent stability and resilience. Unlike conventional contracts, which may be susceptible to manipulation or circumvention, magical bindings possess a robustness that resists attempts to nullify or undermine the agreement. They provide a secure framework for contractual agreements, fostering trust and reliability within the magical society.
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Magic binding serves not only as a means of establishing the terms of a contract but also as a powerful enforcement mechanism. It compels the parties to fulfill their contractual obligations, imbuing the agreement with a sense of magical accountability. '''Breaches or violations''' of the contract trigger magical consequences, ranging from mild admonishments to severe retributions, depending on the severity of the infraction. These '''consequences serve as deterrents against misconduct and promote adherence''' to the agreed-upon terms. '''Magic binding techniques are highly customizable and adaptable''', allowing for the creation of contracts tailored to the specific needs and complexities of the parties involved. Advanced practitioners may employ intricate enchantments, layered protections, and arcane safeguards to enhance the binding's efficacy and durability. These enhancements ensure that the contract remains steadfast and secure, even in the face of external threats or challenges. Central to the concept of magic binding are the incorporation of magical seals and wards within the contract. '''These seals and wards serve as mystical barriers designed to safeguard against unauthorized tampering''' '''or manipulation'''. They prevent outside interference and preserve the sanctity of the contract's terms and conditions, ensuring its integrity and validity.
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====Magically Binding a Physical place====
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Binding with physical places (entering a contract) '''imbues a location with magical significance, fostering symbiotic relationships and varied purposes''' such as protection, accessing mystical energies, preserving sacred sites, or fostering community belonging. Establishing the connection typically entails ritualistic practices, attuning practitioners to the place's inherent energies and spirits, forging deep bonds. Some sites inherently possess potent magical energies, often intersecting '''ley lines''', believed to amplify mystical properties. '''Benefits include enhanced spiritual connection, intuition, and access to wisdom, healing, manifestation, divination, or ritual magic'''. Practitioners bear responsibilities of stewardship, performing rituals, offerings, and acts to maintain balance and vitality. Ethical considerations include reverence, respect, obtaining consent, and mitigating harm or exploitation. Many cultures and traditions have deep-rooted practices of binding with physical places, enriching regional heritage and consciousness. Binding catalyzes personal and collective transformations, fostering interconnectedness, Earth reverence, and stewardship as well as modern Magical Governance.
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The application of magical contracts to the construction of '''government buildings, schools, military fortifications, and homes''' imbues these structures with deeper significance and functionality, enhancing their role within society. Government buildings, as the heart of administrative power, benefit from magical contracts that instill qualities like stability, transparency, and justice, ensuring fair governance and protecting against corruption. Schools, as centers of learning, flourish under contracts promoting conducive environments for curiosity, creativity, and intellectual growth. With provisions for enhanced concentration and memory retention, these contracts empower students and educators alike to excel in their pursuits. Military fortifications, bastions of defense and security, benefit from magical contracts fortifying defenses and bolstering soldiers' resilience and tactical prowess. These contracts safeguard nations against external threats, ensuring sovereignty and peace. Homes, sanctuaries of comfort and familial bonds, thrive under contracts fostering harmony, prosperity, and emotional well-being. With blessings for health, abundance, and familial unity, these contracts create atmospheres of warmth and positivity.
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Ethical considerations loom large in the use of magical contracts in construction, requiring stakeholders to ensure fairness, accountability, and transparency. Terms must align with principles of justice, social practices, and potential consequences, including impact on individuals, communities, and the environment, must be carefully weighed. Thus, integrating magical contracts into construction elevates structures beyond physical edifices, infusing them with spiritual significance and purpose.
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====Illegallity====
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A mentioned it's illegal in most places to contract with non-humans, these are such cases: '''Making a Magical Contract with a non-human entity''' unveils a labyrinth of possibilities and consequences, each contingent upon the entity's nature and the terms of the agreement. Contracting with a '''regular animal''' might entail mutualistic interactions or services rendered in exchange for care or offerings. In contrast, negotiations with '''magical beasts''' could promise access to unique abilities or knowledge, with the caveat of respecting their primal instincts and territorial boundaries. Venturing into contracts with '''spiritual entities''' promises esoteric wisdom and mystical insights, but it also carries the risk of spiritual possession or manipulation by malevolent forces. Conversely, engaging with demons or angels offers temptations of temporal power or forbidden knowledge, yet the price exacted often includes the forfeiture of one's soul, moral corruption, or eternal servitude. '''The act of self-contracting''' introduces a surreal dimension, where individuals barter parts of themselvesā€”be it physical, mental, or spiritualā€”in exchange for desired outcomes, bearing the burden of unforeseen psychological or physical ramifications.
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The unethical and immoral use of Magical Contracts to bind other creatures, especially humans, represents a dark and nefarious abuse of magical power. '''Such contracts, forged through coercion, manipulation, or deceit, strip individuals of their autonomy, dignity, and Lawful rights'''. '''They serve as instruments of oppression, exploitation, and subjugation, perpetuating cycles of injustice and suffering'''. By binding humans or sentient beings against their will, practitioners violate sacred principles of free will, consent, and respect for individual sovereignty. These contracts enslave the mind, body, and spirit, trapping victims in webs of servitude and despair. The consequences are far-reaching, causing untold harm to the victims and eroding the fabric of moral and ethical integrity within magical societies.
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Amidst the potential benefits lie daunting consequences. '''Violating the natural order risks ecological or metaphysical imbalances''', while ethical dilemmas surrounding consent, exploitation, and the sanctity of life loom large. The terms of the contract may harbor unintended repercussions, causing harm to oneself or others, challenging the boundaries of personal agency and moral responsibility. Moreover, legal systems may falter in enforcing or adjudicating magical contracts, amplifying societal discord or exploiting legal loopholes.
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=== [[Martial Magic (Vincent Mackay)|Martial Magic]] ===
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[[File:War Magic treaty.jpg|right|375x375px]]
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The terms [https://harrypotter.fandom.com/wiki/Martial_magic Martial Magic] or combative magic are used to refer to the forms of magic used defensively and offensively in wizard duels. '''Sword Type''' focii excel on this type of Magic, as they provide specific spells with offensive and speed, as well as '''Wand type''' focii due to their range and versatility. '''Pentagram''' and '''Arcana type''' are better suited defensive magic such as fortifications and ambushes. The essence of Martial Magic lies in the precise execution of spell incantations and the fluid movements of the wizard's wand, both integral components of casting spells effectively during combat situations. Each spell demands specific incantations and corresponding wand gestures, underscoring the need for unwavering concentration and focus amidst the chaos of battle. This however is better achieved using Athames and similar enchanted blades which can cast swift and single spells in rapid successions. It's separated into two diciplines: '''War Magic''' and '''Dueling'''.
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In '''[https://harrypotter.fandom.com/wiki/Duelling Dueling]''' etiquette and strategies shape the dynamics of magical combat, with wizards adhering to formalized rules and engaging in strategic maneuvers to outmaneuver opponents. Mastery of non-verbal spellcasting and wandless magic offers a significant advantage, enabling wizards to cast spells silently and swiftly, concealing their intentions and surprising adversaries. '''Offensive/Defensive spells and hexes constitute the cornerstone of Martial Magic in combat scenarios'''. Wizards employ spells like "Stupefy" to stun opponents, "Expelliarmus" to disarm adversaries, and "Petrificus Totalus" to immobilize foes entirely. Hexes such as "Cruciatus" for inducing excruciating pain and "Sectumsempra" for inflicting deep lacerations pose significant threats in the hands of adept duelists, amplifying the intensity of wizard duels. On the defensive front, wizards rely on protective charms and enchantments to shield themselves from harm during duels. "Protego" erects invisible barriers that deflect incoming curses and hexes, while the "Shield Charm" creates personalized protective shields around individual casters. Advanced defensive enchantments like the "Fidelius Charm" conceal individuals or locations, offering strategic advantages in battle and confounding opponents.
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===Mental Magic===
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Mind magic, also known as Mental Arts is the practice of using magic with a great focus in the mind process. It's populary known as a way to "read" the minds of living creatures. If used offensively is known as [https://harrypotter.fandom.com/wiki/Legilimency Legilimency], if used defensively is called [https://harrypotter.fandom.com/wiki/Occlumency Occlumency]. Mental Magic is considered one the hardest and sometimes "esoteric" disciplines as it involves control over something as powerful and fearful as the Human Mind. Due to the ethical implicances of "reading a mind", specially if the victim is unaware or uncooperative, mind magic is considered a taboo or dark art in the majority of nations (Legilimency more than Occlumency) even if their governments use specialist on these arts. While the practice is worldwide, and the origin of this practice is unknown. Occlumency is based around creating a Memory Palace and filling it with faux memories to using it as a labyrinth for the intruding Wizard. Legilimency works by focusing on mental patterns and memories and it's actually harder to properly use than Occlumency. The greatest masters of Mental Magic are the Buddhist Practitians in Asia, mostly Occlumency based. The use of [https://harrypotter.fandom.com/wiki/Nonverbal_spell][https://harrypotter.fandom.com/wiki/Nonverbal_spell Non Verbal Casting] and [https://harrypotter.fandom.com/wiki/Wandless_magic Non-Focii Casting] are considered specialties within this type of magic.
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===Soul Magic===
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A [https://harrypotter.fandom.com/wiki/Soul soul] does not have strength by itself. It is the essence of the wizard. The body has strength, magic has power, mind has its intellect and will, but the soul is little more than a reflection. A wizard dies if his soul's link to his body is severed, and souls can be used as the basis of magic, but their action is passive. A soul exists and changes, nothing more. Soul Magic was heavily practiced in the '''''[[Magical Kingdom of Egypt (Vincent Mackay)|Ancient Egypt]]''''' where most of the current knowledge derives from, including the feared and viled [https://harrypotter.fandom.com/wiki/Killing_Curse Killing Curse] a Soul severing spell (therefore killing the victim). ''Soul Binding:'' Soul binding rituals are intricate ceremonies that forge a connection between two souls, often for a specific purpose. This could include binding a familiar spirit to a witch or wizard to serve as a guardian or companion, or binding the souls of two individuals in a pact of loyalty or mutual protection. However, such rituals carry risks, as an improperly bound soul can lead to unforeseen consequences and spiritual unrest. Considered a [https://harrypotter.fandom.com/wiki/Dark_Arts Dark Art] in many countries, even if can be used for other good purposes such as the [https://harrypotter.fandom.com/wiki/Fidelius_Charm Fidelius charm]. Another infamous example of this type of Magic is the [https://harrypotter.fandom.com/wiki/Horcrux Horcrux] . ''Soul Manipulation for Healing:'' Some practitioners of Soul Magic specialize in healing techniques that involve manipulating the soul's energy to restore balance and vitality to the body. These include soul-infused potions, spells that cleanse spiritual impurities, and rituals that facilitate spiritual regeneration, which can include: '''Food, Music, Singing, Dancing and even Laughing'''. However, the manipulation of souls for healing purposes requires great skill and precision to avoid causing harm or imbalance. In times of conflict, '''''[https://harrypotter.fandom.com/wiki/Dark_Mark Soul Magic has been weaponized by dark wizards and tyrants seeking to gain power and control]'''''. Dark rituals may involve the extraction of souls to create cursed objects or undead servants, or the manipulation of souls to inflict mental or spiritual harm on enemies.
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Throughout history, powerful artifacts have been created through '''[https://harrypotter.fandom.com/wiki/Horcrux the infusion of souls into material objects]'''. These enchanted items may possess unique properties or abilities derived from the souls bound within them, ranging from weapons of great power to artifacts of ancient wisdom. However, the creation and use of such objects raise ethical questions about the sanctity of life and the consequences of tampering with the souls of the departed.
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===Summoning Magic===
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Summoning Magicraft is a form of magicraft recognized as dangerous and unstable but quite powerful and versatile. Derived form (the nowdays mostly prohibited) practice of making '''Magical Contracts with non-human entities''', it evolves a process over time. Appearing in the [https://en.wikipedia.org/wiki/Sumer sumerian days] and quite developed in the Middle East, '''this practice is currently deemed [https://harrypotter.fandom.com/wiki/Dark_Arts Dark Magic] by the grand majority of the wizarding nations''' and is only practiced by few wizards around the world, mostly those in the Middle East, but even them work under great supervision of their governments. Ų³ŁŲ­Ł’Ų±Ų¬Ł†ā€Ž (''jinn-sihr'', English: Djinn Magicraft) is the name of the Summoning Craft as his practiced in the grand majority of the Middle-East. Summoning is a complex magical art that combines [https://harrypotter.fandom.com/wiki/Legilimency Legilimency,] [https://harrypotter.fandom.com/wiki/Occlumency Occlumency], [https://harrypotter.fandom.com/wiki/Protective_enchantment Warding], [https://harrypotter.fandom.com/wiki/Binding_magical_contract Binding], Blood Magic, Soul Magic and advanced ritual magical programming. It is said that the [https://en.wikipedia.org/wiki/Solomon Wizard-King Solomon] was the greatest master of this art.
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The Summoning magicraft is based around communicating with non-human creatures known as [https://en.wikipedia.org/wiki/Familiar "Familiars"] (these are animals, magical beasts and spirits) to gain knowledge, issue orders or establish binding pacts with them. This type of magic craft is heavily ritualistic in nature. The difficulty for this communication relies on the complexity of the "familiar" contacted. ''Binding Pacts'' are based on an unique form of Warding craft that utilizes Blood/Soul Magic to creates a pact between the Caster and the Familiar, in the shape of a [https://harrypotter.fandom.com/wiki/Dark_Mark Tattoo or mark] on the Caster's skin. These pacts however are complex and dangerous if not properly written and managed. Comunication is an easy task once the caster has developed the skill, binding the Familiar is also as well, as long as the creature is a regular beast, but magical ones and spiritual ones are exceedenly tricky as their sentience and power level, makes them almost imposible to control and even dangerous as their intentions and agency is unknown to the Caster, making a pact a dangerous affair.
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===='''Animal Familiars'''====
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Communication with regular beasts is considered a simple affair by a regular practioner, however, as regular creatures lack complex comunication systems and complex memory recalling abilities, this communication is limited to immediate information conveyed on a very basic level. This however also grants the caster an easier ground for practicing [https://harrypotter.fandom.com/wiki/Legilimency legilimency] and [https://harrypotter.fandom.com/wiki/Imperius_Curse mind control], this process is known in Summoning as Tarwid(Arabic: ŲŖŲ±ŁˆŁŠŲ¶, English: ''Taming''). because of this, beasts are commonly used to develop Summoning skills, but also to be used as messengers and spies, as an advanced practicioner can even convert their familiars into their own mobile "eyes and ears". Regular animals lack strong willpower so binding them is an easy affair and is also this the reason why practicioners usually begin binding animals. Some practicioners with stronger affinity towards certain types of creatures have developed their own complex "communication interface" with those creatures they are accostumed to, these interfaces if blood binded can be inherited, an example of this is the [https://harrypotter.fandom.com/wiki/Parseltongue Parseltongue].
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===='''Magical beasts Familiars'''====
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Communication with [https://harrypotter.fandom.com/wiki/Beast magical beast] is usually easier even that with non-magical ones as this creatures already have a steady flow on magical energy, as well as improved sentience. While the communication is easier and more "intituive", it's equally low level in nature as only the strongest magical beasts has advanced enough skills to mantain complex thoughts. This creatures however are harder to Bind into a pact, as their magical flow and improved sentience makes them harder to "tame". Depending on their level can be bind as useful familiars (specially if taking into account of their magical skills) but more advanced beasts such as [https://harrypotter.fandom.com/wiki/Dragon Dragons] and [https://harrypotter.fandom.com/wiki/Chimaera Chimeras], for instance, are imposible to tame, so any potential pact would have to necessary be a two way pact, with obligations for the caster as well, this makes it quite burdening and riskier to perform.
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===='''Spiritual Familiars'''====
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[https://harrypotter.fandom.com/wiki/Spirit Spirits] are a type of magical creature characterized for being more present in the ''"Aetherial" plane'' than in the physical, but being also present in the latter as well. Spirits are notoriously harder to grasp and communication can be considered from easy ([https://harrypotter.fandom.com/wiki/Ghost Ghosts]) to nearly impossible (Angels), because they don't possess "brains" nor tought patterns that any humanoid caster can possibly understand, therefore, while communication might happen, understanding such messages can be truly a miracle. Spirits are creatures of pure Magic and Will, so "taming" them is an impossible task, instead Summoners prefer using them as [https://harrypotter.fandom.com/wiki/Divination "Divination aides"] and in some specific cases, to bind two-way pacts, the most "easier" spirit for this is the [https://en.wikipedia.org/wiki/Jinn Djinn]. Binding spirits into a pact is however an extremely difficult process reserved only to the most experienced practicioners, and even then the risk of failure and death are high. Many [https://harrypotter.fandom.com/wiki/Dark_Wizard Dark Wizards] choose to bind their own souls to [https://harrypotter.fandom.com/wiki/Non-Human_Spiritous_Apparition Dark Spiritual Forces] such as [https://en.wikipedia.org/wiki/Demon Demons] or Dementors, in exchange of greater power, however this is a Taboo practice.
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===='''Necromancy''' ====
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[https://en.wikipedia.org/wiki/Necromancy#:~:text=Necromancy%20(%2F%CB%88n%C9%9Bk,back%20from%20the%20dead%2C%20or Necromancy] is described as the practice of summoning magic involving communication with the dead ā€“ either by summoning their spirits as apparitions, visions or raising them bodily ā€“ for the purpose of divination, imparting the means to foretell future events, discover hidden knowledge, to bring someone back from the dead, or to use the dead as a weapon. Sometimes referred to as "Death Magic", it is considered a Taboo and a [https://harrypotter.fandom.com/wiki/Dark_Arts Dark Art] heavily frowned upon. Necromancy as is known on the Western Wizarding world, was developed in the early days of civilization alongside the summoning skills, specially in [https://en.wikipedia.org/wiki/Babylonia Babylonia], in the early days of the indo-european tribes was practiced within the Shamanic ritual Magic of those days. As civilization grew, Necromancy improved mainly in [https://en.wikipedia.org/wiki/Ancient_Egypt Egypt], later being practiced as well within some Greek Wizarding "[https://en.wikipedia.org/wiki/Greco-Roman_mysteries Mystery Cults"]. Roman necromancy was considered a taboo therefore was practiced in secret only. Middle Ages saw the revival of the art of ''Djinn-sihr'' (summoning) in the muslim Wizarding world, Europe learned from them and later practiced similary, European Necromancy as is modernly practiced was developed from the middle-eastern Djinn-sihr and the Roman tradition during the 10th Century. Necromancy however is usually used for dark wizards, therefore is widely considered a ''Dark Art'' and as such it's practice is punishable by law in almost every country. [https://harrypotter.fandom.com/wiki/Necromancy Western Necromancy] is exclusively specializated around the creation of Spiritual Familiars using recenty deceased living beings, for the use of divination and also the embodiment of [https://harrypotter.fandom.com/wiki/Non-Human_Spiritous_Apparition non living entities] to be used as servants and weapons. Infamous examples of this are the [https://harrypotter.fandom.com/wiki/Zombie Caribbean Zombies] and the [[Inferius (Vincent Mackay)|European Inferi]].
   
 
===Warding===
 
===Warding===
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Warding is '''a topographic type of Thaumaturgy''' that consists in knitting a network of magical energy and spreading it on base area (also known as '''Warded Area''', '''Bounded Field, Magical Barrier''' and/or '''[https://harrypotter.fandom.com/wiki/Protective_enchantment Protective enchantment]'''), such as a piece of land or a building, to create a magical boundary line that separates the inside from the outside. By definition, it should not be possible to move them once they are set. Once constructed, the established boundary line will delimit the range of the powers of the '''Warded area''', but it is possible to engrave '''[https://harrypotter.fandom.com/wiki/Rune magic sigils]''' across the interior of the field to expand the area of effect and strengthen it. '''[https://harrypotter.fandom.com/wiki/Curse-Breaker Removal of the sigils by a third party]''' is possible as long as the technique used to engrave them isnā€™t too advanced, in this case, it is only possible to temporarily hinder the '''Warding area''' by dissipating the magical energy used to activate it (this is called a '''[https://en.wikipedia.org/wiki/Brute-force_attack "Brute Force attack"]''' which is used to drain the wards at an extremely high cost of energy and a dangerous technique as well), but the creator of the area can amend this by simply putting more magical energy back into it. As their original purpose was for '''the creation of safe havens or protection of similar places''', the effects that can be set within a '''Warded areas''' are in their majority those whose aim is to protect the caster and it's Laboratory or Hoard. [https://harrypotter.fandom.com/wiki/Arithmancy_(class) '''Arithmancy'''] and [https://harrypotter.fandom.com/wiki/Charm '''Enchantment'''] are considered the key branches of Thaumaturgy required to dominate this skill (followed by knowledge of diferent types of '''[https://harrypotter.fandom.com/wiki/Rune Runes and Glyphs]'''), as warding is an advanced form of casting based on complex mathematical formula and calculations. Warding as a magical practice is among the oldest forms of Magic, being known to be present since the '''Sumerian''' and '''Ancient Egyptian''' days as well as '''Ancient China'''. This type of Magic is present in every wizarding nation and has been strongly and uniquely improved by each culture.
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Warding (Also known as AbjuraciĆ³n in spanish-speaking nations) is a topographic type of Thaumaturgy that consists in knitting a network of magical energy and spreading it on base area (also known as Warded Area, Bounded Field, Magical Barrier and/or [https://harrypotter.fandom.com/wiki/Protective_enchantment Protective enchantment]), such as a piece of land or a building, to create a magical boundary line that separates the inside from the outside. By definition, it should not be possible to move them once they are set. Once constructed, the established boundary line will delimit the range of the powers of the Warded area, but it is possible to engrave [https://harrypotter.fandom.com/wiki/Rune magic sigils] across the interior of the field to expand the area of effect and strengthen it. [https://harrypotter.fandom.com/wiki/Curse-Breaker Removal of the sigils by a third party] is possible as long as the technique used to engrave them isnā€™t too advanced, in this case, it is only possible to temporarily hinder the Warding area by dissipating the magical energy used to activate it (this is called a [https://en.wikipedia.org/wiki/Brute-force_attack "Brute Force attack"] which is used to drain the wards at an extremely high cost of energy and a dangerous technique as well), but the creator of the area can amend this by simply putting more magical energy back into it and/or adding redundant elements to absorb the shock. As their original purpose was for the creation of safe havens or protection of similar places, the effects that can be set within a Warded areas are in their majority those whose aim is to protect the caster and it's Laboratory or Hoard. [https://harrypotter.fandom.com/wiki/Arithmancy_(class) Arithmancy] and [https://harrypotter.fandom.com/wiki/Charm Enchantment] are considered the key branches of Thaumaturgy required to dominate this skill (followed by knowledge of diferent types of [https://harrypotter.fandom.com/wiki/Rune Runes and Glyphs]), as warding is an advanced form of casting based on complex mathematical formula and calculations. Specialists in this branch are known as Wardsmiths (also known as Abjuradores in spanish-speaking nations). Warding as a magical practice is among the oldest forms of Magic, being known to be present since the Sumerian and Ancient Egyptian days as well as Ancient China. This type of Magic is present in every wizarding nation and has been strongly and uniquely improved by each culture.
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The most basic form of Warding is a simple "warding spell" (such as [https://harrypotter.fandom.com/wiki/Salvio_hexia Salvio Hexia] and [https://harrypotter.fandom.com/wiki/Muggle-Repelling_Charm The Muggle-Repelling Charm]), which are spells casted upon small areas or objects to protect them or the Caster, these are relatively easier to cast (although might be time consuming) but must be refreshed on a time base or will fall apart, they are the easiest to break once detected. An intermediate level of Warding, can be achieved by knitting the magic to an specific area utilizing it's specific features while linking the magic with a central [https://en.wikipedia.org/wiki/Keystone_(architecture) "Keystone"] also known as "Control Rune" (a physical item linking the magic to the place and used to power the ward) and later adding further effects and power with other runes. The most advanced level of Warding is an extended version of the intermediate level, a central Keystone powering a fully knitted topographical area accompanied by secondary Keystones acting as backups, and further linked to many runes controlling layered effects to confound, deceive and harm the intruders, these Warde Areas can be vast in size and draw further power from Leylines. An ideal Warded area is [https://harrypotter.fandom.com/wiki/Unplottability one that cannot be detected by anybody (also known as Unplottable)]. On the other hand, a Warded area that can be easily noticed is seen as the mark of a third-rate Caster.
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There are Two basic subsets of Warding schemes: Line-based field and Area-based fields, the first control simple effects, the Second complex ones. Wards can be adapted to feature many forms and abilities such as Detection wards, effect wards (weaken the targets, muggle-repelling), anti-effect wards (anti-apparition).
   
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There are also, three basic types of settings: '''Convex setting:''' prevents external entering to the area while allowing unrestricted exiting, these are the classical defensive wards such as the '''[https://harrypotter.fandom.com/wiki/Muggle-Repelling_Charm Anti-Muggle Wards]'''. '''Concave setting:''' prevents internal exiting of the area, while allowing unrestricted entering, ideal for traps such as '''[https://harrypotter.fandom.com/wiki/Anti-Apparition_Charm#:~:text=The%20Anti%2DApparition%20Charm%20(incantation,the%20Headmaster%20of%20the%20time. Anti-apparition Wards]'''. '''Doble setting:''' These types prevents unrestricted entering and exiting of the area, are extremely complex and dangerous and are mostly used to protect high-value places such as '''[https://harrypotter.fandom.com/wiki/Azkaban Prisions]''' and '''[https://harrypotter.fandom.com/wiki/Hogwarts_School_of_Witchcraft_and_Wizardry Schools]'''.
āˆ’
The most basic form of Warding is a simple '''"warding spell"''' (such as '''[https://harrypotter.fandom.com/wiki/Salvio_hexia Salvio Hexia]''' and '''[https://harrypotter.fandom.com/wiki/Muggle-Repelling_Charm The Muggle-Repelling Charm]'''), which are spells casted upon small areas or objects to protect them or the Caster, these are relatively easier to cast (although might be time consuming) but must be refreshed on a time base or will fall apart, they are the easiest to break once detected. An intermediate level of Warding, can be achieved by knitting the magic to an specific area utilizing it's specific features while linking the magic with a central '''[https://en.wikipedia.org/wiki/Keystone_(architecture) "Keystone"]''' also known as '''"Control Rune"''' (a physical item linking the magic to the place and used to power the ward) and later adding further effects and power with other runes. The most advanced level of Warding is an extended version of the intermediate level, a central Keystone powering a fully knitted topographical area accompanied by secondary Keystones acting as backups, and further linked to many runes controlling layered effects to confound, deceive and harm the intruders, these Warde Areas can be vast in size and draw further power from Leylines. An ideal Warded area is '''[https://harrypotter.fandom.com/wiki/Unplottability one that cannot be detected by anybody (also known as Unplottable)]'''. On the other hand, a Warded area that can be easily noticed is seen as the mark of a third-rate Caster.
 
   
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====Sealing====
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The Magical Sealing Techniques are a subset of Warding Magic that can seal energy, spells,Ā curses and even objects within another object using a Mark or Seal, akin to Magic Contracts but with different objectives and participants. This type of magic is based upon the act of '''"Severing and Joining"''' magic. '''The presence of a seal is marked by the appearance of formations of technique formulae, runes, or else other kinds of symbols'''. Sealing Magic is a complicated type of Magic and it's use is restricted to advanced level "Abjurators/Sealers". Just like standart warding, this branch uses an "Area-based" thaumaturgical field, but instead of deploying it to a topographical place, it does to a unique object or being, centering the spells over a tattoo that acts as the central Keystone, due to the fact that the "warded object" is so small (unlike a place) and might house it's own Thaumaturgical field (in case of living creatures) adding effects is difficult up to impossible, so instead the Caster can only add one simple effect (such as single spell) or to shutdown a current effect and/or curse using the Concave setting. China and Japan are considered expert nations regarding this type of Magic.
 
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[[Category:Articles by Vincent Mackay]]

Latest revision as of 14:25, 7 April 2024

This article was written by Vincent Mackay.
Please do not make any changes to this article without the consent of the author.


Magic is the quintessencial force that permeats the Universe, when used can bypass the laws that affects the universe, known as FATE, however, these changes in the Universe (also known as the "WORLD") are temporary as the World acts against normalizing any effect that changes it. Magic is both the energy and the overall ability to change the World (this later also known as Thaumaturgy), thus it's use affects the user or Wizard/Caster, both in form of physical exhaustion as well as psychological effects.

Magic could be channelled through a wand, but rings, staffs, stones, and amulets were common tools in other parts of the world. And instead of incantations, one could write, weave, carve, sing, or even dance to focus magic. No words required. After all, magic was intent based. How a person connected to their magic could be deeply personal, or just a reflection of the common practices in their time and culture.

FATE

Fate also known as the Laws of Universe and Entropy, is the main controlling force on the WORLD, the only thing that can affect it is MAGIC, however the more the caster use it to change the World and the more presence such effects and castings have on other people, the harder the FATE will affect the Caster. Because of this the Statute of Secrecy was implemented globally among Wizards, other types of caster respect it anyway for the same reason. Fate affects everything, from Gods, to Demi-Gods, to Wizards and Men, because believe can literally become reality, as Fate reshapes Gods to fulfill the expectations of Humans (a process known as FATEBINDING), this for instance was used by several Titans to destroy the Gods first through Monotheistic Religions and later though Logic and reason. This is the reason Pantheons remain outside of the World on their own Overworlds ("Divine nations") and only arrive to the Human World on Human Avatars to sire Demi-gods and Gifteds to use as soldiers and tools on their war against the Titans and each other. When Magic is used the chances to become Fatebound grows bigger (Sorcery, Divine and Eldritch have the higher chances), so for instance too much Mind Magic might turn the caster into a madmen, or the use of an specific spell on a Mortal or Place might force him/it into a predetermined role.

Fatebinding Roles:

  • Common Roles (1-4)
    • Apprentice (1): Become a student of the Caster.
    • Backup (2-3): Becomes a supporting actor to the caster
    • Fan (4-5): Becomes starstruck around the caster.
    • Preacher (6): Will seek to convert his fatebound into his personal beliefs.
    • Victim (7): Will suffer for the fatebound as a sacrifice.
    • Beggar (8-9): becomes a hindrance that requires constante support from the caster.
    • Foil (10): Always puts a bad word on the caster, becomes an eternally bad press to it's caster.
  • Uncommon Roles (5-7)
    • Balm (1): Becomes a soothing presence.
    • Herald (2): Will always enlight others on it's Fatebound caster, always putting some good press.
    • Jinx (3): brings unintentional bad luck to it's caster.
    • Rival (4): Will always compete with the caster.
    • Unrequited Lover (5): Will love but never be loved by the fatebound.
    • Martyr (6): Will die for the caster.
    • Patron (7): Will monetary or otherwise support it's fatebinded caster.
    • Trickster (8): will seek to hurt or bother his fatebound.
    • Beacon (9): Become a place or person of relevance, pilgrimages are performe to the fatebound place/person and might even form permanent settlements.
    • Shrine/Temple (10): This place will become a Holy Site to mortals and or Wizards.
  • Rare Roles (8-9)
    • Canary (1): becomes the sacrificial victim of an attack launched against it's fatebound caster.
    • Catastrophe (2): becomes a beacon of disaster and calamities.
    • Lover (3): Becomes in love with it's caster.
    • Mentor (4): becomes a teacher to his fatebound.
    • Nemesis (5): Will never stop until it's fatebound caster is destroy and forgotten.
    • Shadow (6): becomes a fisical embodiment of the Fatebinded's failures and wrongdoings.
    • Neutral Ground (7): This place will never host conflicts of battles.
    • Place of Conflict (8): This place will never host peace or agreement, becoming a battlefield.
    • Lost City (9): A place becomes robed of it's fame, eventually dissapearing from common knowledge and dissapearing entirely.
    • Imprint (10): The place or person becames a mirror of the specific magic used there.
  • Super-Rare Roles (10)
    • Contrary (1): appears as one specific Fatebound role but in reality is an opposite one, thus a duplicitous person or place.
    • Traitor (2-3): Appears as a friend but plans to destroy his fatebound.
    • Weak Link (4-5): Will always fail to help the caser.
    • Boon Companion (6): becomes a permanent ally and soldier of the caster.
    • Well of Power (7): Willgrant power to those magically adept.
    • Touchstone (8): A place becomes connected to it's fatebound granting it power and exuding his style and attitudes.
    • Oasis (9): Will bring peace and respite to it's fatebound.
    • Terra Incognita (10): A place will be separated from the WORLD, becoming both a Lost City and an Imprint.

Orders of Magic

Eldritch Magic

Related to TITANS, it's primordial, raw, chaotic although It's ordered around a single primordial concept (Such as Light, Time, Chaos, Darkness, Fire, etc.) and extremely bound to Fate. Currently only WARLOCKS can use it through a pact with the Titans (Magical Contract Binding) whom are (Mostly) locked away our of the WORLD'S dimension, such thing however requires a heavy sacrifice from the Warlock, as he becomes the Titans' agent on the World devoted to free it's Masters.

Divine Magic

Related to GODS. Gods are ancient Proto-Humans touched by the Eldritch force of Titans who managed to survive and ascent to godhood. They became the force driving Humanity on it's early days. It's ordered around a Human concept or a series of concepts such as Wisdom, Justice, Knowledge, Love, etc. and extremely bound to Fate. Currently Gods are (Mostly) away our of the WORLD'S dimension, in their own Overworld's (Dimensions) however they used to sire Scions, known as DEMI-GODS (Blood binding Magical COntract) on this WORLD as well as ocasionally granting their unique skill to lucky humans known as GIFTED or PROPHETS (Celestial Magical Contact), both however require a heavy sacrifice from them as they becomes the Gods' agent on the World. In the current era these Demi-Gods are rarer than in the ancient eras.

Sorcery Magic

Related to SORCERERS. Sorcerers are the descendants of Demi-Gods. They became another force driving Humanity and Civilization, they used to be more common, now trey are rarer. Their Magic Power allows them to surpass Mankinds' limitations just by intention and those special skills are related to their semi-divine parent (shuch as war, death, love, chaos, etc). It's relatively bound to Fate.

Arcane Magic

Related to WIZARDS. Wizards are the modern descendants of Sorcerers/Demi-Gods, they have the ability to use Magic. A Wizards' Magic is versatile and extremely developed but low in strenght and requires more practice, study and pure intention to be Mastered. It's relatively bound to Fate.

Thaumaturgy

Magic also known as Thaumaturgy (when refered as a practice) is the general term used to refer to the several modern schools of Magic such as Astrology, Kabbalah, Alchemy, and Shinsendou. Divergences can be found among different schools, but the fundamental basis is ā€œto convert Magical Energy inside the userā€™s body to transform the external worldā€. The practitioner acts in accord with the system that each school operates under to execute a pre-built program. That ā€œprogramā€ is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the magical energy of the wizard and the command to do it is made through the Spellcasting/Ritual Casting. The greater the interference, the greater will be the amount of magical energy consumed. There are three main laws in Thamaturgical practice: The Law of Contagion, the Law of Similarity and the Law of Observation. They may be summed up thusly: "The part affects the whole", "Like produces like" and "Observation Changes Reality" respectively.

Thaumaturgical Foundation

A Thaumaturgical Foundation  is a "Thaumaturgical Theory"  "engraved" upon the World in the form of scholarship or religion ā”€ a body of pre-established rules, fomented per the faith of the populace, as a cluster of Magic Formulae, each of which runs an spell (program) written within it when a wizard sends a command through his will to it. In other words, Foundations are necessary for the usage of Magic. Each culture has it's own Thaumaturgical Fundation, so Magic can be equated with cultural elements such as Languages.

The World

The World, is "the reality as we can perceive it". It acts as as a Nomaji's isolated system theory, a closed system of everchanging forces and cause/effects that are partially percibable for the wizards. The World follows basic rules (as understood by the Nomajis) but beneath them, Magic can be used to modify them, but only temporarily, as the everchanging and self-balancing system that the World is, will reject the modification the Wizard is trying to implement eventually actualizing whatever change the Wizard had managed to overwrite in the World. These changes implemented via Magic, will last accordingly to the presence of magical energy to fuel them, as well as the stability of the thaumaturgical fundation used to create them.

Elements

The Elements are "phases" in which the World presents itself, as an everchanging, self-balancing system. Depending on the teachings of Magic schools, one could classify each into different sets of Elements. The four classical elements according to the Western tradition are Fire, Water, Earth and Wind, they are said to came from Arche in ancient Greece. Modern wizards adds in the Void (Ether) element. The Oriental philosophies considers that there are the Five Elements, they are Water, Fire, Earth, Wood and Metal.

Numbers

Numbers are key elements in magic, specially in Arithmancy, creation of magical objects and Warding. Even numbers are considered stability numbers while odds are unstables or dynamic numbers.

1-2 are for basic Circuits not powerful and mostly used for basic learning, 3-4-5-6 are intermediate numbers, widely used for basics and intermediates Circuits the majority of times. 7-8-9 the Golden numbers, the most powerful trio of numbers used for the most powerful Circuits.

  • 0_The Null, cannot be safely used in normal circuitry alone, only as part of an array of double digits or more.
  • 1_The Prime, origin point not powerful, the basic unstable bloc.
  • 2_The Twins, the first dynamic couple, act as the most basic Circuit.
  • 3_The Trio, a natural unstable number that creates a perfect stable Circuit, considered Holy because of this.
  • 4_The Base, combining Two twos, the four acts as a powerful stabilizator, simple yet effective.
  • 5_The Star, a Classical dynamic Circuit, considered one of the most reliable numbers.
  • 6_The Hexagram, combining Two Threes this numbers creates a powerfuly stable circuit that mantains two efective Trios, thus the six is considered a basic yet powerful number.
  • 7_The Powerful, Seven is considered the most powerful number as it creates an strong array by adding a small inestability point into two Trios.
  • 8_The Anchor, Eight is considered the ultimate Even, combining Two fours the Eight becomes the most stable Circuit.
  • 9_The Knot, Nine is a powerful odd number as it combines three Threes creating an stable yet dynamic Circuit.

Origin

The Origin is the starting point that defines one's existence and directs one's actions throughout life. The form it can take on at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world. These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place.

Materials

Some materials have a better relationship with Magic than others, those of "muggle-made" or non-natural origin are considered the worst to wizardkin as the lack the capacity to transmit Magical energy or withold magical properties, instead the wizards and witches of the world prefer natural ones, such as wood, stone, glass and fabric. Following the Law of Similarity materials hold macrocosmical relationship with the universe. Metals are known to be relatively ductile to magic, there are however three of them that resist manipulation by Thaumaturgical forces, they are in order of dificulty: Bronze, Iron, Silver and Gold.

Arcane Focus

The Arcane Foci are tools designed to be used by wizards, helping them harness their magic and facilitating their casting. Each foci has a diferent ability and capacity related to the caster and casting in question. There are specific creators for such items. there are four elements as in the spanish minor arcana set:

Arcana Wands Cups Swords Pentacles
Forms Intention in Spellcasting, diction and concentration, the human expression, Circle Casting. singing, even dancing and Muda hand-sign. Traditional wands, clubs, rods and staves, Broomsticks Magical Chalices, Cups, Cauldrons "Athames", "swords" and Knives used in rituals and combat. Magic Circles, Coins, Orbs, Bracelets, Amulets, Diadems, Crowns and Rings.
French suit Joker Clubs Hearts Spades Diamonds
Classical Element Aether Fire (or Air) Water Air (or Fire) Earth
Oriental Elements Fire Wood Water Metal Earth
Uses Arcana serves as a conduit for intricate magical workings, weaving together intentions, incantations, and gestures into potent spells. It finds applications in divination, astral projection, and complex enchantments requiring deep symbolic resonance. Versatile tools for directing magical energy with precision and focus. They excel in spellcasting requiring swift, direct action, such as offensive spells, energy manipulation, and elemental evocation. Magical chalices, cups, and cauldrons are vessels of emotion, intuition, and fluidity. They excel in rituals involving healing, scrying, and emotional transformation, harnessing the power of water to cleanse, purify, and empower. These embody the element of air, cutting through obstacles and dispelling negativity. They excel in rituals of protection, banishment, and mental clarity, wielding the power of intellect and discernment to command the unseen forces. Written magic circles, warding objects, and talismans serve as anchors for manifesting desires and protecting sacred space. They excel in rituals of manifestation, abundance, and earth-based magic, grounding intentions into physical reality and fortifying spiritual boundaries.

Swords are better used in Blood magic and sacrificial rituals, they "take away from others or the victim, to cast magic", Wands have both versatility and range but low duration, they "take from the caster to cast magic". Cups and chalices are better suited to potions, as they "combine elements to cast magic". Pentagrams are suited for Ritual Magic, specially warding and Magical Objects as they have less power but extended effect and permanency, these "Sustain the casted magic".

Arcana Type Focus

Arcana type focus is the name for the use of basic conduits for intricate magical workings, such as weaving together intentions, incantations, and gestures into potent spells of deep symbolic resonance. These focii find applications in divination, astral projection, and the casting of complex enchantments that require a profound understanding of symbolic language and metaphysical principles. These refer to every Human form of Communication such as Speaking, Intention, dancing, gesturing, singing, acting.

At the core of Arcana type focii is the intention in spellcasting, the driving force behind magical manifestations. Practitioners harness the power of focused intention to direct their will and shape reality according to their desires. By channeling their intentions through Arcana focii, wizards and witches imbue their spells with clarity, purpose, and efficacy, amplifying the potency of their magical workings. Diction and concentration play crucial roles in the effective use of Arcana type focii. Wizards and witches must articulate incantations with precision and clarity, infusing each word with magical energy and intent. Arcana focus can and empowers by itself any tother type of Focus.

Arcana type focii celebrate the human expression as a powerful tool for magical manifestation. Through the art of storytelling, song, dance, and symbolic gesture, practitioners tap into the creative potential of the human spirit, weaving spells of enchantment and transformation. The human expression serves as a conduit for the flow of magical energy, allowing wizards and witches to channel their emotions, beliefs, and aspirations into tangible manifestations of power, this is the Basis for Tribal Magic.

Circle casting is a sacred ritual practiced by wizards and witches to create a sacred space for magical workings. Using Arcana type focii, practitioners draw upon the energy of the elements to consecrate and empower their circles, forming a protective barrier against negative influences and malevolent forces. Within the confines of the circle, practitioners commune with spiritual entities, perform divinations, and cast spells of profound significance.

Wand Type Focus

Wands type focii are pivotal tools, each unique in its material composition, core, length, and flexibility. Crafted from various woods and cores, they embody distinct magical properties and characteristics. Some may excel in combat-based spells, while others enhance defensive and day to day enchantments. Length and flexibility play crucial roles, influencing reach, power, and control in spellcasting. User compatibility is paramount, with well-matched wands enhancing a wizard's spellcasting prowess. Wizards must find harmony with their wands, aligning temperament and personality with the wand's innate magic. Specialized features, like durability or spell amplification, distinguish prized wands among skilled practitioners. Technique and control are foundational to wand mastery. Wizards must develop precise hand and wrist control, mastering magical gestures and incantations. Each spell demands specific wand movements and gestures, requiring diligent practice and memorization. Augmented with Arcana type casting, wands become conduits for intricate and powerful magic. Arcane symbols and rituals infuse additional complexity and potency into spellcasting, allowing wizards to tap into mystical forces beyond conventional methods.

Traditional Wands, the epitome of magical craftsmanship, boast slender profiles and intricate designs, crafted from a selection of fine woods and adorned with powerful magical cores. Their versatility makes them favored tools among spellcasters, offering balance, precision, and responsiveness in a wide range of magical endeavors.

Clubs, with their robust and sturdy construction, stand as formidable counterparts to traditional wands. Crafted from durable woods like oak or hickory, these wands prioritize strength and impact, making them ideal for casting forceful spells and engaging in magical duels. While less agile than their traditional counterparts, clubs excel in offensive/defensive magic, channeling raw power with every spell cast.

Rods and Staves embody elegance and sophistication in magical practice. Rods, with their sleek and slender design, offer nimble maneuverability and precision, perfect for weaving subtle charms and intricate enchantments (Specially Abjuration and Conjuration). Staves, towering symbols of authority and mastery, command respect with their imposing presence and potent magical energies, often reserved for the most experienced and skilled wizards, they are usually augmented with magical Crystals beside it's Core.

Cup Type Focus

These enchanted receptacles serve as conduits for emotion, intuition, and fluidity, harnessing the elemental power of water to facilitate rituals and spellcasting. Cup type focii excel in practices involving Potion-making, healing, scrying, and transformation, drawing upon the innate properties of water to cleanse, purify, and empower.

Magical chalices and Cups (Horns, goblets, etc.) are exquisite vessels (or simple ones in the case of Cups) imbued with magical properties, often crafted from precious metals and adorned with enchanting symbols or gemstones. They are revered for their elegance and symbolism, serving as focal points in ceremonial rituals and sacred rites. Magical chalices are associated with healing, renewal, and spiritual nourishment, offering practitioners a means to channel and amplify their intentions with grace and fluidity. They are frequently used in potion-making, ritual libations, and communion with mystical forces.

Cauldrons stand as iconic symbols of magic and alchemy, revered for their transformative properties and potent symbolism. Crafted from durable metals (or not so) and aometimes enchanted with intricate runes, cauldrons serve as crucibles of change and creation. In potion-making and spellcasting, cauldrons play a central role, providing a vessel for combining ingredients, stirring magical brews, and channeling elemental forces. They are essential tools for witches and wizards seeking to unlock the mysteries of the arcane and harness the power of the elements.

Swords Type Focus:

These tools normally known as "Spellblades" embody the element of air and symbolizing power, precision, and authority. These focii excel in various magical endeavors, including combat, rituals of protection, banishment, and mental clarity. When used as frontal weapons these Spellblades can act as diffusors, destroyin incoming spells (even curses), when used as implements, these can break down Magic located in Warding spellcraft. The Spellblades are mostly renowned for their martial prowess, symbolic significance, and capacity to channel magical energy with precision and focus. This focii have a strong reliance on physical prowess, which can pose challenges for some wizards and witches who may lack the necessary training or physical dexterity to effectively wield a sword focus, these as well, have less versatility in casting so they are used with less spells normally.

Athames are ceremonial daggers with double-edged blades, often featuring intricate engravings and symbols imbued with magical significance. Used primarily in ritual magic and ceremonial practices, athames symbolize the element of air and serve as conduits for directing magical energy with precision and focus. They are wielded by practitioners to cast circles, invoke protective barriers, and channel elemental forces during spellcasting rituals. Athames are also employed in rituals of banishment and purification, cutting through negativity and creating sacred space for spiritual work.

Swords, in their various forms, represent iconic symbols of power, strength, and authority. From traditional longswords to elegant rapiers, swords embody the martial prowess and symbolic significance. In the wizarding world, swords are utilized in combat training, dueling, and rituals of protection. They are wielded by skilled wizards and witches to defend against dark forces, uphold justice, and assert their authority in magical conflicts. Swords are also employed in rituals of mental clarity and focus, helping practitioners cut through distractions and achieve heightened states of awareness and perception.

Knives used in rituals and mostly in combat are versatile tools with single-edged blades, designed for precision and agility in both magical and mundane tasks. These knives, often enchanted and imbued with protective charms, are utilized in rituals of banishment, exorcism, and psychic defense. They embody the element of air and are associated with swift action, decisive judgment, and the power to sever spiritual ties and attachments. In combat situations, knives serve as formidable weapons, offering wizards and witches a means to defend themselves against dark creatures and malevolent forces.

Pentagram Type Focus

These focii encompass a diverse array of magical implements within the wizarding world, serving as conduits for anchoring intentions, manifesting desires, and fortifying spiritual boundaries. These focii excel in rituals of manifestation, abundance, and earth-based magic, drawing upon the elemental energies of the earth to ground intentions into physical reality and establish protective wards.

Magic Circles (Written or filled with geometric/mystic symbols) are intricate designs inscribed with mystical symbols and runes, serving as focal points for spellcasting rituals and ceremonies. These circles create sacred space, delineating boundaries between the mundane and the magical realms. Within the confines of a magic circle, practitioners can amplify their magical intentions, invoke spiritual energies, and perform rituals of protection and empowerment.

Other Warding objects such as coins, orbs, bracelets, amulets, diadems, crowns, and rings are imbued with protective charms and enchantments, serving as talismans against malevolent forces and negative energies but also as functional items that perform an specific task with precisition and reliability. These objects act as anchors for their specific programs. Warding objects are commonly worn or carried by wizards and witches as sources of magical protection and spiritual empowerment.

Tribal Magic

Many societies around the world developed their own form of Magic, this magic is commonly known as "Tribal Magic", and is characterized by the following: Arcana Focus (Non-Foci casting), Ritual Magic, Blood Magic, Shamanic Traditions, Animagii ritual self-transfigurations, Binding/Cursing, singing and dancing casting, use of many types of Divinations systems and Herbal potion making. These were the founding elements of every culture's Magic, over time however, societies changed and some developed complex systems, philosophies and lenguages, thus, Tribal Magic evolved into Classical Magic, this process however characterized mostly Europe (and the European colonies) and partially Asia. The remaining parts of the world still rely on Tribal Magic with diferent levels regarding it's Particular evolution and complexity. During the early days of mankind, there were few Magic Users, so this form of Magic was fairly underdeveloped and remained an oral tradition passed on by the tribe's shaman. Tribal magic is usually regarded as "slow but lasting"Ā· A common element in Tribal Magic is the act of crafting magical elements, as each piece they craft is infused with their unique style, intention, and energy, much like an artist's signature on their canvas. Just as an artist carefully selects their materials, colors, and techniques to bring their vision to life, wizards meticulously choose their magical ingredients, symbols, and rituals to manifest their desired outcomes. The crafting process becomes a deeply personal and transformative experience, allowing wizards to express their creativity, spirituality, and magical prowess in tangible form.

Ritual Casting

Ritual Casting is the process of casting Magic using no Arcane focus or using one physically anchored (generally a Magic Circle), through a Ceremony. The process takes time, concentration and hard work to achieve it's intended result, it usually utilizes Magic Circles, Magical symbols and herbs of varied types. This type of Magical casting is common in the whole world, except Europe and Modern AmƩrica, as these nations rely heavily on latin incantations and wandweaving. This system is commonly used for complex spellcasting, acting as a complement for the tribal wandless Magic in non developed societies. Ritual casting takes longer time and is usually far more complex to perform than wand casting, however, is more stable, and even more powerful on some types of Magic (Warding, Cursing, Conjurations, etc).

Circle Casting

Circle Casting, involves multiple wizards joining hands to enhance their magical abilities. One leads while others act as conduits, pooling their strengths for tasks beyond individual capabilities. Gender-based roles influence formation, with women initiating the link and sometimes passing control to men. Men can't form circles alone, and the maximum members vary by gender composition. The collective serves as a combined focus, enabling potent and enduring magic. This ritual is slow and demands extensive preparation, offering precision and power for complex tasks. This is perhaps the Oldest type of Ritual Casting (Arcana Type) and is still used today, specially during the Magical Binding (Contract) with a physical place (Abjuration), such as constructions, as well as agricultural rites.

Classical Magic

Spellcasting

The act of Spellcasting is to invoke Magic through spoken words . Those words acts as channel vessels as well as active commands to initiate the proper "spell", as if "summoning a program".

Types of Magic

  • Abjuration: Warding, defensive Spells, curse breaking. Examples: Protego
  • Transmutation: Transfiguration, Alchemy. Examples: Serpentsortia
  • Conjuration: Conjuration, summoning, teleportation. Examples: Accio, Apparition
  • Evocation: Elemental Magic, simple effect Spells that doesnt create effects afterwards. Examples: Aguamenti
  • Divination: All types of divinations. Examples: ProfĆ©tica sight
  • Charming: Enchantment of physical Ć­tems and or living beings. Effects that manifest temporary or permanently. Examples: Expelliarmus
  • Hexing: Evil enchantment of physical Ć­tems and or living beings. Effects that manifest temporary or permanently as curses. Examples: Aveda Kedavra
  • Illusion: Glamours, illusions, Enchantment of physical Ć­tems and or living beings, to temporary or permanently alter an image or Perception. Examples: Desillusionment charm

Magic through the World

Africa

The first humans appeared in Ɓfrica millions of years ago, it took them thousands more to understand Magic. As the tribes grew in size and power wizards also became more powerful, the Modern Magic system taught in most of Africa was based on the Tribal Magic system, but evolved to use written language,Uagadou (the largest african school) have particulary specialized itself in Astronomy, Alchemy and Self-Transfiguration. Wands are primarily a European invention, and although African wizards have adopted them as useful tools, Uagadou students prefer to cast spells simply by Handweaving, which makes them versatile wizards but less powerful and limits their overall spell knowledge. The Northern Region of Africa however developed itself strongly under the influence of the Magical Egyptian Culture, this itself influecenced strongly the Graeco-Roman magical culture. Egyptian magic prefered the used of Pentagram (Rituals and magical Building/items), Word (Long incantations normally in rites and written) and Cup (potion-making) focii, with the arrival of the Greeks, Wands and Athames have become used as well but currently the Magical Egypt nation prefers to study Arcana and Sword magic primarily. The Magical Contracts Tradition in Africa is considered more rigid than Westerner traditions in regards to terms but also more open to Magical Bindings with non-human entities.

Asia

As the first Tribal Shamans expanded through Asia, not only their Tribal Magic adapted to their enviroment but also to their philosophies and practices, the birth of the first cities, organized religions and societies as well as the arrival of written language, gave birth to a new type of Magic as well as the first recorded "Spells". Mesopotamia, Egypt and the middle/near East cultures put a strong emphasis in "spellcasting", transfiguration/conjuration, Alchemy and Warding. The Far East cultures instead, while developed a strong political/religious sociocultural system, mantained their Tribal approach to Magic while focusing in self-transfiguration (as well as Alchemy), through breathing and Martial Arts, Warding, conjuration and basic elemental evocation. Asia in general prefers the use of Focii of the "Pentagram/Sword types" (Jade rings, Magical Circles, Jians, etc), as well as a strongly diverse of Arcana focal casting. A common example is the use of Wushu based elemental control through Arcana (combat martial arts) following the Five elements theory, commonly known as Element-bending. The Magical Contracts Tradition in Asia is considered more extreme and/or rigid than Westerner traditions in regards to terms but also more open to Magical Bindings with non-human entities or even Self-Binding.

Europe

The original indo-european settlers that traversed Eurasia were purely knowlegded on the Tribal system, however, with the influence of the near-asian Magical cultures and the advent of the greek Polis and the philosophical thinking, greek wizardry grew and developed to an extremely advanced stage, becoming the basis for Modern Western wizardry. The Greek Magic School, specialized in Spellcasting, use of Foci (particulary Wands and Chalices), elemental evocation, transfiguration and some minor use of conjuration. The greeks developed the schools of Mysteries, secret covens of Wizards devoted to study and orally transmit the knowledge of certain powerful forms of Magic, these are the precursors of the currents Departments of Mysteries. The first effective Wands were developed in the days of the ancient greeks.This Magic School of thought expanded through Asia with the great armies of Alexander the Great, but reached it's peak not by itself, but by Serving as the Grand base of the Roman School of Magic. The Romans begun their Magic work as a Confederation of Tribes evolving towards a proper Magic Society on top of the Roman one. The Romans specialized in whats been called the "interpretatio romana", the cultural trait to adapt into their own culture others' cultures by finding local equivalents and renaming after it. This trait key in the formation of the Roman Expansionism, was also key in the formation of the Roman Magic system: a unified Magic system copying others cultures'magic and renaming them with the Latin language as the base. The German invaders arrived carrying many types of Tribal Magic, but just as the Nomaji german Tribes slowly became vassals of the Romans, so did their Shamans, slowly turning their knowledge towards the Roman Magic. The fall of the Roman Empire heralded the rise of the Germanic Kingdoms, a hybrid of the Roman and germanic cultures, and so the wizarding SPQR relinquished their power to the new Wizarding comunities appearing in Europe.Europe in general prefers the use of Focii of the "Wand/Pentagram types" (Wands, Staves and sometimes Magical Circles). Non-Human binding in contracts is deemed distasteful and mostly illegal in western nations.

America

The original inhabitants of the American continent were all well verse Magic Users of the Tribal system, with the arrival of the European Nomajis/Wizards conflict ensued and the strong european colonization, the Magic system that has rooted in the continent is the "Classical one", particulary the European system. In the precolombine America and mostly in the Aztec Empire, the magic users specialized in Blood Magic, particularing using human sacrificies to fuel wards and offensive curses. America, by the tradition inherited by Europe usually prefers the use of Focii of the "Wand/Pentagram types" (Wands, Staves and sometimes Magical Circles), but Handweaving and other focci are used. Non-Human binding in contracts is deemed distasteful and mostly illegal in western nations, albeit it is more tolerated than in Europe, in practice

Oceania

The modern "continent" of Oceania comprises Australia, New Zealand, polinesia and micronesia. The whole area is populated by seafaring aboriginal nations characterized by their use of Tribal Magic with Arcana Focii, with the arrival of the Europeans (particualry in Australia and New Zealand), the Classical school became one of the most practiced. Non-Human binding in contracts is deemed distasteful and mostly illegal in western nations, albeit it is more tolerated than in Europe.

Specific Types of Magic

Alchemy

Alchemy

Alchemy (Arabic: al-kīmiyā) is an ancient branch of Magic, and natural philosophy, practiced throughout Europe, Africa, China and throughout Asia, originating in Chinese text, around 73-49 BC and Greco-Roman Egypt in the first few centuries CE. Alchemy is considered a complex Magical discipline and (at least in the western world) combines knowledge from the arts of the "Golden Three": Transfiguration (use of visualisation to change an object into another), Enchantment (use of Advanced spellcasting to achieve more permanent effects) and Potioneering (The use of potion-making as a base for chemical achievements), as well as the "Silver Four": Magical Theory, (To comprehend the working of magic) Arithmancy, Healing magic and Arts and Crafts.

Alchemists work purifying, maturing, and perfecting certain materials (almost always inorganical ones such as Metals), because of this many alchemists sidework as recognized artisans as well, while others seclude themselves on personal Spiritual and philosophical journeys. Alchemist are known for the practice of Chrysopoeia, the transmutation of "base metals" (e.g., lead) into "noble metals" which is highly regulated by the Wizarding governments, the manufacturing of Panaceas able to cure many diseases and the development of alkahest, an universal solvent, alchemists thus are sought for in High demand. One of the original goals of Alchemy (still sought for in many Places such as Asia) was to found the way to Immortality, such endevour however has become asociated with dark Magic on the Western world, another Forbidden endevour is the creation of Takwin also known as Homunculi (it is said House elves are the product of this).

Islamic and European alchemists developed a structure of basic laboratory techniques, theory, terminology, and experimental method that are still in use today, such as the use of the four clasical elements and Astrological correspondences. Alchemy is one of the most Arcane and secretive forms of Magic, because of that, alchemists guard their work in secrecy using cyphers and cryptic symbolism.

There are three Major branches of Alchemy, the Chinese alchemy, centered in Continental China, and spread around asia, the Indian alchemy, centered in the Indian subcontinent and spread over south-east asia (many times a combination of Indian and Chinese schools) and the Mediterranean Alchemy which combines Greek-egyptian, islamic and later European traditions.

The Main current of Alchemy in use on the Western wizarding world is the "Hermetic Principle" based on the Mediterranean school. It is customary for alchemists (specially those of the Mediterranean tradition) to use an artistic name when making their work.

Blood Magic

Blood Magic, also known as Red Magic, is an ancient form of Magic, some say perhaps the oldest, as it's quite lingered to the first Tribal approach at Magic, as the original Shamans used it having no further source of Magic but their own (and their sacrificial) blood. The use of Blood Magic in animal and Human sacrificies, is the reason why it's currently frowned upon in the Western world and therefore within the uper circles of the ICW. Blood Magic utilizes the Blood both as a channel as an Energy source, it leds itself easily to many types of Magic and it's Main ability relies in it's versatility, regardless if it's donated by the caster ir taken from a sacrificial victim. Blood also carries history, the so called "Lineages" can bring strenght to the Blood, Therefore if the Blood sample comes from a family dedicated to an specific type of Magic, the sample will be strongly attuned to that type. Warding is another strong use of Blood Magic, as long as the sample comes from people strongly conected to the place being warded. Finally, curses are well suited to Blood Magic, specially those designed to afflict Lineages. Blood Magic used to be strongly practiced in the pre-christian Europe and America, having faded now, are still practiced even if in secret. 

Blood Magic while properly considered as "Tribal", evolved to be used by the "Classical" type users, however, this type tends to be considered as "Dark" (mostly in Europe and Latin America) as it lends easily towards curses, an infamous example of this type of Magic is the Dark Mark (itself also a type of Dark Magical Contract), but Blood Magic can also be used for warding and protection like the case of the Ancient Roman Clan Protection Spell (Devotio Warding). 

Dark Magic

The Dark Arts, also known as Dark Magic, or the "Dark Side of Magic", was a term that referred to any type of Magic that was mainly used to cause harm to, exert control over, or even kill people and creatures. Most people who practised what was known as the Dark Arts were evil, but not all. The Dark Arts commonly referred to spells and actions that could be used to harm others, ranging from the powerful Unforgivable Curses, to brewing dark potions and breeding dark creatures. These acts were often illegal or at least heavily discouraged in the wizarding world. Practitioners were referred to as Dark wizards or witches. Subdivided in order of damage, from Jinxes, Hexes and Curses the effects of a Jinx were irritating, but amusing, even useful, Hexes are known to cause moderate effects such as minor suffering to the victim. Dark spells of the Curse variant are known to act as "Parasytic quasi-entities that drain on the victim life-force to sustain it's evil effect".

The Dark Arts were generally regarded as corrupting to those who use them (which is part of the reason they are called "dark"). Powerful dark spells also required malicious intent in order to be successful. Some considered the Dark Arts as pragmatic in nature, where every time a branch was defeated, it only came back "fiercer and cleverer" than before. It is therefore imperative that one's defences had to be as versatile as these foul arts themselves. Some curses could remain in one's genes, being passed down through generations as recessive, or could reemerge in a descendant that could lead to frail health. Dark creatures could also have lasting impacts that were deadly or incredibly harmful to those who came into contact with them.

Ethical considerations

While the Dark Arts had a bad reputation, overall, dark magic was not, by definition, "evil" magic, as reflected in some of the people using them not being evil. Dark magic could be used for good as well as evil. At the same time, dark magic was not the only type of magic that could be used with the intent to kill. For example, the Severing Charm could kill if used irresponsibly or maliciously.

The only exception to this rule was the spell which created a Horcrux; this was an entirely selfish act ā€” taking a life in order to prolong one's own. This act was so reprehensible that the caster's soul became fragmented, allowing the creation of a Horcrux. The soul could only be restored by complete remorse for the murder, or repentance, which was actually painful enough to cause death. According to Albus Dumbledore, the only power strong enough to enable a person to resist the temptation of the Dark Arts, and to defeat them, was pure love.

Healing Magic

Healing Magic is a branch of magic devoted to improving the health of living creatures. Healers and mediwizards are professionally trained in this branch of magic. There are many different types of spells in this branch of magic, that have a variety of effects. There are also a vast group of potions that are dedicated to healing as well. Wizard doctors are known as Healers, Mediwizards and Great Shamans. While central establishments such as St Mungo and Santa Caridad, sthere are also small infirmaries and clinics such as the Hogwarts Hospital Wing run by Madame Pomfrey. Wizards have the power to correct or override 'mundane' nature, but not 'magical' nature. Therefore, a wizard could catch anything a Muggle might catch, but they can cure all of it; they can also comfortably survive a scorpion sting that might kill a Muggle, whereas they might die if bitten by a Venomous Tentacula. Similarly, bones broken in non-magical accidents such as falls or fist fights can be mended by magic. The consequences of curses or backfiring magic could be serious, permanent or life-threatening. This branch of Magic is considered a complex one that combines Enchantments, Transfigurations and Potion Making. There are many limitations such as, severe mental damage, such as improperly cast Memory Charms and insanity, may be irreversible, certain dark arts, such as body parts severed by Sectumsempra and werewolf-inflicted injuries, cannot be fully healed, and will leave scars at the very least. This branch of Thaumaturgy is extremely specialized in each region, therefore there are as many treatments and techniques as nations, many examples are Acupunture, Shamanic tripping and many more.

Magical Contracts

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An example of a written down Magical Contract.

A magical contract is a binding agreement established through mystical means, often involving magical rituals, spells, or enchanted elements, which dictate the terms, obligations, and consequences for the parties involved. Magical societies have historically governed by a council of powerful wizards, witches, or magical beings that overseen the creation and enforcement of magical contracts, from basic Oaths (during tribal eras) to complex or nation-wide contracts (later eras, specially the current one). Each nation mantain a specialized group tasked with enforcing the terms of magical contracts, normally as Arbiters, Judges and Scribes, as Magic itself is binding enough in the majority of cases. These enforcers normally possess unique abilities or magical artifacts to ensure compliance and even to unbind previous contracts under specific conditions. As the potential use and abuse of this, magical societies tend to be mostly untrustworthy of each other as there has been historical abuse of this mechanic, such as the creating Magical slaves and to gain obscure/evil magic.

Individuals might enter into magical contracts for personal gain, protection, or alliances with other magical beings, normally Human, as entering contracts with non human entities is usually frowned upon as well as made illegal by many nations (Mostly Western ones which only use such agreements as specialized Police/Military force). In modern magical nations, Magical Contracts are key to govern the functioning of the entire magical society, regulating aspects such as the use of magic, inter-species relations, and the protection of magical artifacts. The most basic example is the "Pledge of Allegiance" of every citizen to it's nation/state, others include Military oaths, commercial ones or social-based contracts.

Society and Government use

Magical societies governed by contracts always have its own set of ethical codes and principles guiding the use of magic and the creation of contracts, this in turn based upon each national history. Different magical communities within the society sometimes have their own unique contract traditions, rituals, and interpretations of magical law, which usually can bring these groups into conflict under the same nation, as Power struggles can sometimes arise within the magical society, with factions vying for control over the creation and enforcement of magical contracts (i.e. a new way of governing a group). Maintaining a balance of power within the magical society is crucial to prevent the abuse of magical contracts and ensure fairness and justice for all members. The interplay between magic binding and ethical codes is of paramount importance within magical societies. Magic binding operates within the ethical framework established by the society, adhering to principles of each particular nation. Contracts that violate ethical codes or promote harmful practices may be subject to scrutiny or intervention by governing authorities, ensuring that magical contracts align with the values and norms of the society.

Across different magical communities, variations in magic binding techniques and philosophies may arise, reflecting cultural traditions, beliefs, and historical contexts. These variations contribute to the richness and diversity of magical societies, fostering a sense of cultural identity and belonging among its members, but also can be exploited, as Authoritary regimes regulary abuse this system, while modern nations have made costume of using them with less restrictions. Dark wizards or Illegal entities also seek to exploit loopholes in magical contracts or use forbidden magic to subvert the system for their own gain.

The Antigone Clause

The Antigone Clause is a mystical loophole woven from the fabric of ancient rites and divine oaths, offers a tantalizing prospect for those seeking to defy the constraints of magical contracts. Named after the courageous figure from Greek mythology who challenged unjust laws, this clause holds the key to overriding or nullifying magical agreements through the invocation of higher powers. At its core, this represents the authority of divine entities to supersede mortal agreements. By establishing a connection with deities such as a Deity or other High Ranking entity, practitioners gain access to a potent source of magical influence that transcends the bounds of traditional contracts. To enact the Antigone Clause, adherents engage in elaborate rituals and ceremonies dedicated to their chosen deity. Through these sacred rites, they forge a bond with the divine realm, invoking the name and power of their patron deity as a witness and enforcer of their new agreement. Once the pact is sealed, practitioners can call upon the divine authority bestowed upon them to challenge and dismantle magical bindings. By invoking ancient rites and incantations, they assert their divine allegiance above any mortal contract, rendering the magical agreements null and void.

However, the utilization of the Antigone Clause is not without risk. Practitioners must navigate a delicate balance, as their actions may draw the scrutiny of magical authorities and other divine beings who oppose the manipulation of divine forces for personal gain. Moreover, the pact with the deity demands unwavering devotion and adherence to their terms, lest the practitioner face dire consequences for their hubris.

Historical Evolution of Magical Contracts in the Western World:

Ancient Era (Before 500 CE to Vth Century AD):

In the early days of wizarding civilization, magical contracts were often used to formalize agreements between individuals and groups, laying the foundation for communal living and collective decision-making. These contracts served as the basis for establishing rudimentary forms of governance, with leaders emerging to enforce the terms and ensure order within magical communities. Over time, as societies grew more complex, these early contracts evolved into more sophisticated legal instruments, reflecting the changing needs and aspirations of magical societies. Greek Oaths and Citizenship System Influence: The influence of Greek Oaths and Citizenship systems could be seen in the emphasis on sworn oaths and commitments within magical contracts. Wizards would bind themselves to magical agreements through solemn oaths, invoking divine witnesses and facing consequences for oath-breaking. Roman Patron-Client System Influence: During this period, magical contracts may have resembled the Roman Patron-Client system, where powerful wizards acted as patrons, providing protection, resources, and magical assistance to less powerful wizards in exchange for loyalty and service. These contracts would be characterized by hierarchical relationships and obligations of reciprocity.

Medieval Era (500 - 1500 CE):

As feudalism emerged, magical contracts evolved to reflect the feudal hierarchy. Powerful wizards, akin to feudal lords, granted protection and privileges to lesser wizards in exchange for loyalty and service. These contracts may have included obligations of magical assistance during conflicts or duties related to land and governance. The emphasis on oaths persisted in medieval magical contracts, with wizards swearing allegiance to lords or monarchs through magical oaths. These contracts became more formalized, often documented in written scrolls or grimoires, and enforced through magical seals and enchantments. During the era of kingdoms and monarchies, magical contracts played a central role in legitimizing the authority of rulers and governing institutions. Kings and queens often used magical contracts to solidify their rule, binding their subjects to loyalty oaths and allegiance pledges. These contracts were imbued with powerful magical enchantments, reinforcing the divine right of monarchs to rule and ensuring obedience from their subjects. However, as societies progressed and notions of democracy and individual rights gained traction, the use of magical contracts began to shift.

Modern Era (1500 - 1800 CE):

In the early modern period, feudal structures began to decline, leading to the emergence of nation-states and centralized authority. Magical contracts reflected this transition, with wizards increasingly serving national governments or monarchs rather than feudal lords. Contracts became more standardized and bureaucratic, administered by governmental magical agencies or councils. With the exploration and colonization of the Americas, new magical contract systems emerged in European colonies. These systems were influenced by indigenous magical practices and adapted to the unique social and political contexts of colonial societies. Magical contracts became tools of colonial control, used to exploit indigenous magical knowledge and resources. In modern parliamentary kingdoms, magical contracts were employed to codify the rights and responsibilities of citizens, delineate the powers of government institutions, and establish mechanisms for accountability and oversight. This was done to protect the ancient magic of the majority of the european States.

In other oligarchical systems, where power is concentrated in the hands of a few elite individuals or families, magical contracts are often used to consolidate authority and maintain control over the populace. These contracts may be used to enforce loyalty oaths, suppress dissent, and perpetuate the dominance of ruling elites. However, in more liberal oligarchies, magical contracts may also be employed to establish partnerships and alliances among competing factions, ensuring stability and continuity in governance.

The evolution of Magical Contracts from absolutist monarchies to parliamentary eras signified a shift from centralized to distributed governance, while preserving ancient magical traditions. In absolutist monarchies, magical contracts consolidated the king's power, dictating terms unilaterally and enforcing compliance through magic. However, with the rise of democratic ideals, magical contracts transformed. Representative bodies, like magical parliaments, emerged, negotiating contracts through consensus. This transition upheld ancient magical practices while rewriting royal prerogatives. magical contracts expanded to include not just ruler-subject relations but also intergovernmental interactions. Checks and balances were integrated to prevent unchecked authority, ensuring accountability and protecting individual rights. The preservation of ancient magic was paramount, even as power dynamics shifted. Magical contracts retained their binding nature but became more inclusive and reflective of the collective will.

The post-colonial period (1700 to 1950):

The magical contract system underwent significant changes influenced by the decline of colonial empires and the rise of nationalism. With the decline of colonial empires and the emergence of independent nations, magical contracts became increasingly nationalized. Each newly formed nation established its own magical regulatory bodies and systems of governance, asserting control over magical practices within its borders. Wizards were expected to swear allegiance to their respective nations and abide by national laws and regulations. The post-colonial period saw the codification and standardization of magical contracts. National governments enacted laws and statutes governing magical practices, including rules for the creation, enforcement, and termination of magical contracts. Standardized contract templates were developed, outlining rights, obligations, and recourse mechanisms for contracting parties. As nations modernized and developed legal systems, magical contracts became integrated into broader legal frameworks. Courts and judicial bodies adjudicated disputes arising from magical contracts, applying principles of contract law and equity. Legal professionals, including magical attorneys and advocates, specialized in magical contract law, representing clients in legal proceedings.

In presidential and democratic systems developed in America, saw the use of magical contracts are utilized to facilitate the peaceful transfer of power, ensure the separation of powers, and protect the rights of minorities. These contracts establish the rules of engagement between branches of government, delineate the scope of authority, and provide mechanisms for checks and balances. Additionally, magical contracts are used to regulate electoral processes, guaranteeing free and fair elections and safeguarding the democratic process. Social and political movements, such as the magical rights movement and the emergence of magical unions, influenced the development of magical contract law. Wizards advocated for greater rights and protections within magical contracts, leading to reforms aimed at addressing issues such as exploitation, discrimination, and unequal power dynamics. specially in American Nations, and later on some Western European ones.

Creation and functioning of Magical Contracts:

Magical contracts are created through elaborate spellcasting rituals involving the parties involved. These rituals might involve incantations, gestures, and the use of magical objects, focii and Materials. Magical contracts can be bound by elements of magic such as enchanted parchment, mystical symbols, or even the blood of the parties involved, making breaking them extremely difficult. Once created, magical contracts are recorded recorded and archived in special repositories accessible only to authorized individuals, normally the nation's scribes and high ranking government officials. Modern Magic Contracts also facilitates the renewal or modification of contracts over time to accommodate changing circumstances or evolving needs. Parties can engage in ritualistic ceremonies to reaffirm their commitment to the agreement or renegotiate terms to better reflect their current circumstances. This flexibility ensures that the contract remains relevant and effective throughout its duration.

In a society where the fabric of magical interactions is woven with contracts, the presence of a specialized corps of agents akin to magical lawyers becomes indispensable. These adept individuals boast profound expertise in magical law, contract negotiation, and the intricacies of magical agreements. Their responsibilities span a wide spectrum, starting with the meticulous crafting of contracts tailored to the unique needs and circumstances of magical entities, individuals, and even interactions involving both magical and non-magical parties. The contracts they produce must be characterized by clarity, precision, and legal enforceability within the magical realm. Beyond the drafting stage, these agents serve as guardians of contractual integrity. They oversee contract enforcement, intervening in cases of disputes or breaches using magical means such as invoking contractual clauses or resorting to magical courts. Serving as mediators or arbitrators, they navigate negotiations and strive for resolutions that satisfy all parties involved.

Furthermore, these agents provide essential legal counsel to individuals and organizations regarding magical contracts, rights, and obligations. They remain vigilant, keeping abreast of changes in magical law and emerging trends, conducting thorough research and analysis to ensure the relevance and accuracy of their advice. Their role extends to education and training, where they disseminate knowledge through seminars and sessions on magical contracts, implications, and best practices for engagement. By fostering understanding and adherence to magical legal frameworks, they contribute to the maintenance of stability and order within the magical community.

Process of creation

In the Invocation phase, parties convene in a magical setting, invoking higher powers or ancestral spirits to oversee proceedings (alongside State or private Scribes). Each party Declares Agreement, articulating terms, obligations, and consequences they pledge to uphold. Symbols, tokens, or significant items are Exchanged to symbolize commitment, often imbued with magical properties (blood and other bodily fluids can be used but nowadays that's considered distasteful. A designated individual, typically a skilled mage or priest, normally refered to as an "Scribe" or "Arbiter", performs Ritualistic Invocations, channeling mystical energies to establish a metaphysical bond between the parties and the contract's terms. The contract is Sealed through recitation of its terms, emphasizing key clauses, while magical energy solidifies the agreement. Witnesses, chosen by both parties or appointed by the governing body, Affirm the contract's validity, ensuring its legitimacy. The contract's details are meticulously recorded on enchanted parchment or specialized medium using magical inks, bearing the signatures or seals of the contracting parties and witnesses. Thus, a comprehensive and binding magical contract is formed through ritual, verbal agreement, token exchange, and metaphysical invocation, documented and acknowledged for future enforcement and reference.

Magic Binding

Magic binding stands as a pivotal force in the enforcement of magical contracts within societies, serving as a metaphysical mechanism that ensures compliance and upholds the integrity of agreements. Its function within magical contracts is multifaceted and intricate, playing a fundamental role in shaping the dynamics of magical societies. At its core, magic binding establishes a metaphysical linkage between the parties involved in a contract and the terms they have agreed upon. This linkage is often forged through elaborate rituals, enchanted objects, or mystical symbols that imbue the contract with magical potency. Such rituals may involve incantations, gestures, and the invocation of spiritual or elemental forces, symbolizing the binding of the parties' intentions and commitments. One of the defining characteristics of magic binding is its inherent stability and resilience. Unlike conventional contracts, which may be susceptible to manipulation or circumvention, magical bindings possess a robustness that resists attempts to nullify or undermine the agreement. They provide a secure framework for contractual agreements, fostering trust and reliability within the magical society.

Magic binding serves not only as a means of establishing the terms of a contract but also as a powerful enforcement mechanism. It compels the parties to fulfill their contractual obligations, imbuing the agreement with a sense of magical accountability. Breaches or violations of the contract trigger magical consequences, ranging from mild admonishments to severe retributions, depending on the severity of the infraction. These consequences serve as deterrents against misconduct and promote adherence to the agreed-upon terms. Magic binding techniques are highly customizable and adaptable, allowing for the creation of contracts tailored to the specific needs and complexities of the parties involved. Advanced practitioners may employ intricate enchantments, layered protections, and arcane safeguards to enhance the binding's efficacy and durability. These enhancements ensure that the contract remains steadfast and secure, even in the face of external threats or challenges. Central to the concept of magic binding are the incorporation of magical seals and wards within the contract. These seals and wards serve as mystical barriers designed to safeguard against unauthorized tampering or manipulation. They prevent outside interference and preserve the sanctity of the contract's terms and conditions, ensuring its integrity and validity.

Magically Binding a Physical place

Binding with physical places (entering a contract) imbues a location with magical significance, fostering symbiotic relationships and varied purposes such as protection, accessing mystical energies, preserving sacred sites, or fostering community belonging. Establishing the connection typically entails ritualistic practices, attuning practitioners to the place's inherent energies and spirits, forging deep bonds. Some sites inherently possess potent magical energies, often intersecting ley lines, believed to amplify mystical properties. Benefits include enhanced spiritual connection, intuition, and access to wisdom, healing, manifestation, divination, or ritual magic. Practitioners bear responsibilities of stewardship, performing rituals, offerings, and acts to maintain balance and vitality. Ethical considerations include reverence, respect, obtaining consent, and mitigating harm or exploitation. Many cultures and traditions have deep-rooted practices of binding with physical places, enriching regional heritage and consciousness. Binding catalyzes personal and collective transformations, fostering interconnectedness, Earth reverence, and stewardship as well as modern Magical Governance.

The application of magical contracts to the construction of government buildings, schools, military fortifications, and homes imbues these structures with deeper significance and functionality, enhancing their role within society. Government buildings, as the heart of administrative power, benefit from magical contracts that instill qualities like stability, transparency, and justice, ensuring fair governance and protecting against corruption. Schools, as centers of learning, flourish under contracts promoting conducive environments for curiosity, creativity, and intellectual growth. With provisions for enhanced concentration and memory retention, these contracts empower students and educators alike to excel in their pursuits. Military fortifications, bastions of defense and security, benefit from magical contracts fortifying defenses and bolstering soldiers' resilience and tactical prowess. These contracts safeguard nations against external threats, ensuring sovereignty and peace. Homes, sanctuaries of comfort and familial bonds, thrive under contracts fostering harmony, prosperity, and emotional well-being. With blessings for health, abundance, and familial unity, these contracts create atmospheres of warmth and positivity.

Ethical considerations loom large in the use of magical contracts in construction, requiring stakeholders to ensure fairness, accountability, and transparency. Terms must align with principles of justice, social practices, and potential consequences, including impact on individuals, communities, and the environment, must be carefully weighed. Thus, integrating magical contracts into construction elevates structures beyond physical edifices, infusing them with spiritual significance and purpose.

Illegallity

A mentioned it's illegal in most places to contract with non-humans, these are such cases: Making a Magical Contract with a non-human entity unveils a labyrinth of possibilities and consequences, each contingent upon the entity's nature and the terms of the agreement. Contracting with a regular animal might entail mutualistic interactions or services rendered in exchange for care or offerings. In contrast, negotiations with magical beasts could promise access to unique abilities or knowledge, with the caveat of respecting their primal instincts and territorial boundaries. Venturing into contracts with spiritual entities promises esoteric wisdom and mystical insights, but it also carries the risk of spiritual possession or manipulation by malevolent forces. Conversely, engaging with demons or angels offers temptations of temporal power or forbidden knowledge, yet the price exacted often includes the forfeiture of one's soul, moral corruption, or eternal servitude. The act of self-contracting introduces a surreal dimension, where individuals barter parts of themselvesā€”be it physical, mental, or spiritualā€”in exchange for desired outcomes, bearing the burden of unforeseen psychological or physical ramifications.

The unethical and immoral use of Magical Contracts to bind other creatures, especially humans, represents a dark and nefarious abuse of magical power. Such contracts, forged through coercion, manipulation, or deceit, strip individuals of their autonomy, dignity, and Lawful rights. They serve as instruments of oppression, exploitation, and subjugation, perpetuating cycles of injustice and suffering. By binding humans or sentient beings against their will, practitioners violate sacred principles of free will, consent, and respect for individual sovereignty. These contracts enslave the mind, body, and spirit, trapping victims in webs of servitude and despair. The consequences are far-reaching, causing untold harm to the victims and eroding the fabric of moral and ethical integrity within magical societies.

Amidst the potential benefits lie daunting consequences. Violating the natural order risks ecological or metaphysical imbalances, while ethical dilemmas surrounding consent, exploitation, and the sanctity of life loom large. The terms of the contract may harbor unintended repercussions, causing harm to oneself or others, challenging the boundaries of personal agency and moral responsibility. Moreover, legal systems may falter in enforcing or adjudicating magical contracts, amplifying societal discord or exploiting legal loopholes.

Martial Magic

War Magic treaty

The terms Martial Magic or combative magic are used to refer to the forms of magic used defensively and offensively in wizard duels. Sword Type focii excel on this type of Magic, as they provide specific spells with offensive and speed, as well as Wand type focii due to their range and versatility. Pentagram and Arcana type are better suited defensive magic such as fortifications and ambushes. The essence of Martial Magic lies in the precise execution of spell incantations and the fluid movements of the wizard's wand, both integral components of casting spells effectively during combat situations. Each spell demands specific incantations and corresponding wand gestures, underscoring the need for unwavering concentration and focus amidst the chaos of battle. This however is better achieved using Athames and similar enchanted blades which can cast swift and single spells in rapid successions. It's separated into two diciplines: War Magic and Dueling.

In Dueling etiquette and strategies shape the dynamics of magical combat, with wizards adhering to formalized rules and engaging in strategic maneuvers to outmaneuver opponents. Mastery of non-verbal spellcasting and wandless magic offers a significant advantage, enabling wizards to cast spells silently and swiftly, concealing their intentions and surprising adversaries. Offensive/Defensive spells and hexes constitute the cornerstone of Martial Magic in combat scenarios. Wizards employ spells like "Stupefy" to stun opponents, "Expelliarmus" to disarm adversaries, and "Petrificus Totalus" to immobilize foes entirely. Hexes such as "Cruciatus" for inducing excruciating pain and "Sectumsempra" for inflicting deep lacerations pose significant threats in the hands of adept duelists, amplifying the intensity of wizard duels. On the defensive front, wizards rely on protective charms and enchantments to shield themselves from harm during duels. "Protego" erects invisible barriers that deflect incoming curses and hexes, while the "Shield Charm" creates personalized protective shields around individual casters. Advanced defensive enchantments like the "Fidelius Charm" conceal individuals or locations, offering strategic advantages in battle and confounding opponents.

Mental Magic

Mind magic, also known as Mental Arts is the practice of using magic with a great focus in the mind process. It's populary known as a way to "read" the minds of living creatures. If used offensively is known as Legilimency, if used defensively is called Occlumency. Mental Magic is considered one the hardest and sometimes "esoteric" disciplines as it involves control over something as powerful and fearful as the Human Mind. Due to the ethical implicances of "reading a mind", specially if the victim is unaware or uncooperative, mind magic is considered a taboo or dark art in the majority of nations (Legilimency more than Occlumency) even if their governments use specialist on these arts. While the practice is worldwide, and the origin of this practice is unknown. Occlumency is based around creating a Memory Palace and filling it with faux memories to using it as a labyrinth for the intruding Wizard. Legilimency works by focusing on mental patterns and memories and it's actually harder to properly use than Occlumency. The greatest masters of Mental Magic are the Buddhist Practitians in Asia, mostly Occlumency based. The use of [1]Non Verbal Casting and Non-Focii Casting are considered specialties within this type of magic.

Soul Magic

A soul does not have strength by itself. It is the essence of the wizard. The body has strength, magic has power, mind has its intellect and will, but the soul is little more than a reflection. A wizard dies if his soul's link to his body is severed, and souls can be used as the basis of magic, but their action is passive. A soul exists and changes, nothing more. Soul Magic was heavily practiced in the Ancient Egypt where most of the current knowledge derives from, including the feared and viled Killing Curse a Soul severing spell (therefore killing the victim). Soul Binding: Soul binding rituals are intricate ceremonies that forge a connection between two souls, often for a specific purpose. This could include binding a familiar spirit to a witch or wizard to serve as a guardian or companion, or binding the souls of two individuals in a pact of loyalty or mutual protection. However, such rituals carry risks, as an improperly bound soul can lead to unforeseen consequences and spiritual unrest. Considered a Dark Art in many countries, even if can be used for other good purposes such as the Fidelius charm. Another infamous example of this type of Magic is the Horcrux . Soul Manipulation for Healing: Some practitioners of Soul Magic specialize in healing techniques that involve manipulating the soul's energy to restore balance and vitality to the body. These include soul-infused potions, spells that cleanse spiritual impurities, and rituals that facilitate spiritual regeneration, which can include: Food, Music, Singing, Dancing and even Laughing. However, the manipulation of souls for healing purposes requires great skill and precision to avoid causing harm or imbalance. In times of conflict, Soul Magic has been weaponized by dark wizards and tyrants seeking to gain power and control. Dark rituals may involve the extraction of souls to create cursed objects or undead servants, or the manipulation of souls to inflict mental or spiritual harm on enemies.

Throughout history, powerful artifacts have been created through the infusion of souls into material objects. These enchanted items may possess unique properties or abilities derived from the souls bound within them, ranging from weapons of great power to artifacts of ancient wisdom. However, the creation and use of such objects raise ethical questions about the sanctity of life and the consequences of tampering with the souls of the departed.

Summoning Magic

Summoning Magicraft is a form of magicraft recognized as dangerous and unstable but quite powerful and versatile. Derived form (the nowdays mostly prohibited) practice of making Magical Contracts with non-human entities, it evolves a process over time. Appearing in the sumerian days and quite developed in the Middle East, this practice is currently deemed Dark Magic by the grand majority of the wizarding nations and is only practiced by few wizards around the world, mostly those in the Middle East, but even them work under great supervision of their governments. Ų³ŁŲ­Ł’Ų±Ų¬Ł†ā€Ž (jinn-sihr, English: Djinn Magicraft) is the name of the Summoning Craft as his practiced in the grand majority of the Middle-East. Summoning is a complex magical art that combines Legilimency, Occlumency, Warding, Binding, Blood Magic, Soul Magic and advanced ritual magical programming. It is said that the Wizard-King Solomon was the greatest master of this art.

The Summoning magicraft is based around communicating with non-human creatures known as "Familiars" (these are animals, magical beasts and spirits) to gain knowledge, issue orders or establish binding pacts with them. This type of magic craft is heavily ritualistic in nature. The difficulty for this communication relies on the complexity of the "familiar" contacted. Binding Pacts are based on an unique form of Warding craft that utilizes Blood/Soul Magic to creates a pact between the Caster and the Familiar, in the shape of a Tattoo or mark on the Caster's skin. These pacts however are complex and dangerous if not properly written and managed. Comunication is an easy task once the caster has developed the skill, binding the Familiar is also as well, as long as the creature is a regular beast, but magical ones and spiritual ones are exceedenly tricky as their sentience and power level, makes them almost imposible to control and even dangerous as their intentions and agency is unknown to the Caster, making a pact a dangerous affair.

Animal Familiars

Communication with regular beasts is considered a simple affair by a regular practioner, however, as regular creatures lack complex comunication systems and complex memory recalling abilities, this communication is limited to immediate information conveyed on a very basic level. This however also grants the caster an easier ground for practicing legilimency and mind control, this process is known in Summoning as Tarwid(Arabic: ŲŖŲ±ŁˆŁŠŲ¶, English: Taming). because of this, beasts are commonly used to develop Summoning skills, but also to be used as messengers and spies, as an advanced practicioner can even convert their familiars into their own mobile "eyes and ears". Regular animals lack strong willpower so binding them is an easy affair and is also this the reason why practicioners usually begin binding animals. Some practicioners with stronger affinity towards certain types of creatures have developed their own complex "communication interface" with those creatures they are accostumed to, these interfaces if blood binded can be inherited, an example of this is the Parseltongue.

Magical beasts Familiars

Communication with magical beast is usually easier even that with non-magical ones as this creatures already have a steady flow on magical energy, as well as improved sentience. While the communication is easier and more "intituive", it's equally low level in nature as only the strongest magical beasts has advanced enough skills to mantain complex thoughts. This creatures however are harder to Bind into a pact, as their magical flow and improved sentience makes them harder to "tame". Depending on their level can be bind as useful familiars (specially if taking into account of their magical skills) but more advanced beasts such as Dragons and Chimeras, for instance, are imposible to tame, so any potential pact would have to necessary be a two way pact, with obligations for the caster as well, this makes it quite burdening and riskier to perform.

Spiritual Familiars

Spirits are a type of magical creature characterized for being more present in the "Aetherial" plane than in the physical, but being also present in the latter as well. Spirits are notoriously harder to grasp and communication can be considered from easy (Ghosts) to nearly impossible (Angels), because they don't possess "brains" nor tought patterns that any humanoid caster can possibly understand, therefore, while communication might happen, understanding such messages can be truly a miracle. Spirits are creatures of pure Magic and Will, so "taming" them is an impossible task, instead Summoners prefer using them as "Divination aides" and in some specific cases, to bind two-way pacts, the most "easier" spirit for this is the Djinn. Binding spirits into a pact is however an extremely difficult process reserved only to the most experienced practicioners, and even then the risk of failure and death are high. Many Dark Wizards choose to bind their own souls to Dark Spiritual Forces such as Demons or Dementors, in exchange of greater power, however this is a Taboo practice.

Necromancy

Necromancy is described as the practice of summoning magic involving communication with the dead ā€“ either by summoning their spirits as apparitions, visions or raising them bodily ā€“ for the purpose of divination, imparting the means to foretell future events, discover hidden knowledge, to bring someone back from the dead, or to use the dead as a weapon. Sometimes referred to as "Death Magic", it is considered a Taboo and a Dark Art heavily frowned upon. Necromancy as is known on the Western Wizarding world, was developed in the early days of civilization alongside the summoning skills, specially in Babylonia, in the early days of the indo-european tribes was practiced within the Shamanic ritual Magic of those days. As civilization grew, Necromancy improved mainly in Egypt, later being practiced as well within some Greek Wizarding "Mystery Cults". Roman necromancy was considered a taboo therefore was practiced in secret only. Middle Ages saw the revival of the art of Djinn-sihr (summoning) in the muslim Wizarding world, Europe learned from them and later practiced similary, European Necromancy as is modernly practiced was developed from the middle-eastern Djinn-sihr and the Roman tradition during the 10th Century. Necromancy however is usually used for dark wizards, therefore is widely considered a Dark Art and as such it's practice is punishable by law in almost every country. Western Necromancy is exclusively specializated around the creation of Spiritual Familiars using recenty deceased living beings, for the use of divination and also the embodiment of non living entities to be used as servants and weapons. Infamous examples of this are the Caribbean Zombies and the European Inferi.

Warding

Warding (Also known as AbjuraciĆ³n in spanish-speaking nations) is a topographic type of Thaumaturgy that consists in knitting a network of magical energy and spreading it on base area (also known as Warded Area, Bounded Field, Magical Barrier and/or Protective enchantment), such as a piece of land or a building, to create a magical boundary line that separates the inside from the outside. By definition, it should not be possible to move them once they are set. Once constructed, the established boundary line will delimit the range of the powers of the Warded area, but it is possible to engrave magic sigils across the interior of the field to expand the area of effect and strengthen it. Removal of the sigils by a third party is possible as long as the technique used to engrave them isnā€™t too advanced, in this case, it is only possible to temporarily hinder the Warding area by dissipating the magical energy used to activate it (this is called a "Brute Force attack" which is used to drain the wards at an extremely high cost of energy and a dangerous technique as well), but the creator of the area can amend this by simply putting more magical energy back into it and/or adding redundant elements to absorb the shock. As their original purpose was for the creation of safe havens or protection of similar places, the effects that can be set within a Warded areas are in their majority those whose aim is to protect the caster and it's Laboratory or Hoard. Arithmancy and Enchantment are considered the key branches of Thaumaturgy required to dominate this skill (followed by knowledge of diferent types of Runes and Glyphs), as warding is an advanced form of casting based on complex mathematical formula and calculations. Specialists in this branch are known as Wardsmiths (also known as Abjuradores in spanish-speaking nations). Warding as a magical practice is among the oldest forms of Magic, being known to be present since the Sumerian and Ancient Egyptian days as well as Ancient China. This type of Magic is present in every wizarding nation and has been strongly and uniquely improved by each culture.

The most basic form of Warding is a simple "warding spell" (such as Salvio Hexia and The Muggle-Repelling Charm), which are spells casted upon small areas or objects to protect them or the Caster, these are relatively easier to cast (although might be time consuming) but must be refreshed on a time base or will fall apart, they are the easiest to break once detected. An intermediate level of Warding, can be achieved by knitting the magic to an specific area utilizing it's specific features while linking the magic with a central "Keystone" also known as "Control Rune" (a physical item linking the magic to the place and used to power the ward) and later adding further effects and power with other runes. The most advanced level of Warding is an extended version of the intermediate level, a central Keystone powering a fully knitted topographical area accompanied by secondary Keystones acting as backups, and further linked to many runes controlling layered effects to confound, deceive and harm the intruders, these Warde Areas can be vast in size and draw further power from Leylines. An ideal Warded area is one that cannot be detected by anybody (also known as Unplottable). On the other hand, a Warded area that can be easily noticed is seen as the mark of a third-rate Caster.

There are Two basic subsets of Warding schemes: Line-based field and Area-based fields, the first control simple effects, the Second complex ones. Wards can be adapted to feature many forms and abilities such as Detection wards, effect wards (weaken the targets, muggle-repelling), anti-effect wards (anti-apparition).

There are also, three basic types of settings: Convex setting: prevents external entering to the area while allowing unrestricted exiting, these are the classical defensive wards such as the Anti-Muggle Wards. Concave setting: prevents internal exiting of the area, while allowing unrestricted entering, ideal for traps such as Anti-apparition Wards. Doble setting: These types prevents unrestricted entering and exiting of the area, are extremely complex and dangerous and are mostly used to protect high-value places such as Prisions and Schools.

Sealing

The Magical Sealing Techniques are a subset of Warding Magic that can seal energy, spells, curses and even objects within another object using a Mark or Seal, akin to Magic Contracts but with different objectives and participants. This type of magic is based upon the act of "Severing and Joining" magic. The presence of a seal is marked by the appearance of formations of technique formulae, runes, or else other kinds of symbols. Sealing Magic is a complicated type of Magic and it's use is restricted to advanced level "Abjurators/Sealers". Just like standart warding, this branch uses an "Area-based" thaumaturgical field, but instead of deploying it to a topographical place, it does to a unique object or being, centering the spells over a tattoo that acts as the central Keystone, due to the fact that the "warded object" is so small (unlike a place) and might house it's own Thaumaturgical field (in case of living creatures) adding effects is difficult up to impossible, so instead the Caster can only add one simple effect (such as single spell) or to shutdown a current effect and/or curse using the Concave setting. China and Japan are considered expert nations regarding this type of Magic.