WANDS universe's Bulletins
Introduction to Magic pt. I - What is Magic and The Domains of Magic
Introduction to Magic pt II - General Magic and It's Uses
Introduction to Magic pt III - A Closer Look: Wizardry
Introduction to Magic pt VI - A Closer Look: Witchcraft
Introduction to Magic pt V - A Closer Look: Necromancy
Introduction to Magic pt VI - A Closer Look: Alchemy
Introduction to Magic Appendix I - Familliars
Introduction to Magic Appendix II - The Ministers
What is magic?
Magic has existed since the beginning of civilization; in some anthropology circles, it is thought that a species intelligence and ability to use magic are linked. Magic is also not limited to humans and can be seen in various animal species such as pigs, monkeys, crows, and elephants (although cases of these are rare in captivity), as well as "mythical" creatures.
Magical domains
Magical domains are split up into five group, depending on their purpose and what the user can achieve by practicing it. They are:
- Magic/Sorcery - General magic, often used in everyday life, that requires no preparation, but may require more than one user. Can range from the ability to move an object without your hands, to telepathic communication and the ability to astral project. Ruled by the minister "___" (Name pending).
- Wizardry - The practice of spells with an offensive purpose. Many require to be charged through meditation and are elemental in nature (use fire, water, light, etc). Ruled by the minister Corvus Capitibus.
- Wizard spells fall into the following elements: Fire, Water, Earth, Air, Light, Sound, Time and Space. Some spells can take on multiple elements, but those spells are harder to charge, leading many wizards to specialize in one element.
- Witchcraft - The practice of spells with a defensive purpose. Many require to be charged through a combination of incantations, and the use of plants and crystals. Ruled by the minister Ocervus Oculus.
- Witches in the WANDS universe don't follow Wiccan, Pagan, or Druidic practices, but take on the same name.
- Necromancy - The practice of spells with a healing purpose. Many require to be charged through incantations, and despite their name, do not only involve raising the dead. Ruled by the minister Fugio Felis.
- Alchemy - The practice of spells with a transformative purpose. This is the newest and most experimental of the magical domains; its spells don't require any charging but are used to charge and enchant other objects. Ruled by the minister Salamadra Sexpedes (Name pending.)