Magic

Magic is the general term for the mysterious and powerful raw energy that binds the universe together. Generated from the chaotic cycle between the Positive and Negative Planes, magic has many other names used when it is applied in different situations. For instance, the word used to describe magic that is flowing freely is Arcana.

Origin
While the exact origin of magic is argued over by nearly anyone that can grasp it, it is well known that magic has existed for (at least) as long as the universe has; as scholars agree that Agara and all the other realms simply could not exist without it. It is also common knowledge that magic is generated by the "gravitational pulls" of the positive and negative planes acting upon each other. This is theorized to create a chaotic "push-and-pull" that perpetually cycles throughout the universe, causing everything to be set in motion.

Use by Mortals
Magic, as powerful and unpredictable as it is, can be tamed by mortals who study it with complete dedication. Using their own bodies as tools to channel arcana into magical power, these Magicians are prevalent throughout Agara, and are found among both Men and Mer. However, it has been found that nearly any intelligent creature can gain a basic handling of magic if they study enough.

Some mortal creatures, known as Mer, are natural "magnets" to arcane energy. This allows them to handle the magic with ease, without the study and practice that many others require before even understanding the basics.

Spellcasting
The act of drawing on one's own flow of magic in order to create some kind of effect in the physical world is known as "casting a spell". There are many accepted schools of spellcasting, with a great number of spells that pertain to each particular purpose:
 * Abjuration: Spells that are protective in nature, though some have aggressive uses. Abjuration spells create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
 * Alteration: Spells that change the properties of a creature, object, or environment. Also known as transmutation, alteration spells might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
 * Conjuration: Spells that involve the transportation of objects from one location to another, often involving different realms. Some conjuration spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. While rare, some conjuration spells create matter out of thin air.
 * Enchantment: Spells that grant properties to creatures, objects, and environments are known as enchantments. What separates enchantment from alteration is that an enchantment may not always change the physical appearance of an object, whereas alteration changes raw qualities. Enchantment spells could be used to increase the effectiveness of a blade or armor, and can also be used to curse items.
 * Evocation: Spells that manipulate the elements with the intent to do harm. Sometimes referred to as "war magic" or "destruction", evocation spells could summon fireballs, ice storms, and even bolts of lightning.
 * Illusion: Spells that deceive the senses or minds of others. Illusion spells cause people to see things that are not there, to miss things they never had, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusion plant an image directly in the mind of a creature.
 * Mysticism: Spells that reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
 * Necromancy: Spells that manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life from another creature, create the undead, or even bring the dead back to life.
 * Rejuvenation: Spells that heal things to the way they once were. Such spells can aid a person's wound in moments, treat fatigue, fix broken objects, and even replenish creatures corrupted by dark magic.
 * Thaumaturgy: Spells that allow one to take control of another's mind. Thaumaturgy spells can change a person's opinion on a certain subject, take control of a creature's body, and even instill madness within one's own mind.

Alchemy
Alchemy is the act mixing, boiling, and distilling various substances to obtain their chemo-magical properties and create potions, elixirs, and poisons. Potions and poisons are often imbibed orally or applied to the body, though sometimes they are inhaled through fumes. Alchemical ingredients are often extracted from plants, minerals, animals, and magical creatures. Many potions exist, and more are being created every day by alchemists across the world.

Dark Magic
Full Article: Dark Magic

"Dark magic" is the term used for magic that is inherently evil, cast with the intent to corrupt, defile, or otherwise destroy the threads of life. Most curses could be considered dark magic, as could many necromancy spells (depending on who you asked). A further subclass of dark magic native to some of the small tropical islands between Erseval and Svirun is that of ''voodoo. ''Unlike regular dark magic, voodoo is much more primal and is based mainly around sacrifice and religious rituals. While rarely seen in most places, voodoo is very powerful if done correctly, and is often studied by those who practice dark magic.

Spells by School

 * List of Abjuration Spells
 * List of Alteration Spells
 * List of Conjuration Spells
 * List of Enchantment Spells
 * List of Evocation Spells
 * List of Illusion Spells
 * List of Mysticism Spells
 * List of Necromancy Spells
 * List of Rejuvenation Spells
 * List of Thaumaturgy Spells