Magic in Evera
In the world of Evera, magic originates from divine energies. The lingering power of the fallen dragon deity, the might of the Dragon Goddess herself, and the emanations of the gods still active within the world—especially in the wake of their clashes—are all capable of producing extraordinary effects.
The expression of magic, the creation of spells
In Evera, two primary methods of creating magic effects are known: spells and magic circles. Each possesses its own advantages and limitations, and only a few practitioners ever master both.
Spells:
Some spells can be created through words alone—in exceptional cases, even through pure thought. An incantation may be spoken in any language; however, an extremely precise translation is required to achieve the intended effect. For this reason, most incantations are preserved in the Sheyarin Language, as many were originally created by Dragons. Naturally, spells devised by other people were first spoken in their own tongues, and from time to time, well-crafted translated collections can be found among traded books.
Producing an effect through incantation is no simple task. The caster must focus the magical energies present in the environment—or within a living being—and pronounce the correct words with absolute precision. Silent casting demands extraordinary concentration, as even a single intrusive thought may unravel the spell.
The simplest spells require only a single word, making them harder to miscast. Spells that create light, darkness, or drowsiness, as well as many directive spells of Power Magic, pose little difficulty even for novices.
More complex effects may require lengthy incantations—sometimes spanning entire pages. Learning such spells is no small challenge for the inhabitants of Evera.
Magic Circles:
Most magic circles are associated with Universal Magic, though circles tied to Elemental Magic and Fairy Magic—or to entirely different principles—also exist. The simplest magic circles represent practical spells used in everyday life, commonly found in the households of Dwarves, Giants, and Elves alike.
Around the drawn, etched, carved, or inscribed circle, Sheyarin runes are placed in a precise order and arrangement. These runes replace complex incantations and the need for intense concentration; only the necessary magical energy must be supplied to produce the effect.
When working with magic circles, the integrity of the base circle is of utmost importance. One of the simplest ways to disrupt an ongoing effect is to “open” the circle—that is, to break its continuity.
Magic circles can be found in public spaces, private dwellings, temples, and upon so-called spell scrolls. Such circles typically contain one rune fewer than required; those tasked with their activation know the missing character needed to complete the circle and trigger the intended effect. While circles carved into stone often endure multiple activations, drawn or painted circles usually collapse and are destroyed once activated.
Most summoning spells can be performed more safely and reliably through magic circles than through incantations alone.
There also exist complex magic circles composed of multiple smaller circles. Activating these requires the cooperation of several individuals. They most commonly consist of three or nine lesser circles, though accounts speak of immense workings formed from twenty-one circles, capable of tremendous power.
"The Last Moment Before the Catastrophe" is a painting by Yvon Linny in the Gallery of Eaglekeep. The image shows the explorer ship Narwhal before it sinks off the coast of Pedite. There are many legends and stories about the ship and its captain - the explorer Tomkin R. Vetelus - among the people of Lifeon."
Unleashed, miscast, and other incorrectly created spells
The aftermath of a failed or improperly cast spell depends on two factors: the amount of energy focused into the spell and the method by which the spell was created.
From an energetic perspective, spells are generally divided into five levels.
At the first level, only momentary, localized effects can be produced—for example, striking a spark to light a candle or a campfire. At the second level, the result gains greater range or strength. By the third level, spells can produce relatively lasting effects, such as conjuring a steady reading-light. Third-level spells created through incantations already demand serious concentration; inhabitants of Evera who are untrained in the use of magic are unable to handle such workings.
Fourth-level spells exert significant influence over the surrounding environment—for instance, summoning a creature from another plane, or calling forth a massive storm or devastating hail across a region. Such spells lie within the domain of highly trained master mages.
The fifth level, by contrast, approaches a near-divine degree of influence over Evera’s physical and spiritual realms and may even affect more than one plane of existence at once. Among Elemental Magic, the conjuring of immense hurricanes or catastrophic earthquakes belongs to this level. Within Natural Magic, turning a wasteland into a thriving forest—given only seeds—qualifies as a spell of such magnitude. At this level, Fairy Magic is capable of restoring life to the dead, while Power Magic can force an entire city—or even a nation—to its knees.
If an incantation is spoken incorrectly and bears too close a resemblance to another spell, that other spell can be invoked instead. Beginners fall into this mistake most often. (There also exist so-called “false incantations”—phrases that resemble true spells but in fact produce no effect at all.)
If an incantation is interrupted for any reason—through the use of incorrect words or a lapse in concentration—the magical energy gathered to produce the effect is released uncontrollably, causing damage proportional to the amount of power involved. Such backlash may alter or deform the caster’s appearance or bodily integrity, while unleashed elements may rage freely, endangering all who are present. Failed first-level spells typically respond with little more than a mild, unpleasant sting or discharge directed back at the caster. Second-level spells, however, may temporarily paralyze the caster or knock them off their feet. Any magic beyond this threshold carries the potential to become catastrophic and must therefore be handled with great caution.
If the base circle of a magic circle is incomplete, the intended effect will certainly fail. If the symbols are inscribed in an incorrect order, the result is much the same as a mispronounced incantation—nothing may happen, or an entirely different effect may occur. Should the effect be successfully created and the magic circle then be “opened,” the spell escapes the creator’s control. At lower levels of magic, the effect usually dissipates; from the third level onward, however, it may even turn against its creator, and will almost certainly cause damage to its surroundings. For example, rain conjured through a magic circle, if released, may swell into a devastating storm.

"Magic": a mural on the wall of an Undine wizarding school. The five-pointed star is the symbol of Evera's magic and the power of the gods.
The Five Types of Magic
In Evera, magic is divided into five distinct types: Universal Magic, Elemental Magic, Natural Magic, Power Magic, and Fairy Magic.
Universal Magic
Universal Magic encompasses nearly all spells that do not belong to the other four branches. At times, it may draw upon one of the elements, yet it does not call upon spirits. It can influence plants, animals, or even the mind, though never with the potency of Natural Magic or Power Magic.
Elemental Magic
In the world of Evera, the Elements are, in essence, spirits—beings called into existence by the Dragon Goddess at the dawn of time. They are more ancient even than the gods themselves. (Each elemental force possesses its own spirits.)
Natural Magic
Natural Magic is the collective name for spells that influence the growth and behavior of plants and animals. There exists a known subset of Natural Magic that is also considered Elemental Magic: spells that affect the weather belong to both types.
Power Magic
Power Magic comprises spells capable of influencing time, space, and the mind. It derives its name from the fact that it is often used for malevolent purposes. All forms of divination and teleportation are classified as Power Magic. This type partially overlaps with Natural Magic, as certain mind-affecting spells may also be used to influence animals.
Fairy Magic
Originally used by the Fairies, the creatures of Narmiraen, Fairy Magic encompasses protective and healing spells. At times, it overlaps with Elemental Magic: Fairy Magic is capable of manipulating fire and water without calling upon the associated spirits.

"Ritual": a fresco on the ceiling of an ancient dragon temple in the archipelago of southern Xornu. The dragon figures in the painting are probably performing a mystical ceremony. According to Evera tradition, purple is the color of magic, and gold is the color of the Dragon Goddess. Dragon art is characterized by depiction from an overhead perspective, as flying is part of their everyday life.


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