Part 1. Introductions to the Arcane

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The arcane is the most common form of magic used in fantasy, ranging from the sorcerors whi bend fire to their will, to the wizards who hurl bolts of lightning at their foes. In most universes, the arcane is the base "magic" for things, because it is extremely variant in what it can do. Unlike the divine, which is limited to a divine gift, or psionics which are limited to birthright talents, arcane is only limited by the will of the user.

Should the user wish to know how to fo something, he need only study how to do it and experiment how it can be recreated using arcane energy. This is why Mages are typically seen studying all the time. Using the arcane is like being a scientist working with a magnum-opus-opus, the perfect energy. In the real world, several conditions must be met for certain things to become true. A certain temperature is needed to freeze something, for example. Other factors like the heat of the environment can make this hard to do on the spot, but as a variable, Arcane Energy is able to supplement any condition in any equation to not only make it possible, but faster and more efficient.

Should you be lacking a spark to ignite a fire, arcane energy can substitute the materials and create one. Need something to burn to fuel the flame? Arcane energy. Just want light? Arcane energy. It can be used for literally anything, and it is limited only by the intelligence of the user.

With this said, the arcane is broken into typically 8 schools or caregories within themselves. Others exist, but I will explain how they relate to these 8.

The schools are:

Abjuration : School of Defensive Spells
Conjuration : School of Conjuring
Divination : School of Understanding
Enchantment : School of Manipulation/Enchantry
Evocation : School of Offensive Spells
Illusion : School of Illusionary Spells
Necromancy : School of Lifeforce Manipulation
Transmutation : School of Spatial/Time Manipulation.

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