The Divisions of Magic

Hejur tat ava, ava heshura: All that is, is linked

Hejur tat ava, ava rusu: All that is, is energy

BACKGROUND

The multiverse consists of a cohesive energy field that is the basis for all that exists, in actuality or potentiality. This energy forms and links all people, things, events and places. It is called darkflux, or akasa in the language of the Dawn. The manipulation of akasa forms the basis for all types of power.
The primary patterns through which akasa flows are called the caitanya matrices; the most elementary forces in the universe, the eldren patterns: Space, Time, Fate, Creation, Destruction and Power.
Lesser akasata matrices form the objects and life that fills the multiverse. These lesser matrices are all subordinate to the caitanya matrices. Any matrix can be destroyed, and the destruction is properly called nimesha; however, the akasa that matrix consists of is eternal and is merely dissipated back into the flow.
Every being possesses akasa, but few may manipulate it at will. This does not mean that akasa cannot be manipulated unconsciously, however; the avatarchs allow strong minds, or many minds, to shape the darkflux according to their hopes or fears. When many people share a belief, their akasa pools to form a new energy matrix or enforce an existing one; this is how those beings called deities form, although they are weak in comparison to the avatarchs. But it is in the deities that mortals find hope from the avatarchs' horrors, so there will always be some deity to oppose evil.
Akasa can be manipulated through technology or magic. There are several broad types of magic that are used on Samru. To learn more about the matrix, read Nightwolf's Notes or view an image of the matrix over the Cognoterre.

THAUMATURGY VERUS (TRUE MAGIC)

True magic is the magic used by the elder races of Samru, the satamharanthu and aboleth. It is almost a lost skill; scraps and remnants of this system may still be found in ancient, rotting tomes or carved on the walls of the most distant ruins, but otherwise it is not available for the use of the younger races. Those individuals who spend their life studying true magic have an unfortunate tendency to die in gibbering insanity, such is the dread power of the art; for it taps the veins of darkflux, and brings the user into direct proximity to the avatarchs.
True magic is magic that uses kh'indaranya, the true tongue of magic and the language of the satamharanthu. This highly dangerous symbol-system taps directly into the akasata matrices; the true mage does not need to combine words, gestures and symbols. Thus, the satamharanthu may only need to speak a word, make a single gesture, or even play a series of notes on an instrument, to bind souls or bring cities toppling down. However, this magic is dangerous, and even the satamharanthu use it sparingly - misuse of true magic is blamed for the Demon War that tore the Dawn Continent apart into the world that is known today.
Use of kh'indaranya requires mental and physical stamina (s16+, w16+, c14+). Moreover, the mind of the user must be trained already in magic use. The kh'indaranya name of anything is its true name. A true name can only be discovered by magical means or freely given by its possessor, never forced under duress. A being is instantly aware if its true name is used, even if it formerly had not known its true name. While in arcane magic, the victim of a spell may attempt to resist it, use of a true name negates all resistance and cancels all saving throws.

THAUMATURGY ARCANUM (ARCANE MAGIC)

Arcane magic uses intermediaries instead of the spellcaster's own power to directly tap akasa; verbal (fragmented or debased kh'indaranya), somatic (symbolic representation of kh'indaranya) and material (devices to channel the askasata energy). This is the common magic, the magic open to all races and able to be learned in a minimum of mere weeks or months of training. Arcane mages, for the most part, are technicians rather than artists. Very few develop their skills to the point of creating their own spells or magic items; most are satisfied to use arcane magic as they would any other tool. On the other hand, they are protected from direct influence by the avatarchs.
Spellcasters must have a high mental strength (intelligence) to focus akasa. However, even with intermediaries and mental strength, the spellcaster cannot hold on to the akasata matrix; when the spell is cast, the akasa flow "smooths" away the impressions of the spell from the mage's mind.
While mages rely only on their mind and their spell components, priests rely on their deity to help them channel the akasata energy. Therefore, priests do not need high intelligence to control the power; however, their deities demand that they have a high wisdom (enlightenment, judgement, wile, will power and intuition) so that the clerics will not misuse the spells they are granted.

THAUMATURGY CRUENTUS (BLOOD MAGIC)

Blood magic is similar to arcane magic, insofar as it also requires the use of verbal and somatic components; however, instead of the herbs and jewels and other items Arcane magic uses as material components, blood mages use living sacrifice. Sacrificial creatures destined for use by cruentors must be alive, sentient and in good health; thus, cruentors usually keep slave-lines of creatures to be used whenever they cast their spells. Blood magic is extremely rare. Many religions do not allow their worshippers to practice blood magic (others encourage it). However, since blood magic is much more useful than arcane magic (spells are not forgotten after memorization, because the akasata is being channeled through the sacrifice's body and brain instead of the mage's), it continues to have a following - a following encouraged by the avatarchs, who find cruentors useful and willing thralls.

THAUMATURGY ELICTUS (SPIRIT MAGIC)

Spirit magic is used by mages known as elictors, who summon mendicants to them to carry out their bidding. Spirit magic is most commonly used by drow and hadjjin djinnmasters, but sometimes found in use by individuals of other races, as well. This type of magic is very ritualistic and time-consuming, as well as being perilously dangerous to the elictor's mind and soul - for the mendicants tend to serve the avatarchs, and will tempt the elictor into evil. Elictors command the mendicants for a certain amount of time, after which they are either dismissed, or may attempt to break their magical bonds and turn on the mage who summoned them.

THAUMATURGY METALLURGICA (METAL MAGIC)

Metal magic is very similar to rune magic, in that the mages invest objects of metal with particular permanent powers using a combination of magical chants and symbols. These mages, called metallarchs, are responsible for most of the magical weapons in existence, as well as many magical rings and suits of armor. They sometimes work with elictors to bind spirits to their magical items. Metal magic is most commonly used by bade'in, but is a dying skill; the bade'in do not care to deal with the avatarchs, and find all use of magic perilous in this regard.

THAUMATURGY SALUS (LIFE MAGIC)

Life Magic is much like Blood Magic, but instead of sacrificing a sentient being, non-sentient life is ruined to empower the spell; thus, Life Magic will destroy surrounding vegetation, sterilize the land and destroy small, nonsentient creatures in an area proportional to the power of the spell. Life Magic is also regarded with distaste by most religons, although to a somewhat lesser extent than Blood Magic. Practitioners of Life Magic are often referred to as defilers. Like cruentors, defilers tend to fall under the influence of the avatarchs.

THAUMATURGY SIGNUM (RUNE MAGIC)

Rune magic, ishadu, is a form of kh'indaranya that uses written rather than spoken runes; a spell is a series of runes written out in an athatlan, or rune-weave. This is the magic of the lamia of Bahr al'Raml, who may spend generations of normal mortals' lifetimes studying to complete one rune-weave. Very little examples of rune-magic remain; some of the older lamia and kevalinu ruins may be protected by such magic, and it is said rune-magic has been used to keep certain areas, such as Ambriel and Mynedd Palace in Candor, magically protected. A combination of philosophy as well as technical art, as all good magic is, ishadu practitioners must understand each rune's series of meanings, connotations and potentialities before creating an athatlan. An athatlan works forever, and only true magic or rune magic can erase it. Thus, rune-magic is very rare, and rune-swords or rune-staves are worth far more than a hundred times their weight in gold.
Each rune memorized fills a spell slot of any level, and inscribing a rune takes fifteen minutes. Each time a rune is written, it drains the runemage, who must then rest two hours to regain strength. Thus, the simplest ishadu athatlan, consisting of four runes (Odhi/Ai/workrune/Kiral), would take one hour of work, require eight hours of rest, and fill four spell slots. Once woven, the athatlan will never fade; the runes can only be obliterated.
Rune magic is easily used for evil, and since its works last forever, the avatarchs are keenly interested in enthralling those practitioners of this art.