Magic in the world of Talmora is a mysterious and terrifying thing, as fickle as the wind in a storm, and so much more powerful.
Scholars believe that every world that has life has a soul. It is known that living things possess souls, though what those souls actually are is a matter of debate. What is known is that all souls are inexorably drawn to the heart of the world upon which that life is born. There, the innumerable souls come together and become one, an amalgam entity comprised of the combined memories of all those who have lived and died upon the surface of the world.
It is theorized that once a world soul reaches a sufficient size, it starts to connect to the souls of still-living individuals. How and why it connects to these individuals is not well understood, but the effect of its connection is readily apparent. Over time, the influence of the world souls dreams will result in strange and fantastic mutations amongst the existing plant and animal life. This influence creates what we call aberrations, magical beasts, and elementals to begin appearing in the world.
As with wildlife, sentient beings are also affected by this influence. The most immediately observable changes are slight variations in physical form and adaptation, resulting in the rise of subspecies and variations of race. In the world of Niatiri, this phenomenon can be easily identified in various subspecies of Elf and Orc, Some of which seem to spontaneously appear without rhyme or reason.
In addition to this, certain sentient individuals seem to develop a stronger than normal connection with the world's soul. The nature of this connection is not well understood, but what is known is that in moments of duress or with great efforts of will, individuals with this connection can institute more acute interactions of the world soul. That is to say, these individuals are able to change the fabric of reality at will. Such is the origin of what we call magic.
Scholars have been studying the methods and madness of magic for generations, and though it is a terribly slow and painstaking process, some progress has been made. For starters, the most mysterious part of the magic is how it seems to make the whims of its wielder into reality, but the truth is far simpler and more mundane. The effects of magic exist in reality already, magic simply appears to invoke and strengthen the effects, focusing them to a point. Further study has led scholars to the belief that all of reality is governed by a set of principles
The Principles of Magic
There are currently five theorized principles of magic, called theories because they're not yet fully understood. Each of the five appears to be repeatable occurrences, utilizing both magic and mundane means to replicate their effect. For this reason, scholars have generally come to accept them as the rules by which reality functions.
Motion
The first principle states that existence is motion, and as such all of reality exists in motion. The constant moving of the stars in the sky is clear evidence of this. Magic uses this principle to make things that seem unmoving, to move, allowing you to change their shape and structure, as well as to reposition them.
Space
The second principle states that all things that exist, must have a place and position to exist in, and that no two things can exist in the same place or position. Magic uses this principle to change the position of things, and connect to positions so that they are considered one and the same.
Matter
The third principle states that all things are comprised of smaller things. A mountain is made of pebbles, a plant is made of fibers, an animal is made of heart and lungs, and other viscera. Magic uses this principle to change things from their larger pieces into smaller parts, and vice versa.
Change
The fourth principle states that all things change. This change may be observable or it may not. Things can change into other things, and then back into the things they were. Magic uses this to, unsurprisingly, change the nature of matter from one form to another.
Consciousness
The Fifth principle states that reality is only fixed when we are aware of it. At all other times, it is mutable. This principle is quite complex and is only barely understood, but the magic seems to make extensive use of it. It is believed that this principle is what allows wielders of magic to enact their will upon reality, changing reality through a willful rejection of awareness, to change what is into what they want.
The Sigils
A long time ago, an ancient scholar was not satisfied with the loose and relatively bare understanding that existed of magic and sought to codify the rules and effects of magic, in an attempt to force order onto the chaos that it represented. His efforts ultimately failed, but they did provide for an interesting byproduct.
Sigils were the means by which the scholar sought to codify magic, by creating a language that would directly control the wild whims of the power. While this was futile in its inception, the sigils do have a rather useful effect if one trains with them.
It is believed that the sigils can be used to help young wizards and magic wielders to guide their thoughts and their will, forming a sort of structure on which to build their efforts. By utilizing the sigils to this end, they become the basis for the system of spellcraft, allowing for the recording of magical studies and, eventually, the establishment of schools of magic.
There are Nine sigils in total, and they can be combined and connected together to alter their meaning or effect.
Elemental Sigils
The elemental sigils are symbols representing the four primary elements: Fire, Water, Earth, and Air. Each of these symbols represents the fundamental aspects of the elements, for example, fire is hot and burns. These fundamental aspects are further refined and clarified through other sigils.
Alignment Sigils
Alignment sigils are distinct from the other sigils in that they do not have a set form, but are more gradient in design. The Alignment Sigil is an axis from heaven to hell, with heaven indicating the most positive and good of things, and Hell representing the most negative and evil of things.
Transient Sigils
There are only three transient sigils, each representing a degree of motion. Whereas other sigils are indicative of a spell's intention, the Transient Sigils serve as connectors. They are referred to as Astra, Ether, and Shao. The Astra Sigil serves to represent an additive factor, whereas Shao represents a subtraction. Ether is a neutral connector and serves only to bind two other sigils together.
Magic spells using the sigils are not altogether common yet, but they are a significantly easier way to teach young prospective mages how to use magic. In Talmora, Sigils have become the accepted manner of magic taught throughout the land, though other forms of written magic are still studied freely and openly by students and scholars alike.