Magic

Magic, also known as Divinus, is the ability to alter the matter around you via magicka. Magic is the manipulation of magicka in order to directly control reality in some way. The individual casting of this force to form a mystical effect is called a spell. One who works magic is a mage. Although all races generally possess some degree of magical aptitudes, those with elvish blood in particular far outshine the others.

Types of Magic
"There are eight different forms of Divinus: Halos, Sanguinus, Vitalis, Ferno, Hydran, Necos, Terbis and Solaris. These are what we see in this world today this is the format of life and we need to cherish that."

- Divinus Acadamy There are eight schools of magic. Each type works in different ways to create the world.


 * Fenro
 * Halos
 * Hydran
 * Necos
 * Sanguinis
 * Solaris
 * Terbis
 * Vitalis

Classes
Magic is specialised in the following classes:


 * Aeromancer
 * Battlemage
 * Carnomancer
 * Cyromancer
 * Druid
 * Healer
 * Hydromancer
 * Mage
 * Necromancer
 * Nightblade
 * Pyromancer
 * Sorcerer
 * Spatiomancer
 * Spellsword
 * Vedmak
 * Witchhunter

Alchemy
The art of Alchemy does not actually use the essence of magicka, but mages and non-mages associate alchemy with the arcane arts and magicka. Alchemy is the study and use of many materials with powers that may influence the flow of magicka in the world.

Alchemy involves an interface system known as an alchemy lab, and takes multiple ingredients and mixes them together to create potions. Several different parts of an alchemy lab determine the many variables and results of making a potion. A mortar and pestle is a bowl and grinding tool used for physically and mechanically breaking down alchemical ingredients into powders, pulps or juices used in alchemical operations. A retort is a vessel with a beaked cap or head used to transform, purify, clean or refine raw ingredients into more refined substances used in alchemical preparations.

A calcinator is a stove or crucible used to reduce metals and other refined substances to ash so their arcane properties can be separated from the ash. It is also used to increase the magnitude of all known effects of the specific item.

An alembic is a double glass container in which the arcane properties of raw, refined, arcane, non-arcane and supernatural substances are distilled from their raw ingredients. The materials are infused, then heated until vapor is produced; then, the vapor moves to and condenses in the other container, precipitating the distilled materials with the desired alchemical and magical effects.

Enchanting
The art of enchanting involves adding a magical enchantment to a regular item, causing it to have special effects when used. An enchantment is a spell sealed, trapped into an object to confer mystical attributes, which are supported by Souls. To create an enchanted item, one must have an unenchanted item, a soul gem of the desired size, and a specific enchantment that is known and can be placed on the item. Any type of unenchanted item can be enchanted, whether it be weapons, armor, clothing and/or jewelry.

Abilities/Effects
Abilities/Effects are magical effects that, once obtained, are constantly active and increase various statistics and values relative to the person who has them. Abilities/Effects differ from Powers in that they do not require activation and are not restricted to once-per-day uses like some powers are. Different races have their own unique abilities, but all races can acquire abilities by completing a quest for someone, or from armor and other apparel that was crafted, clothes that were made, and/or from unique magical artifacts or relics.

Powers
Powers are magical effects that can be used by people to produce unique and powerful magical effects. They differ from spells in that Powers have zero Magicka cost, are not learned from Spell Tomes, and some can only be used once per day. Different races have their own unique, specific power(s), but all races can gain powers from completing a quest for someone, or from various crafted armor, clothing and other apparel, and/or from unique magical artifacts. Basically, while a spell is a learned technique to channel magic, a power is naturally gifted to the user.

Magical Items
Reality need not be influenced by spell-casting; spells can be imbued into objects. These objects can then be used to influence reality. Imbuing items with magical effects is called "enchanting." Those without magical affinities can still use these objects. Objects imbued with magic often have limited uses, expiring or becoming destroyed when the final charge is used. Few exceptions can be recharged; for example, weapons enchanted with magic and staves. Armor, clothing, jewelry often bear a constant effect which never expires. In Cyrodiil, members of the Arcane University can enchant items using an Altar of Enchanting. Citizens of Skyrim enchant using tables known as Arcane Enchanters.

Types of Magical Items

 * Enchanted weapons
 * Enchanted armor and clothing
 * Magic scrolls
 * Staves