While most beings in Erridose exist solely in the physical realm, there is another realm that is invisible to the naked eye. A spiritual realm where crystals are grown and magical creatures known as Sprites are born. This astral plane is known as The Marrose and it surrounds all things, existing within its own dimension.
The magical Sprites come in many different forms, but all belong to one of five different orders: Energy, Elemental, Spiritual, Mental, and Dark. Each Sprite possesses its own unique set of magical abilities. Unable to use their own magical energy though, they must seek out a host to bond with.
Sprites are drawn to surges of energy in the physical realm of Erridose. Energy surges come from people, and can be caused by any action, be it physical or emotional, and while this burst of energy cannot be seen by the naked eye, Sprites detect them from within The Marrose and flock towards them like moths to a flame. If the physical body that let out the energy surge is lucky, they will attract a Sprite to them; causing the Sprite to phase out from the Maarose, and enter the material realm of Erridose. Once the Sprite and the person with the high energy surge come face to face, they then bond and become one conjoined entity.
After forming their bond, the living being becomes the Sprite’s host, which allows the Sprite to then evolve into a Wisp, and grant its magical abilities onto the host, making them into a Spell Caster. The relationship between the two is symbiotic; a Wisp cannot exist within the physical realm without a host, and a host cannot cast magic without their Wisp. There are dozens of different types of Sprites which all grant different types of magical abilities to their hosts. This means the host has no say over what type of Spell Caster they become, as it all depends on which Sprite they were lucky enough to have visited them.
Upon becoming a Wisp, a Sprite can evolve two additional times after gaining enough experience via use by its Spell Caster host. Every time a Wisp evolves, it becomes bigger and more powerful, which in turn makes the host a more powerful Spell Caster. Wisps do not have infinite energy, however, and must occasionally retreat into a special talisman where they can recharge.
Talismans are about the size of a fist and are made from the magical crystals that Sprites are born from. Since you can only find these crystals within the Maarose, they can only be obtained through magical means. In addition to this, each Wisp has its own unique talisman. If the Spell Caster does not have the correct talisman, they cannot recharge their Wisp.
If and when the Spell Caster obtains the correct talisman, the Wisp is able to transfer itself into it in order to regain its lost magical energy. So long as the Wisp is within the talisman, the Spell Caster is unable to use any magical ability granted to them, as the source of their magical abilities come directly from their Wisp companions. Talismans do more than just recharge Wisps, however. They also can be inserted into various items including weapons, armor, and shields!
When a talisman is inserted into an item and has a Wisp inside of it, that item instantly becomes magical and is capable of new magical feats. The abilities vary wildly depending on the inserted type of talisman, but be warned that so long as the Wisp is inside the talisman, the host is still unable to use their magical abilities.
With so many different Sprites in existence and energy surges happening all the time, it’s entirely possible for a Spell Caster to host multiple Wisps. The process is exactly the same; if a Spell Caster is lucky enough to attract a second Wisp through a strong surge of energy, they can bond with it and obtain even more magical power. As with the first Wisp they obtained though, the host must find the correct talisman to house and recharge their newly obtained Wisp.
If a Spell Caster is lucky enough to have multiple Wisps, they can use the powers granted to them as they deem necessary and can even combine the abilities granted to them into more powerful magic. Naturally though the more powerful the magic used, the faster the Wisp loses its energy. This means longer periods of time inside the talisman will be required to recharge leaving the Spell Caster without their magical abilities.