The temple follows Lord Raislin, Immortal of Magic, who represents the balance of magic in the realms. From the ancient times of Eridanian through the age of Davar to the present, knowledge and magic have combined to be a powerful force. Magic pervades every part of Terris -- all temples and guilds, all races and classes of people, the beasts who roam freely or hide in lairs. They all use magic, and are subject to the forces of magic around them. Our Temple seeks to understand the secrets of the land, to unlock the mysteries of the magic therein, and to use that knowledge and magic to help others. These three principles: balance, knowledge and service; form the cornerstones of Raislin's Temple.

The Tenets of Magic

Promote the uses of Magic in the realm

Help others whenever appropriate

Learn the lay of the land

Members

New members are encouraged to learn the tenets of the temple, to meet the Magi, learn more about Raislin and the history of the temple itself, answer questions about the temple from prospective members, and consider the path of magic most suited to them. Members are encouraged to interview and mentor new members. Seekers would study the techniques of mentoring and interview from the older members. Artisans and Scholars would interview and mentor alone, and teach their craft to the younger members. Adepts prepare themselves for the Priesthood. Paths are denoted by the color of the titles.... red for sorcery, yellow for wizardy, and green for naturalism

Priests

Priests officiate at quest interviews, assigning entrance quests and verifying their completion. They help teach hopefuls, arrange induction ceremonies for new members, and mentor initiates and novices in the temple. Priests are not bound to a path and serve them all, as they are truly balanced. They ensure that the interview process is done correctly and the temple's teachings are consistent. They assist the Ministry in teaching of the paths and help with other temple activities.

Ministers

Temple Ministers oversee the day to day operation of the paths, and also perform all the duties of a Priest. They encourage and oversee the interview process, and encourage active temple participation. They hold seats on the council, with specific duties assigned. They work within the priesthood to verify quest completion and conduct induction ceremonies to admit new members. Ministers are leaders of the Temple of Magic.

Hierarch

The Hierarch of Magic is the head of the Temple's Priesthood and reports directly to Lord Raislin. The Hierarch is deputy to the Prophet of Magic.

Prophet

The Prophet of Magic is the head of the Temple's Council and in overall control of the Temple's day to day operations.

Temple Council

The Council consists of the Temple Ministry (3) and Leaders (2). The Council will share the following duties:

Maintain meeting minutes and temple records; update the scroll ring.
Update the web-site and maintain an accurate and timely temple roster.
Coordinate temple activities and help boost member morale.
Promote the temple of magic in the lands through teachings and service.

 Temple Paths

Sorcery  

Sorcery spells are capable of unleashing tremendous destructive powers. As such, they occupy a prominent place in the defense of the lands. Used for many purposes, these spells require the taming of fundamental elements -- air, water, and fire -- and the channeling of elemental magic into sheer energy. Magi that choose the Path of Sorcery seek to unlock the mysteries that lay behind the true power of offensive magic. The quest for such knowledge in the life of a Magi is key to the first tenet of Magic. There are many aspects of sorcery spell use, from pacifying or attacking, to enchanting weapons. Knowing which to use when, and the tactics involved, is a life's work. Very difficult to truly master, it is, nonetheless, of great import to the safety and survival of the realm. In this sense, sorcery spell use supports the 2nd tenet as well, for the protection of the young, and their proper instruction in the use of this form of magic is important. Finally, sorcery spell use supports the third tenet of Magic, as Magi must be able to defend themselves if they are to venture forth and learn the lands. A sorcerer who learns his or her craft well will be one of the most powerful people in the land of Terris. The land and its people will respect that power and in turn learn to respect the use of magic in general. The sorcerers are the Guards and the Hunters of the temple.

Wizardry

Wizardry includes the most useful, as well as the most magical, spells in the land. These spells are the ones that affect your everyday life in Terris. From enchanting rings to mapping and moving about the lands, the magic of wizardry encompasses every aspect of life -- all guilds, temples, races and classes. This magic is a cornerstone around which the other magic revolves. A magi in this path aspires to learn and perfect the art of magic in general, providing both a nexus of balance, and support for all three Tenets of Magic. The seeking magic -- earth light, earth sight, unlock, scry -- as well as the moving magic - teleport, group teleport, recall, fly -- are instrumental in exploring and mapping the lands. This path, then, provides direct support for the third tenet of magic.... learning the lay of the land. This path is in good position to directly support the other two tenets as well though. In defense and resurrection, with the enchantment and summoning spells, and in its valuable assistance to fighters with haste and invisibility, wizardry clearly serves others. It is so ingrained in all that we do here, the magic of this path is integral to the teaching all magic, and to its proper use and balance.

Naturalism

Naturalism in Terris is the idea that magic is used to benefit people. The spells used by a person who follows the path of naturalism are spells of healing and protection. When used properly, naturalism spells can be the most powerful spells in the lands. When abused they can do the most damage of all the spells to Terris. The essence of naturalism varies greatly, from pacify enchants and bolstering defenses, to resurrecting lost souls. At its core, naturalism is the helping of others and oneself, so it is key to the 2nd Tenet of Magic. The 1st Tenet is to teach respect for magic. Of all the spells in Terris, the naturalism spells must be respected. The power and importance of these spells is vital to the stability of Magic in the lands. In the 3rd Tenet we are to learn the lay of the land. The spells of nature are an important part in helping us do that. As a Follower of magic the path of naturalism is not a true path but an Ideal. The Ideal to Help the people of Terris not only with the Naturalism spells them selves but with all spells, skills and knowledge that we have. Our direction is to teach all of the people of Terris to respect the power of the spells of nature. Our Final Goal should be the use and respect for that power and the harmony that it can bring to the land the balance of magic.

Temple Laws 

NO HUNTING of innocents upon the temple grounds. This law is inviolable; any hunting in this area will not be tolerated.
Any disrespect towards the Immortal of Magic, a Hero or Leader will be met with severe consequences. First offense will result in reduction in rank to Initiate. Second offense will result in removal from the temple permanently.