- Writing Levels
- Intermediate
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- Preferred Character Gender
- Male
- Genres
- Fantasy, Scifi, Mystery
|| About Magic || World Lore || Spell Index || Character Index || IC || OOC || Part 1 || Part 2 ||
Credit to ivanlaliashvili
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MagicEvery living being is capable of using magic. This includes the denizens, creatures, and even some rare clockworkers. It's an enormous well of power that lies within everyone, and in terms of the depth of the power, every person has far more power than they can tap into in a lifetime.
Magic is most commonly seen in the form of enchanted items, as it allows anyone to be able to use the benefits of magic without having to study it. Even in societies where magic is banned for the majority of the people, like in the kingdom of Enia, tools enhanced with magic are used throughout the populace.
Most magic can be treated as an "orchestration" of natural elements. This can range from simple things like moving objects from afar, phasing or "welding"/combining objects, to weaving wounds shut, curing illnesses, or even manipulating the passage of time. However, while everyone has the faculties for using magic, and has the depth of power to do incredible things, using powerful magic takes a lot of skill and knowledge. Still, curious souls can learn some fundamental magic on their own. Anyone who learns magic develops a certain level of innate protection from physical and magic damage, similar to a barrier. The more skillful the mage, the greater this barrier becomes, and the more it can blunt incoming attacks or magical effects.
At academies, magic is taught in the form of "Spells" and "Aspects". A spell is magic that can be cast or used after fulfilling specific requirements. Aspects are specializations in archetypes of magic that give mages strengths to allow them to better use the spells associated with that archetype, but often also grant weaknesses.
Spells and aspects fall into a set of "schools of magic". As mages get more knowledgeable in a given school of magic, they are able to learn more powerful spells and aspects that fall into that school of magic. These schools of magic are commonly divided into the following categories:
- Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic. This kind of magic includes archetypes such as abjuration and transmutation.
- Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects. Its archetypes include chronomancy, creation, and conjuration.
- Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings. Such archetypes include illusion magic, bewitching magic, and beast taming magic.
- Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves. It is often associated with many types of healing magic as well. Its archetypes include divination, technopathy, and floral magic.
- Evocation is the manipulation and transformation of the magic within the non-living world. This school of magic is best known for the telekinetic magic archetype, but also includes elemental magic archetypes such as pyromancy, aerothurgy, and hydromancy.
- Life Magic concerns communicating with and manipulating "souls", or rather the raw magic of a living being (or a being that was once living). This magic includes archetypes such as necromancy, and spectromancy.
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There are a small number of special variants of magic that are, as with most magic, performable by everyone, but use different mediums of casting. While it still channels the magic within, the intensity and nature of the magic depends on a different set of skills than that of traditional mages. Some of the more common examples of these kinds of practitioners would be bards and performers, with their use of music and oration, painters, with their use of the brush, and on the rarest of occasions, cooks, with their magic-infused food akin to an alchemist's potions.
Polymorphy is one of the few magicks that not everyone can use: It's restricted to the use of descendants of Daemons and Seraphs, from the time of the old god. These people are born with ostentatious, coloured birthmarks, but those marks aren't always visible. They can be likened to enchantment tattoos. This specific kind of magic allows the user to change their form to that of a magic being whose essence they've consumed, and gain their attributes. However, unlike the Daemons and Seraphs of the past, they aren't any stronger magically or physically than other people, mostly because the magical pool within the denizens of the worlds has expanded infinitely since the fall of the old god.
One partial transformation they can perform without any essence is that when they're in their true form (regular), they can grow a second mouth that starts from the bottom of their nose, and can reach as far as their belly buttons, with sharp teeth, and an infinite void behind it. This allows them to consume creatures with greater ease, and take their essence, otherwise known as Sopia. They can store up to three different Sopia at a time, and use only one at a time. They can only change their active Sopia once a day.
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Magic has greatly aided in integrating travel technologies into everyday life. In countries with a high number of mages, when laying down the tracks for trains, the constructors use magic to quickly mold and place the materials for bridges and tracks to build a network for people to travel quickly, or to transport goods easily and safely. Infrastructure for electric grids are similarly built with the use of magic.
There are also vehicles made for urban travel that use magic to float and glide, rather than use wheels. These vehicles have greatly influenced the way cities are designed. There aren't many wide streets outside of the richer districts, since traffic doesn't require width, but simply height. Instead, most buildings in large cities are built extremely tall.
The greatest child of the combination of magic and technology is the recently invented airship. It used to be that people would need to travel between worlds using magic currents to brave the dangerous trip. In the last six years, airships have gone into common use among the nobles and in the military. Particularly, the Templar Knights have been funding research on developing more durable airships that could travel farther, faster.
In terms of weapons, the advent of magic bullets has made the gun a more viable tool for fighting against mages. Most mages have sufficient defensive prowess that they can avoid being hurt by plain weapons like bullets, and since bullets are as tiny as they are, they're difficult to enchant effectively. However, some great strides have been made in this area on a foreign world, and that technology has been imported to Irve thanks to airships.
Clockworkers are magickfuel based beings from the time of the old gods. They're used as menial workers for jobs mages don't want to spend time on, and too dangerous for commoners. They usually serve as part of the police enforcement for ruthless efficiency, and expendability, but they're not worth much in a military capacity. They're mostly semi-sentient. While they can think and feel, these faculties are limited to their "field of work" (builder, soldier, police, librarian, etc.). Outside of Ithya, in the rare event that clockworkers show sentience, they're promptly dismantled.
All of this technology is thanks to something called magickfuel, a term mentioned a few times above. This new technology was derived from the power source of the Clockworkers in Enia. The method of creating new magickfuel has been a very closely guarded secret by the kingdom. The Templars are playing an important role in this new technology's development, but little else is known to anyone who is not directly involved in the development process.
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