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shard
Shard NameNew Dusk Conclave
DescriptionA nation formed by those who saw the destruction of their homeworld from the Last War of Hassan, and sought to start a new life on a new world, hopefully not tied down too heavily by the acts, sins and motives of the past.
Shard Managerjack_pine
Is this an active Shard?Yes

Setting Magic Guide

Magic is a powerful and important element within the Calliope Star Cluster. This guide gives a basic in-depth look at the settings magic ranging from the known schools of magic, their applications and uses, and what star-faring nations use what magic and how.

This guide is unfinished. Everything is subject to change~

Concept of Magic

Magic exists within each and every living (and even some unliving and living dead) beings in the star cluster. While its origins are beyond debated and are well beyond the understanding of all the star-faring nations of the cluster there is some basic knowledge known to its practitioners and passed on throughout the generations.

Such information eludes that Magic as a term and descriptor is just a surface-level description for a complex and intricate series of interconnected of elements and forces that when under the right conditions create much of the effects and elements that we know today as “Magic”.

As such there are many different branches, schools, and styles of magic; Some overlapping, complimenting or complicating each other in their use. These magics are as varied and different as the many space-faring peoples and are even sometimes unique to them.

How does one "learn" magic?

Magic is learned in very different ways. And no one single way is the right way to learn or even master magic, it is just the most optimal way one has learned to wield a magical art and has passed their knowledge on to disciples or apprenteces to the point where it has become commonplace for them.

In reality magic of all kinds is raw and untamed. And there are more ways to harness it both efficiently and otherwise; Making it possible for two different practitioners who are the same in every way, even down to the magic they wield, to be vastly different in the outcome or output of a spell depending on how they learned to cast it, how efficiently their control over their flow is, and how raw the magic they have at their disposal is.

Magic can be learned by almost anyone. But what magic they can learn, their proficiency in that school, and their affinity for it are three different subjects.

To test ones affinity is often as easy as holding hands with a mage and allowing them to cycle mana through your body and then feeling the echo of the latent magic in the potential mages core and what magical affinities it resonates.

Affinity

Magical affinities are a complicated subject kept short in this part. Affinities are how much connection an aspiring mage has towards their chosen branch(es) of magic, and how the connection was established. Affinities allow an element to be preferred by and come easier to an aspiring mage, while also causing them to struggle with or shy away from others. There are a variety of factors that affect which Elemental Affinity a person develops, but some are known to be: the location(s) they spend most of their time in, and train in, personality, the influence of others (a relative’s affinity may be passed down), experiences, etc. Likewise, once acquired affinities have the potential to affect a mages' mannerisms, personality, and behavior, as well as physical responses.

Mages may have preferences towards several magic elements, but each mage exclusively has only one primary affinity that suits them best—having multiple affinities a mage is proficient in is entirely unheard of. Even the greatest of mages with multiple schools of magic they practice is most powerful in one of them above all, and noticeable less proficient in the rest.

Affinities may have unique side-effects on their users depending on how much they act on this affinity and the strength of an individual’s magic and how much they resonate with their magics. A good example is the impulsiveness of fire mages, the compassion of life mages, the unsettling dread aspect of death mages, the obsession with not only the craftsmanship and technique of their magic but also how earth mages hone their body, and the mental prowess and intellect of thought mages.

The best way to connect with particular magic and gain an affinity for it can range from where one was born, their race or species, and any already known schools of magic.

  • Location: Being born or living in a place with a high mana/magic density can naturally charge the body and core and open up latent magical circuits within the soul to more readily accept magic and its use. The location will also drastically limit one to their affinities.
    • Such examples include that living on a world of mostly vast oceans will naturally open affinities towards the water and wind-based attributes while limiting or closing off ones natural affinities for fire or earth due to the lack of exposure.
    • While it also explains while hell-creatures and demons have natural affinities for dark, fire, and earth-based magics but are widely weak to their opposite counterparts; Light, life, and holy magics which they are never exposed to and never gain an affinity for.
  • Race: Some races are naturally more in tune or have greater affinities for certain magics compared to others. A human mage attuned in earth magic will never be as powerful as a dwarven counterpart whose race has a natural affinity for the earth.
  • Latent Affinity: Knowing one school of magic may close one off to another. Knowing fire-based magic may close one off from understanding or even using water-based magics due to their opposite natures and how drastically different their motions, incantations, and even outputs are from one another.

As such it is common for your character to have an affinity in a select few schools of magic due to their species, upbringing, and experiences that will have opened them up to learn these schools of magic. The more magic they try to learn across several different schools of magic, the more they will have limited their potential and lowered their affinities across all other types.1)

Double Affinities

It is not uncommon for a race or person to have a double affinity for an element or school of magic. This is often in cases of race-specific traits such as water mages from oceanic or underwater worlds having a stronger affinity for water magic, or those who live underground having stronger ties to dark or earth magics.

Mana and Cores

Each and every living being in the setting has a core. This can be a literal core of crystalized mana in the case of some creatures or races, or a more figurative point in the body or soul where magic is first condensed much like the electrical signals of the brain and then sent down ones mana circuit and to a point of output.

The core is the source of ones mana they can draw on and works much the same as a muscle; Where flexing it constantly with use by performing magic will keep it in prime shape and constantly overexerting it through more powerful magics will at first drain one considerably and leave the caster fatigued, but over time and with enough practice and moderation will strengthen and enhance the mana core making it easier to cast and expanding the reservoir of mana one can call on.

A mana core can be damaged if too drastically drawn upon by magics beyond ones affinity and skill level, and even by backlash from magical attacks.

Magical Circuits

The body and soul are linked to a mana core with what are called magical circuits these are both literal and figurative veins and channels where mana passes through from the soul to the body and then a point of contact when casting. These circuits act much like a hose and nozzel where mana is channeled and then funneled out precisely.

Mana circuits can be damaged or even burst if overtaxed. Treat them like a hose filled with water that when backed up can burst.

How are spells cast

Each and every spell has its own prerequisite and requirements to cast, manifest, or take hold.

For most spells it is as simple as intent and exertion of will, for others, it may require incantations as a shortcut to casting it that act as spoken formulas of words to recall arcane calculations drilled into memory.

Some spells may also require a catalyst such as a staff, stave, talisman, or piece of equipment that for some are necessary as they lack the means or power to perform powerful spells, and for others, they use them as a force multiplier to make their spells more powerful or to have better control over them. Such catalysts are always more than a piece of wood or paper and are hand-crafted with specialist materials that either naturally conducts or have been created to better channel magics.

For larger and grander devices such as large equipment, vehicles, instruments, relics, and ships often are designed and embuded from the ground up by skilled craftsmen and artificers and are not covered here.

Schools and Types of Magic

There are currently many types of magics that fall under a wide variety of known schools of magic. The schools and types of magic listed here are not all of them and are just a basic outline to the general and widely known types of magics.

The current schools of magic are:

  • Elemental: (Fire, earth, air, water)
  • Nature: (Dark, death, light, life)
  • Deep: (Blood, spirit, tribal, arcane)
  • Thought: (Mind, time, illusion)
  • High: (Conjuration, divination, gravity, void/space)
  • Enchantment: (Enchanting, rune)

Elemental Magics

Elemental magics are the very basic and easiest magic one can learn due to their high affinities from experiencing them in everyday life.

Fire

The nature of fire is to burn.

Fire magic is powerful and very self-descriptive magic. It is the ability to manifest, alter, wield, or use fire from mana and spells. It is arguably the most destructive focussed of the elemental schools of magic due to fires' ability to only destroy and never create.

Having an affinity for fire means most mages will develop resilience towards heat, and that their magics will be stronger in hotter and more fire-aligned areas such as deserts, volcanoes, etc. This does not make them resistant to fire altogether contrary to popular belief and many older and experienced fire mages have their share of burn scars from being reminded of this in the past. An afinity for fire is usually gained through living in hot climates such as deserts or near sources of intense heat or residual fire magics such as a volcano or lava flat in the case of the former and an area saturated with residual fire magic such as the site of a great fire in the case of the latter.

Control, discipline, and restraint are extremely important to a fire mage. Unconscious, emotion-influenced, impulsive, or reckless use of this power can be catastrophic and will often leave the fire mage or others near him harmed or killed. It is arguably the hardest to control of the basic element magics. Failing to learn to contain the inherent urges of their element can more often than not cause mental instability and pyrotechnic tendencies; Often leaving inept fire mages ostracized by most societies due to their quick tempers and even quicker

Fire mages are often called Pyromancers or Red Mages. They are often influenced by their element to be, for lack of a better term hot-headed, impatient, or short tempered. But are not always the case.

Examples of Alternate/Advanced Fire Magics

List of Known Fire Spells

Earth

Air

Water

Nature Magics

Nature magics are forces inherent to nature such as darkness and light and the concepts of life and death.

Dark

Death

Light

Life

Deeper Magics

Deeper magics are high-skill magics that resonate with the soul that reaches beyond the mundane and are considerably complex such as spirit magic that has to do with literal spirits, blood magics, and antiquated but powerful tribal magics.

Sprit

Blood

Tribal

Arcane

Thought Magics

Thought magics are those that are linked by the processes of the mind and brain and use archaic calculations to perform magics such as mind magics that influence their surroundings and others, time magic which no mortal can conceive, and the process of tricking the mind with illusions.

Mind

Time

Illusion

Higher Magics

High magics are those that deal with higher and more complex magical subjects such as the advanced magic known as conjuration which can influence matter, the power of divination to see what cannot usually be seen and reading the possible lines of the future, the power to manipulate the very forces of gravity, and void/space magic which deals with the transportation of matter.

Conjuration

Divination

Gravity

Space/Void

Enchantment

Enchantment as a whole is the ability to create, alter, mark, or influence using the soul. Be in empowering items with enchantments, or powering and emplacing runes or sigils it is a very complex but powerful magic and widely considered to be the most enduring and long-lasting.

Echanting

Rune

Magic and Technology

OOC

  • Player char created this on 2021/10/31 13:42.

Usage

This article's content adheres to Project Multiverse's submission and usage rules.

1)
Please dont make a magical Mary Sue. Pick a branch or two and specialize in them~
guide/magic_guide.1636057917.txt.gz · Last modified: 2021/11/04 14:31 by char