Of all subjects in Aloria, one of the least understood is that of magic. Magic is a blanket term for the use of planar essences to deny, shape, or reinforce the reality of Aloria, causing unnatural things to happen. Magic was initially pioneered by the Seraph, who are thought to have been the most powerful mages in all of Alorian history. Devastatingly, the Seraph meddled too much with the fabrics of the universe, and invited the first of several Void Invasions: When demonic extra-planar forces invaded Aloria through portals from the Void. Magic itself is incredibly difficult to find, and even more perilous to learn and master. Many cultures and civilizations have an incredibly negative viewpoint towards magic and mages in general due to their association with planar essences, and the risk they pose to themselves--and others--from demonic possession. For those willing to accept all of the risks associated, magic is an amazing and spectacular, if not unnatural, tool that can change the tide of any event in history: For better, or worse.
Becoming a Mage
Becoming a Mage is not easy, and often only possible for those who have already at one point or another had an interaction with Planar Essences not from Aloria. This can be as broad as having had a magical spell cast onto one's self or having been possessed, or something as specific as being at the wrong place at the wrong time when a Petralisk moves through a Seraph ruin and sheds Essence on the nearby surroundings. After such an encounter, the individual may occasionally dream about a dark purple void with swirling shadows, or a vast white emptiness where they cannot find anything or anyone. These dreams are recurring and always the same, meaning any Scholar can identify what they have aptly named the Magic Touch on an individual. Individuals who have the Magic Touch do not necessarily need to become mages, in fact for the vast majority of the people who are unfortunate enough to become affected by Planar Essence, a few treatments of Strauss’ Silence will effectively remove the recurring dreams forever.
The earliest age any would be mage can begin studying is at the age of 14. To learn a spell, one would have to learn from instructions in a book or learn it directly from a mentor. Early learning principles involve hours of meditation and imagining, imagining that recurring dream and trying to elicit it happening in a wake state. When that finally does, the student in question has effectively opened a conduit between themselves and another dimension, allowing Planar Essence to be tapped into. From that point on, the mage will learn how to shortcut tapping into that feeling by imagining that dream in shorter and shorter periods of time, until it becomes effectively instant, allowing the first spells to be cast on the fly. What constitutes as learning a spell beyond that point is being taught how to condition the mind to strongly deny a state of reality, and how to focus one’s mind on replacing that reality with a new one. This process is learned slowly at first, after which it will eventually be fast enough to meet the time periods defined on each spell.
OOCly, Magic permissions are only granted on an application basis. It is currently not permitted to make a Mage character or use Magic in-game without an existing Magic Permission approved by Lore Staff as a whole. Magic permissions can be applied for in the Roleplay Permissions section on the MassiveCraft Forums where Lore Staff review applications on a weekly basis every Sunday. Applications are always character based, meaning if a character dies or is dropped, a new application needs to be submitted for future characters. Be prepared to have backup plans in case a Magic application is rejected. There is an unofficial hard cap on the total amount of mages that may be active proportional to the server population. Staff will endeavor to ensure that the privilege of Magic usage is always granted to active players and may choose to revoke permissions based on a wide range of reasons. The exact criteria for application will be mentioned on the Application Thread.
The way Mages learn magic, is by learning spells. Each spell has the same casting power and scope, though some of them may have means to apply a different use to a spell by downscaling the effects. Mages start by learning one single spell, this automatically makes them a mage, as any person being able to cast any magical spells is called a mage. After the first spell, each spell increases learning time exponentially to accommodate the increased magical connection without overloading the mage. Generally speaking, spells should not be cast until the full learning period is done, as spells that are mis-cast have horrible side effects which exclusively kill or harm the user. Some races are more magically capable than others. Elves for example have the gift of longevity, meaning they are able to learn more spells before they become too old to learn more. Additionally, it should be noted that casting strength of any and all spells is exactly the same on every level. An Expert mage does not know how to produce larger and hotter fires with a Firewave spell than a Trainee does, they just know more spells as opposed to more powerful ones. The structure of spell learning is explained below:
- Trainee: Has learned 1 spell over the period of 6 months.
- Novice: Has learned 2 spells over the period of 2 years.
- Student: Has learned 3 spells over the period of 4 years.
- Caster: Has learned 4 spells over the period of 8 years.
- Spellweaver: Has learned 5 spells over the period of 14 years.
- Mage: Has learned 6 spells over the period of 22 years.
- High Mage: Has learned 7 spells over the period of 35 years.
- Mentor: Has learned 8 spells over the period of 50 years.
- Expert: Has learned 9 spells over the period of 90 years.
- Archmage: Has learned 10 spells over the period of 150 years.
No person known in recorded existence has ever been able to learn more than 10 spells, and there have been no known cases where learning spells can be sped up in any way conceivable. Due to the time limitations, the highest level Mage any Human can achieve is Mentor, and even then only when the Mage started learning at the age of 14. Each School of Magic uses a certain variety of Planar Essence that has the ability to counteract another. As such, when for example learning any Celestial Spells, the mage in question will be unable to learn another category. Each time a mage expands their arsenal of spells by taking spells from another School, yet another School will be unattainable to them. The current cycle is strict, but may be expanded at a later point when more Magical Schools are discovered or developed. If this occurs, it is unlikely that the cycle of lockouts will change, rather, it will just create an additional cycle of lockouts not related to the primary cycle. This cycle of lockouts currently goes as followed:
- Demon Magic cannot progress to Elemental Magic
- Elemental Magic cannot progress to Soul Magic
- Soul Magic cannot progress to Mind Magic
- Mind Magic cannot progress to Celestial Magic
- Celestial Magic cannot progress to Demon Magic.
For more information on Spells, consult the Schools of Magic below.
Schools of Magic
|Schools of Magic|
|School of Demon Magic||
The School of Demon Magic is a purely Void Planar Essence based Magic School which contains largely offensive and damage spells used to attack others. The Demon Magic School is entirely illegal in practically any state, except for among the Shendar, and any mage researching or casting Demon Magic automatically becomes a Black Mage, and is hunted and prosecuted by the Regalian Empire.
|Cannot progress to Elemental Magic|
|School of Elemental Magic||
The School of Elemental Magic is a mixture of both Exist and Void Planar Essence based Magic School which contains a whole wide of defensive, utility and offensive spells. The School of Elemental Magic is the perfect example of a Gray Magic School where all spells both have legal and illegal uses, depending on how the Mage wishes to profile themselves. Elemental Magic is the most frequently used Magic of all Schools, as many of the utilitarian based Spells make life considerably easier.
|Cannot progress to Soul Magic|
|School of Soul Magic||
The School of Soul Magic, while fueled by Exist Planar Essence, is still a form of Magic that purely affects forces that are already native to Aloria, and as such poses no threat of possession to the caster whatsoever. The School of Soul Magic has a wide range of utilitarian spells that have a wide range of legality and illegality, though a lot of the Qadir economies are also fueled by the Qatils that Soul Mages make.
|Cannot progress to Mind Magic|
|School of Mind Magic||
The School of Mind Magic is a fully Void Planar Essence based Magic School which contains a whole host of illegal spells, but a few spells that have seeped their way into the entertainment industry, notably in the Regalian Empire. Mind Magic is largely used to toy with the minds of others, and is as such generally seen as a form of Magic practiced by Black Mages.
|Cannot progress to Celestial Magic|
|School of Celestial Magic||
The School of Celestial Magic is a largely Exist Planar Essence based Magic School which contains mostly defensive, supporting and healing spells. The Celestial School enjoys a great deal of Magical freedom, while being the most commonly accepted and most widely used form of Magic in the Regalian Empire. A mage that is trained in Celestial Magic is often called a Celestial Mage, or a Light Mage (often confused with White Mage), though most Light Mages are also White Mages.
|Cannot progress to Demon Magic|
Casting Magic is often very straightforward, and requires two hands and an unhindered mouth and throat. When a mage casts a spell, they often proceed to make hand gestures akin to a dance (though some spells may have specific rules, consult the individual spells on the School pages). During this process, a spoken incantation must also be said by the mage, which is often a roughly translated sentence or multiple sentences in old Seraph. Each incantation has a specific name, and most incantations are publicly available in Seraph Scholar books, meaning anyone who has done research into the Seraph language will be able to predict spells. Most spells have a charge time lasting a number of seconds. If any amount is defined that is lower than 2 seconds, it means there is room for another party to react, either by running or attempting to interrupt the spell. Various spells also have different applications. Some are touch based while others must be thrown or pushed into their intended target. There are numerous ways to counteract a mage from casting any Magic, some of which are defined below:
- Gag-cuff: Gag-cuff is a popular slang term used by Regalian Guards that refers to gagging the mage with a cloth and binding their hands together with a rope. This method of blocking a mage’s casting is always effective and never fails unless the rope or gag were not properly applied.
- Soul Magic Ultimate: The Soul Magic ultimate spell Link Shatter destroys a mage’s ability to cast magic, at least for 24 hours and then has a chance to stop their magic from affecting anything for another 48 hours after that.
- Harm: Excessively wounding a mage will usually also disable their magic casting. If they cannot coherently speak the incantation, the spell will not work. If they are immobilized and writhing in pain, they cannot cast any spells either, though this method of immobilization is not always fully reliable.
- Lapis Bombardement: Various weapons or techniques involve Lapis dust or Lapis laid-in materials that disrupt Planar Essences from being called upon. Any substantial quantity of Lapis will disable spell casting, but the usual quantities required make this method are only really effective in buildings where Lapis bricks can be laid into the mortar and brick. Additionally, some organizations in the Regalian Military have access to certain Soul essence-charged weapons that block spell casting for a few minutes when fired at a mage.
- Lapis Ingestion: As simple as the term implied, ingesting a teaspoon of Lapis dust worth will disable magic casting while the Lapis circulates in the digestion. That being said, the mage will probably have other things to worry about, namely a very dry throat.
Magic in Regalia
Mages in Regalia are often categorized in three different categories that are easy to understand, and each have their own laws applicable to them. This distinction is made between White, Gray and Black Mages, White being the most legal one, while Gray covers some level of legality. Finally, Black Mages are universally condemned and even hunted by the state’s Azure Order to bring them to justice for their abuse of Magic. Magic itself holds an incredibly complicated legal status. Various forms of Magic are legal in daily practice, while various Schools are universally condemned or only partially legal by individual spells. The Table below explains the legality of all branches of spells, while also explaining the individual classifications of Mages.
|School||Legal Use||Semi-Legal||Banned Use||Comments|
||All forms of Demon Magic are strictly forbidden|
||Elemental Magic that is Semi-Legal can only be used in utilitarian manners for pragmatism, such as lighting a candle or a fireplace|
||Ellon Form is only Semi-Legal when cast away from the prying eyes of the general public|
||Illusion and Visage Mirage are only legal when cast inside a circus or magic trick show|
||All forms of Celestial Magic enjoy full legality|
White Mages are fully legalized and recognized Mages that have high positions in society. The highest ranking of these Mages are so called Court Casters, mages specifically hired by Noble Families, State Organizations or the Imperial Court to serve as Arcane guardian against the corruption of Poltergeists and Demonic Influences. History has seen some Noble Mages, but these are generally exceedingly rare due to the common social stigma associated with magic usage among Noble circles. White Mages have large amount of magical casting freedoms, being able to cast all fully legal spells in broad daylight, and having a small amount of extra flexibility when it comes to the semi-legal spells. Rumor has it some mages closer to the court also dabble in the forbidden illegal spells, but no real evidence has been brought forward to support that notion. Another form of a White Mage is a mage that is particularly invested in Celestial Spells and uses them to heal the injured and ill from a clinic that they own. Alternative Healing, as magic-based healing is called, can be found in numerous corners of Regalia enjoying a great degree of casting freedom within the approved spells.
Gray Mages are essentially White Mages who choose to practice their art in private or simply away from the state apparatus. Gray Mages are not necessarily hunted like Black Mages are, but states like Regalia enjoy knowing where any and all Gray Mages are, so as to maintain an effective scapegoat in the event of a magical disaster. As such, there is a difference where some Gray Mages are publicly known to the state, while others are in hiding. What sets apart a Black Mage and a Gray Mage, is the fact that Black Mages go out of their way to undermine the state and specifically use illegal spells, while a Gray Mage may only occasionally dabble in the dark arts.
Black Mages are generally considered evil by most states on Aloria, but their morality is much more difficult to pinpoint for those seeking to ‘know’ a Black Mage. Black Mages are generally defined as mages who choose to investigate, research, and use forbidden spells, even if it means the Azure Order will hunt them, particularly in Regalia. That does not necessarily mean that all Black Mages have harmful intentions, some Black Mages are purely curious towards Demon Magic and choose to investigate it at the cost of potentially becoming a fugitive. There are, however, many Black Mages that specifically use the forbidden spells to undermine the state or any group of people just for the sake of causing fear and inflicting harm. Many of these Black Mages have a warped sense of righteousness, where they believe they are fighting for more rights for Mages, while in truth, they only turn the people more adamantly against them. Black Mages usually thrive and survive only in the slums, as they are universally hunted everywhere else.
Magic Mutations are different from random and chaotic Essence based mutations in that they are far more predictable and always follow the same pattern. Magic Mutations are generally also seen as harmless and (mostly) purely aesthetic as they are non-intrusive and only showcase the cast magical powers flowing through the wielder. That being said, these mutations do make mages a lot easier, and are as such problematic to come Gray Mages that wish to remain undetected or Black Mages that want to be less obvious. Generally speaking Magic Mutations start kicking in at the level of High Mage where they are still fairly benign, but increase with every level. That being said, they only manifest if at the level of High Mage, at least 4 spells are of the same category. If 4 spells are learned from multiple categories, the effects start layering on top of each other by chronological order. For example, if a Mage has learned 4 spells of Elemental Magic and then 4 spells of Celestial Magic (thus reaching level Mentor), then both the mutation effects of High Mage level Elemental and Celestial Magic will manifest, as well as the Mentor level mutations. If however 7 spells were learnt in Elemental and only 1 in Celestial, then only Elemental mutations will manifest for both levels. Note also for below, if no specific color is defined for runes, eyes or patterns on the skin, that means the player has the ability to customize the color to their liking.
|High Mage: Darkened hair and grayer skin|
|Mentor: Pitch black hair and shendar-like gray skin|
|Expert: Random spike growth around forehead and shoulders|
|Archmage: Eyes turn solid black and a permanent illusion covers their forearms with blood|
|High Mage: Body and head (and facial, if applicable) hair grows faster and longer|
|Mentor: When submerged in water, skin radiates light, enough to light up underwater at night|
|Expert: Eyes become fully red or blue, depending on whether the mage casts more fire or ice spells|
|Archmage: Forearms darken in skin pigment and become covered in gold luminescent light runes|
|High Mage: Light blue Halo around pupils regardless of eye color|
|Mentor: Eyes glow a faint cyan glow even in the dark|
|Expert: Eyes become fully white and the pupil and iris seemingly disappear|
|Archmage: Body becomes covered in colored Seraph runes on every inch of skin|
|High Mage: Ear tips grow longer and pointier like Half-Elves|
|Mentor: Gain a beautiful singing voice, regardless of previous skill|
|Expert: Eyes turn solid purple and dark black swirling patterns fan out from the eyes to the temples|
|Archmage: Skin gains the ability to turn the body semi translucid on will. Will not turn the host invisible, but partially see through|
|High Mage: Whiter hair|
|Mentor: Snow white hair and whitened skin on forearms|
|Expert: Swirls of luminescent light patterns appear on forearms like vines from hands|
|Archmage: Hands and eyes permanently carry a golden glow|
Magic forms that make use of Void or Exist based Planar essence have a small chance to cause a Demonic Possession if a mage is somehow knocked unconscious during an intense battle of frequent casting, or when a mage loses focus while casting from physical exhaustion. When Mages begin a casting process, they open their soul to the Exist or Void, in order to allow Planar Essences to flow through. If somehow the mage loses concentration on avoiding the wrong kinds of Essences, then Demonic Possession may occur. This will be practically unnoticeable at first, but each subsequent spell cast allows more and more Planar Essence to corrupt the caster, thus becoming fully Demonically Possessed by the 10th spell after the first encroachment. The Mages themselves will never be aware of the infestation until it is too late. Being Demonically possessed does not affect spell casting in any way, though being cleansed of possession has a 50-50 chance to break the connection to the Planar Dimensions, thus breaking a mage's ability to cast Magic forever.
- Note: This is not a mandatory aspect. It is purely background flavor in case you want to roleplay as an (ex)Posessed Mage.