Of all subjects in Aloria, Magic has only recently become a well understood and utilized subject. 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. Many empires, civilizations, and individuals have, since this time, come to understand and utilize Magic in their own unique ways. Many cultures and civilizations still 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. 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.
Mages, as opposed to Sorcerers, are more advanced users of Magic whose power is just as a part of them as their blood is. More common in the older age of the Allorn Empire, Mages are an increasingly rare breed in modern-day Aloria thanks to the anti-magical sentiments held by many of the world’s dominant civilizations. Despite this, they persist, thanks to the nebulous nature of Mages and their creation. They possess a Magespark, a malformation of their soul that causes them to be able to tap directly from the essences of other planar dimensions. Magesparks manifest in a variety of ways within people. Typically this is through a random mutation at birth that results in the child being born a mage, causing their childhood to be marked with spontaneous occurrences of magic that are bent based upon their youthful whims. This is something of a developmental period for young mages, as the ways in which they unconsciously manipulate their reality cause their Spark to respond accordingly and change for the future. The Spark’s full powers, however, do not manifest until some sort of inciting incident very early in their life that causes their magic to trigger within themselves. These moments are different for each and every naturally-born mage, and typically come as a sudden need for their magic to be used. For example, a water-based mage might discover their powers when a friend is drowning and they try desperately to rescue them, only to magically manipulate the water and save their life. Natural-born mages like this have an inherent inclination toward learning and refining their own spell sets and do so over the course of their years, though it is not entirely unheard of for some to be too emotionally unstable to control their gifts without some sort of guidance.
No matter the method of acquisition, those who possess a Magespark also share a few key common traits and abilities that differ from the normal soul. They cannot be infected by planar afflictions like Vampirism and cannot become Werebeasts. Those with Magesparks, when they are slain by another Mage or Arken, enter a state of resurrection that occurs over 48 hours before they are reborn at their Soul Guard. The Soul Guard is an object that a Mage is able to project their magic onto that acts as their soul’s anchor to the world.
Mages are also capable of conjuring large spacial Wards within doorways at a maximum size of 5 blocks wide and 6 blocks high. These Wards prevent anyone, any magical effects ,or magical items from passing through them, and take a different appearance depending on the Mage who is creating them, though all are translucent to a degree. A Mage can create up to 3 of these at any time, and creating them requires a 10-second incantation to be recited, though a Ward can only be created once every hour. Other Mages are capable of dispelling these via a destruction incantation, though they must concentrate everything upon it and cannot be otherwise combat or spellcasting engaged. Additionally, the Ward’s creator can simply dispel them with a snap of their fingers. Mage wards are impassable and impenetrable unless destroyed through specific mechanisms.
All Mages are capable of countering an incoming projectile-based Magic Spell with a Deflection. Deflections are performed as emotes, after which a /roll 1 20 is done. If the roll is above 5, the spell is deflected and rendered harmless by the deflection. Deflection requires the Mage to have both hands free and not already engaged in casting or fighting. Each and every Mage’s deflection is different depending on their own power, though all of them are signaled by some sort of gesture with their hands and an aesthetic effect accompanying it. A dispel can only be done if the spell is almost about to hit, meaning literally 2 blocks away from them, not if it’s being cast 30 blocks away from them.
Mages also understand a written language known colloquially as Magilex, or Magical Lexicon. It is not, in truth, a proper dialect, but instead a scripted alphabet comprehensible only to those possessing a Magespark. It can be written just like anything else and even tattooed, though upon finishing it takes on a subtle glow according to the Mage who wrote it.
Despite the latent power within a Mage, they are capable of using their magic to create non-permanent, aesthetic displays. These could range from a fire-based Mage creating small images out of flame, or a darker Mage projecting nightmarish images onto the wall. Each and every Mage is different in this way, though what is common is the lack of permanence or power in these more whimsical applications.
Mages might also exhibit uncontrollable magical mutations. These progressively and randomly manifest in a Mage after the activation of their Magespark, and vary completely depending on the Mage and the nature of their magic. To play a Mage, you need to have access to a Special Permission granted on the Application thread found here: .
Mages (those with a Special Permission) whether Void/Exist/Primal/Ordial, are masters of Arcane Powers, and all have some basic control over reality beyond the theme or design of their Magic. This involves some non combat and non-utilitarian basic control over solid matter and functions of objects that does not require anything more than just a wave of a hand or the flick of a finger. Some examples of this include but are not limited to:
- Basic household automation such as making a broom brush the floor, having a bar make a drink by itself and then levitate it to the Mage's hand, open windows and doors that aren't locked, flip pages in a book, levitating the dishes to the kitchen, levitating clothes on them in front of a mirror from a wardrobe and back again.
- Basic control over luminosity in such ways that it does not change the actual light, but dims or brightens it a bit for aesthetic or storytelling purposes, for an entire room, or for small pockets of space.
- Basic control over senses such as touch and smell (but not hearing), allowing the Mage to for example make the other person touch sand and feel floral petals, or making a banana smell like an apple.
- Basic room relocation in their own house only, for example entering the kitchen, and then coming out of the bathroom. This cannot ever be used to obfuscate a chaser or attacker.
- Lesser tufts of telekinesis, like lifting a flap of fabric on someone's coat, brushing a lock of hair from a distance, or a tug on their collar. This cannot be used to steal items from others, only to tease or irritate them.
Magestone is the colloquial term used for Elethicite, a strikingly and unusually blue ore that naturally occurs in veins beneath Aloria’s crust. It is excavated en-masse and valued for its naturally antimagical properties: it is known that anything magical within a close proximity of it ceases to function normally, shutting off the inherent powers of Magesparks and muting other magical effects. Spells cannot be cast, enchanted items lose their effects and magically conjured creatures cease to exist in its presence.
As rare as Mages of the Void and Exist are, even more so are those of the Primal Magic inclination. Primal Mages do not possess normal Magesparks, but instead are imparted with a fragment of Draconic power that fuses with their own soul to create what is called a Dragonspark. Dragonsparks function similarly to Magesparks for their possessors, as they prevent infection from planar sources. However, the magic they grant their owners is notably different from normal Mages, as it does not come from the Exist or Void but instead Aloria itself. As a result, most spells and other abilities that counter or prevent magic do not have the same effect on Primal magic. Additionally, the acquisition of a Dragonspark is never through birth, but instead only through the possession of an Artifact or the granting of one by a Dragon or a related magical construct. Primal Mages cannot create Wards, Soul Guards, read or write in Magilex, or Deflect spells.