Magic is the art which typically connects the Void or Exist or even other unknown planes to Aloria, such as the elusive Primal Magic. It makes way for a mage to be felt in the heart of Estel and seen in the eyes of Behesael. It is neither good, nor evil, yet many across Aloria have differing views about magical arts. Some types of magic are seen as inherently evil in Regalian eyes, such as the illusory Hex Magic or the empowering Fire Magic. Others are considered less so, such as the healing Light Magic or the useful Sight Magic. Included below is information on how magic works on MassiveCraft, and how you can use it to enhance your roleplay experience.
Becoming a Mage
On Aloria, magic is not a skill somebody is born or gifted with. While certain races or traits are more adept at casting, the skill required to use magic is not inherent. Magic is not something everybody is capable of learning, nor is it something everybody gets the opportunity to study. Typically, this comes in the form of a mentor. A few examples of mentors can be seen below:
- A mother wishing to pass Ice Magic along to her next of kin.
- A small cult of Shadow Mages wishes to initiate a new young student into their ranks.
- An ancient tome of Soul Magic found by an eager young explorer.
- A Ch'ien-Ji encampment that drills Hex Magic into their young soldiers.
Most of the examples above are younger peers, but for characters that live longer, they are capable of starting their education at an older age. Note however that a child cannot learn magic without certainly falling to demonic possession. A child's mental capabilities to defend against magical incursions of void energy are insufficient. Scholars have figured out that the only way to avoid risk is to start at the age of 14 with studying magic. Anything below that is a certain possession threat, and even at this age the risk is high, though possible. As an OOC guideline, characters should never start learning magic before the age of twelve. A child possessed younger than the age of 14 will likely grow demonic features young, thus the Voidling or Existling’s presence will be moulding their appearance greater than that of a grown adult.
A mage can pick multiple forms of magic in the same classification. However, these forms must be balanced. For example, a mage could pick water and ice magic, but they must take into consideration numerous factors, such as the mage's age, the amount of sub-schools the mage can use, and the diligence with which the mage has been studying. A few examples of balanced and unbalanced magic are as follows:
- Balanced: An Ailor has been studying Light Magic for 40 years, having dedicated his life to magic. He is Mage Level for all schools of Light Magic, as he required 20 years to reach Mage Level for Healing light, and 20 more years to bring 4 other subforms on par with his initially learnt Healing Light. He has no outward combat prowess at all, using his Cutting Light only as a last resort weapon due to his physical averageness.
- Unbalanced: An Isldar has been studying for 20 years. She is at Mage Level for Twisting Hex magic, but is also a skilled warrior. This should not be the case, as Magic of any kind isn’t something to be learnt and stored away. It takes practice to maintain the Mage Level of skill.
- Balanced: A Songaskian Qadir has been studying Fire Magic for about 3 years. He is Caster Level in Dragon's Fire, whilst also holding just above average combat skill with a scimitar. As both his Magic ability and combat ability are both just average and adequately trained, leaving both the combat aspect and magic aspect balanced, this creates a character able to both hold his own in a fight both magically and physically. Keep in mind however that he is not exceptionally good at either aspect, and must depend on both in a dangerous situation.
- Unbalanced: A Ch'ien-Ji soldier has been studying Hex Magic for about 20 years. He has achieved Mage Level in both Twisting and Sensation Hex, due to each magic taking 10 years to learn each, aided by the magical inclination received by the golden eyes of his race. Despite having dedicated 20 years of his life to magic of two kinds that he must regularly practice to maintain, he holds above average combat skill with a short sword - at the same level as that of the Songaskian Qadir stated above. This is unbalanced because once a character has reached Mage Level with one or more subforms, they have dedicated a good chunk of their lives to magic alone. This makes the character ‘magic reliant’ as opposed to physically ‘combat reliant’.
Remember: Balance mostly relies on each situation. Get comfortable with each type of magic and the typical skill levels. If you ever have any questions, feel free to contact a member of Roleplay or Lore staff, and they'll be able to counsel you on any questions you may have. The easiest way to get ahold of a member of staff is to ask in the Lore Q&A thread, submit a ticket IG with your lore question, or personally message a member of lore staff on the forums or on Skype. Staff member TheBioverse is especially well versed in the Magic lore, and will work to answer any serious questions addressed.
Every Mage learning a specific subform of magic follows the progression from trainee, to novice, to student, to caster, to mage, and finally, expert. Though there exist magics that take more or less time than others to reach the stages of the magical proficiency ladder table displayed below, there will never be an instance in which one may skip over a level. Even magically attuned characters with traits such as gold eyes are unable to skip over levels, though they take half as much time to progress from trainee to expert. Subforms of the same magic are inherently similar to learn, whereas different magics of the same category may be worlds apart, despite being learnable. As such, once one subform of a certain magic has been learnt to a certain level, such as mage level, it will take less time to reach mage level with another subform of the same magic. This falls into the same train of logic as learning a Subject with different chapters - at the end of the day, the logic is the same. Once you’re clearly versed on one chapter, the rest become far easier to understand, taking less time to learn.
- Mage and Expert level are for characters looking to be magically reliant, as opposed to being both combat and magic reliant. For instance, a Fire Mage can be learnt up to caster level by the average soldier, allowing the character both an average level combat ability and an average level magic ability, following the Jack-of-all-trades, master of none mentality. Magic takes upkeep to maintain, but caster level magic takes far less maintenance than Mage and Expert level magic. Once a mage reaches Mage level, regardless of lifespan, they must train their magical ability regularly to maintain it - as a highly trained warrior would spend time out of every day to maintain his or her body. A Mage or Expert level practitioner of any magic subform cannot be combat reliant to the same degree as a caster level mage who also happens to use a weapon. At most, they must be below average in terms of physical combat ability, typically relying on small weapons such as daggers or ranged weapons such as bows. Mage or Expert level mages who attempt to learn combat alongside maintaining their magic will find their magical skill dropping to Caster over a matter of weeks, thus losing near two decades of work over almost a month of neglect.
- This rule extends to even Elves. Despite their century long lifespans and more, once they’ve reached mage level in even one subform, they cannot be physically combat reliant as well. Even the mages among the Elven Rangers relied more on their Spirit Magic than physical ability, often remaining archers at most and allowing their Spirit Aids to engage in any kind of combat. Gold eyed characters, though they are magically attuned and take half the time to learn any magic in contrast to an average person, must also abide by this rule. Once again, for more aid on how to make a balanced character in terms of combat and magic, please see the examples above.
- Some Magics such as Ethereal Weapons and Armor Magic, or even Cutting Light Magic may circumvent this rule to some degree. Should this ever be the case, the combat ability attributed to a Mage in that situation will be explicitly stated.
Note: While these are the default levels, depending on the type of magic, this may not be the case. It's recommended you look at an individual magic to determine at what level your character would be. Some magics, such as Antimagic and Bone Magic take far less time to learn than say, Ice Magic or even Hex Magic.
- Magic is cast through the combination of a two-handed gesture and spoken word, or a hand gesture and a rune. Hand gestures, spoken words, and runes can literally be anything, as long as they remain consistent. Two hands must always be used in the casting process, or it becomes weakened and potentially unpredictable. The minimum casting time for any magic is two seconds. More powerful spells, such as high-end, expert level fireballs, may take as long as ten seconds to prepare fully.
- When using runes, the rune acts as a source for a spell, meaning the spell will be cast where the rune is. Usage of Runes by a mage are achieved through Letter Magic, wherein a Mage can choose to have a certain rune activated by an already proficient practitioner of the Glyph Magic subform, or take up Letter Magic themselves alongside one another magic, as two magics is the limit for any one person.
Hand Gesture Examples:
- Two hands forming the shape of an eye in front of the sternum.
- An archaic dance that requires a lot of complicated gestures and movements.
- Rubbing two fingers together on each hand, as if brushing dust off of them.
- The motion made when braiding a long band of hair.
- Jazz hands.
Spoken Word Examples:
- "Cast blinding light!"
- "Disguise this plant into a snake."
- "Amin mela lle." [I love you]
- "I once stuffed my whole fist in my mouth."
- "Do you remember our home?
- The warm embrace of our sun,
- The crystal seas around our island,
- The peaceful turn of our tides?"
- Archaic runes of a language long forgotten.
- An artistic pattern.
- Symbols carved into a tree.
- An intricate design that must have taken hours to create.
- A circle with a line through the center.
When casting magic, the mage cannot let their spell slip from their mind. There is no such thing as passive magic. As a result, as long as something created by magic is in existence, the creator (the mage) must be focusing on it. A spell is cast by the gesture and rune or speech. At that point, if the spell is successful, the mage must be concentrating on the spell in some way. More experienced mages may be able to focus on other things while they keep their spell going, but in many cases, it does make them less attentive to the world around them. Many newer mages need to keep their hands constantly gesturing or spell on repeat to maintain it, but more experienced mages only need to keep that focus. Often, new mages are adamantly taught meditation before any spells, to ensure they don't do something wrong. For more information on what’s reasonable when it comes to concentration, referring to an individual magic form will often give an excellent idea on what is and isn’t reasonable.
Dangers of Magic
Magic opens a caster up to a variety of dangers.
- Demonic Possession: Magic immediately creates a connection between the mage and the Void or Exist dempening on the magic type. This immediately puts them on the radar for Void or Exist Demons looking to possess an Alorian host. This makes a mage much more susceptible to demonic possession. The larger the spell, and the longer the duration, the greater the risk of possession.
- Over-exertion: Magic can be very strenuous on the mind. As a result, trying to cast too many spells in rapid succession or to keep a spell going for too long can lead to overexertion. Overexertion can cause fatigue, dizziness, fainting, and even insanity or death in come cases.
- Specific Dangers: Every magic form has its own dangers that can cause harm to the mage. A fire mage may burn themselves, and a blood mage may become susceptible to anemia. For more information, read up on the form in which you're interested.
Magic in Regalia
Regalia is the city in which most roleplay occurs. As a result, one must understand the way magic is viewed there.
Regalian Law and Magic
Magic is outlawed in Regalia. Public use of magic is not only frowned upon, but in many cases, highly illegal. While some forms of magic are more acceptable than others, such as healing Light Magic, most magic is ill tolerated. If a mage hasn't been through the Azure Order, they cannot use magic in public. Even collared mages are forbidden from magic in most cases—the exception being a very fair few. Any mages caught casting in public will be placed in the care of the Azure Order. Once they're taken in, they're put through the Azure Spire and subjugated to rehabilitation. Should they finish that, they're given their collar and released.
Azure Order/Azure Spire
The Azure Order are Regalia's ruling mage-control. Their duty is to seek out magic and magic users throughout the city and better control them. The Azure Order achieve this by taking note of magic reports that are strung around the city, taking in uncollared mages that were captured by the guards, and using Sight Magic to determine if magic is actually being used in some cases. When a mage is captured by the Azure Order, they're taken to the Azure Spire. There, factors such as their skill level and mental stability will be determined. If they're deemed too powerful or unstable, they will be hastily executed or surreptitiously stripped of their magical abilities. If they're salvageable, however, the mage will undergo 're-education' over the span of a month at most ICly. After this, they will be given a collar and a tattoo that is around an inch in height, and consists of a series of numbers and symbols which indicate the date, magic form, Sentinel, and method of re-education, a scripture that outsiders do not understand and have not been able to falsify yet. and released back into Regalia. While in Regalia or Regalian territory, they're required by law to keep their collar on. While elsewhere, the collar is not a requirement.
- A mage cannot be proficient in other combat skills if they're proficient in magic. They must sacrifice one for another. See Character Abilities for more information. Circci and Ethereal Weapons mages are the exceptions to this, but both require special permission to use those magics.
- A mage's spell always takes time and focus, but a strong mage can cast powerful offensive, defensive, or passive spells.
- Hidden magic is something you must apply for on the forums. See Special Permissions for more information.
- Exorcism from demonic possession completely severs the connection a person has to the void, meaning they will have to start over from trainee and rebuild their skills as a mage.
- A mage switching between two kinds of magic, such as Fire and Ice magic, must wait for 10 minutes at the least to refocus their connection to a completely different part of the void. A mage switching between subforms of a single magic, such as Barrier Light and Healing Light, can do so fluidly. In the case of some specific magics, two or more forms of magic can be used together, such as Light Magic’s combo of the Barrier and Healing Light to create a Healing Pod. These are often Expert Level skills.