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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.
Magic is the act of changing the laws of physics, reality, and sometimes time, in the world of [[Aloria]] by drawing on essences from another realm, the Gods, or [[Dragon]]s, to change the way things work. Magic means a great many things for different people, some [[Elves]] might consider it part of their very being, while some [[Ailor]] consider it something alien or superstitious, while some [[Sihndar]] consider it evil itself. Magic allows great feats like the defiance of gravity and solving hunger for a whole city, but also great evil like the destruction of whole forests or carnage on the battlefield.  


==Mages and Sorcerers==
'''OOC Note:''' This Page explains Dimensional Alignment, and Magical Morality as well as the logic behind Magic in the Alorian universe. If you are reading this Page to decide on [[Proficiencies]] and [[Proficiency#Point Buy|Point Buy Packs]], only reading Dimensional Alignment and Morality of Magic is required.
There exists two types of Magic users in Aloria, the Mages and the Sorcerers. Knowledge about individual spells and their functions should be learned and transferred IC. There is no [[Proficiency]] that unlocks all knowledge about Sorcery. Knowledge about the history of Sorcery's presence in history and inception can be acquired through [[Eventism Knowledge]]. Sorcerers are far more common, they are the users that one might encounter on the battlefield or on the side of the street doing simple tricks. Sorcerers are learned Magic users who have mastered a few defined spells based on the Schools of Magic. Mages on the other hand are natural born casters of Magic who don’t need reagents to cast their spells. Mages are born with a so called Magespark, a random malformation of their soul that causes them to be able to tap directly from the essences of other planar dimensions. Mages often develop their magical skills naturally at a young age, and continue to refine and specialize their spells over the span of years, but do so entirely independently of any mentor or teacher, and can do so without the need for resources or proverbial casting crutches used by the Magicians. Mages might also exhibit uncontrollable magical mutations while Sorcerers can usually continue to blend in with the mundane population (mundanes is a term used to define the non-Magic using population of the world). Most Sorcerers, however, utilize their abilities to manifest whimsical or unsettling visual changes to distinguish themselves. To play a Mage, you need to have access to a Special Permission granted on the Application thread [here|https://forums.massivecraft.com/threads/special-permission-applications.74988/]. To play a Sorcerer, you need an Approved Character Application, but you do not require a Special Permission.


===Sorcery Categories===
*''If you want to learn more about different major locations one can learn how to use Magic, click [[Magic Schools|HERE]].
{| class="wikitable"
 
! style="font-weight:bold; background-color:#c0c0c0;" | Symbol
==History==
! style="font-weight:bold; background-color:#c0c0c0;" | Category
Magic has a long and storied history with much anecdotal and common experiences that it is hard to ascribe a single correct analysis of it. Magic was once inherent to the world known as Life Magic, however as the [[Extinct Races#Seraph|Seraph Civilization]] hungered for more power, they courted the powers of ruin by drawing energy from other dimensions. They could not control this Magic, and it destroyed their civilization, creating a cycle of so-called [[Void Invasion]]s that would periodically wipe sentient species from the world of Aloria. As time passed, Dragons and Gods came into being that would weaponize their own type of Life Magic against the ruinous powers, thus creating their own Dragon and God Magic. Life Magic is effectively gone from the world now, with the remnants divided between the extradimensional [[Void]], [[Exist]] and [[Ordial]], and the Alorian native God and Dragon Magics. Magic has permeated far in nearly every society but also continues to evoke an emotional and sometimes violent debate on its right to exist in the world, whether for fear of the unknown, or jealousy over powers that the mundane cannot wield.
! style="font-weight:bold; background-color:#c0c0c0;" | Description
 
|-
==Dimensional Alignment==
| [[File:Folelsa.png|150px]]
All Magic requires fuel, and each Mage must be aligned with one of the Dimensions from which Magic comes. When Point Buying any Packs from [[Enchant Point Buy]], [[Radiant Point Buy]], or [[Sinistral Point Buy]], your Character must be aligned to a specific Dimension, and there are certain rules associated with each Dimension. A Character can only ever have one Alignment, and this cannot be changed later on, so the choice should be carefully made (some exceptions may apply, like for example the [[Narim]] or [[Suvial]] [[Races]]).
| [[Spirit_Sorcery|Spirit Sorcery]]
* '''Exist Magic''' was the first extradimensional Magic that was created in the world when the Seraph dragged Exist essence into the world. The Exist is an incomprehensible dimension of everything all at once, meaning all sense and all material and all manners of time and space, often depicted with themes of cleanliness, order, symmetry, discipline, structure, function over form, and evil deeds done for good intentions. Exist Magic can be chosen as an Alignment for Magic.  
| Considered some of the most restrained and self-controlled Sorcerers and Mages, Spirit Magic emphasizes a mastery over oneself. Capable of enhancing and altering the bodies natural capabilities, Spirit Magic is common among many combatants.
* '''Void Magic''' was the second extradimensional Magic that was spontaneously manifested in the world because it was a mirror dimension of the Exist. The Void is an incomprehensible dimension of nothing that never was, meaning none of the senses, nothingness, and no concept of time and space, often depicted with themes of corruption, anarchy, selfishness, desire, beauty over function, and good deeds done for evil intentions. Void Magic can be chosen as an Alignment for Magic.
|-
* '''Ordial Magic''' was the third extradimensional Magic that is barely understood and nobody knows for sure when it first appeared. The Ordial Realm is a mirror dimension of Aloria, where everything is dead, inhabited by eldritch horrors and monsters who hunger for the souls of the living and create dead things to steal souls in Aloria. Ordial Magic is also often called Death Magic, because of its associations with Necromancy. Ordial Magic can be chosen as an Alignment for Magic.
| [[File:Meiramanda.png|150px]]
* '''Dragon Magic''' was created by the Dragons who are native to Aloria to fight the corruption and destruction brought about by the extradimensional Magics (Void, Exist, Ordial). Dragon Magic cannot be chosen as an Alignment for Magic, as it follows specific rules. To create a Dragon Magic Character, it will be required to create an [[Archon]] Character (see rules on that Page).
| [[Nature_Sorcery|Nature Sorcery]]
* '''God Magic''' was created when the Gods of the various religions of Aloria blessed their faithful with powers to defend their spiritual realm and the afterlife. God Magic isn't strictly anti-extradimensional Magic and sometimes is even anti-Dragons. God Magic cannot be chosen as an Alignment for Magic, as it follows specific Rules. God Magic can only be found in the [[Proficiency#Faith|Faith Proficiency]] Category.
| Emphasizing control of and harmony with nature and natural creatures, Nature Magic allows those to protect themselves and the life around them. Specializing in cleansing and existing with nature, Nature Magic is frequently found among gardeners and the Yanar.
 
|-
==Morality of Magic==
| [[File:Elementalss.png|150px]]
The Morality of Magic is complicated in Aloria. While originally when Void and Exist Magic entered the world, they were purely corrosive Magics that damaged the fabric of reality and the world around where they were used, making them obliquely evil in all applications. However, over the tens of thousands of years, many Mages figured out ways to use Magic without harming the natural world, even Magic from the extradimensional planes like the Void and Exist. As such, over time, categories formed around the usage of Magic, with harmless Magic being called Radiant Magic, evil Magic being called Sinistral Magic, and gray morality Magic being called Enchant Magic. Whether someone is Void Aligned or Exist Aligned has no impact on their Morality. A Void Mage can have only Radiant Point Buy Spells, and an Ordial Mage can have a mix of both. Each spell in itself has a moral statement, rather than a universal label.
| [[Elemental_Sorcery|Elemental Sorcery]]
* '''Radiant Magic''' is Magic that heals, repairs, restores, protects and defends. It is Magic purely designed to have no negative impact on the magical fabric of the world and thus can be cast guilt-free of damaging the world. No Spirits are ever attracted to Radiant Magic, and it also does not taint the world where it lingers. It is Magic used by those who want to help and be conscientious and a force for good.  
| The tumultuous elements of Aloria require deep respect and understanding if they are to be controlled by its inhabitants. Elemental Magic allows those to form a connection with these elementas and manifest them as they please. For its magnificent and overwhelming effects, Elemental Magic is most frequently found among warriors and spellswords.
* '''Sinistral Magic''' is Magic that damages, corrupts, breaks, and mutilates. It is Magic purely designed to not care about the collateral damage to the magical fabric of the world and thus is always cast with the foreknowledge that it is a selfish act. Spirits are attracted to Sinistral Magic and feed on it, while nature around the use of Sinistral Magic is corrupted. It is used by those who see Magic only as a source of power and control.
|-
* '''Enchant Magic''' is Magic that is neither obliquely Good or Evil. It is Magic that provides utility and enables a user, but the morality of their use of Magic is entirely up to how they use it. Do they use Enchant to help and support others? then it is Good, do they use it to harm and destroy others? then it is Evil. Spirits are only attracted to Enchant Magic, and the world is only damaged when it is used for selfish and destructive reasons.
| [[File:Mindsad.png|150px]]
* '''God Magic and Dragon Magic''' are never classified as any of these types of Magic, as they never damage the world, and never attract Spirits, being native to Aloria. It should however be stressed that this does not mean that they are always morally just. There are plenty of Dragon and God Magic users who perform great acts of Evil, many magnitudes more depraved than even the worst Sinistral Magic user.  
| [[Arcane_Sorcery|Arcane Sorcery]]
 
| Inspired by the monotonous affairs of day-to-day life, Arcane Magic allows individuals to engage with the world around them in a whole new fashion. Whether it be by creating illusions or automating the objects around them, the uses of Arcane magic is varied, causing Arcane Magic to be the most evenly spread among the populous.
==Magic in Regalia==
|-
Magic in Regalia has always had a very dubious reputation, and many Mages have gotten used to what they call “The Magical Pendulum”. The idea is that Regalia never quite settles permanently on its stance on Magic, and frequently changes direction from a more progressive understanding to a more repressive one. This is largely due to the nature of the Empire, where the whims and needs of individual political actors influence how the Imperial Court reacts to the existence of Magic overall. To be Magical is not considered a crime, but to use Magic in public without the necessary legal documentation or approval is. Many things related to Magic are outlawed, like Death Magic or Necromancy (the act of meddling with corpses or causing death with Magic). Still, Magic has found its way into various sectors of authority also, with Magic being commonly used in the State Metropolitan (the guard) and even in the Emperor’s personal circle. Whether a Magic user succeeds in Regalia is usually related to their connections and their social caste as well as how they use their Magic, as opposed to what type of Mage they are.
| [[File:Soulmagc.png|150px]]
 
| [[Lightness_Sorcery|Lightness Sorcery]]
==How Magic Works==
| Empowered by Exist Essence, Lightness Magic is focused on illuminating those around it, whether it be literally or spiritually. Lightness Magic allows its users to sustain themselves and others, and is commonly found among priests and those who wish to heal.
Every Mage is unique, to explain how Magic works, let us examine the case of the Apple. In Aloria, an apple is red, it is round(ish), and it falls down from the tree. This establishes three laws of reality of the Alorian world: color, shape, and gravity. When a Mage is born (or learns to use Magic), their Magic never strictly does a specific thing, but seeks to use the Mage’s imagination to bring about change in the laws of reality of Aloria. As such, if the Mage wishes to have the apple, instead of it falling from the tree it floats towards them, thus interfering with the gravity law of reality. If the Mage wishes the apple to be black, they might summon a flame around it to burn it to a crisp and blacken it, thus interfering with the law of temperature. If the Mage wishes the apple to be dried, they might evaporate all water in an instant, thus interfering with the law of liquids and gasification. Magic is a means to an end, to use Magical energies to change the laws of reality, of physics, of time, and of perception, and how that is done is entirely up to the imagination of the Mage themselves. Technically in lore, all Mages are thus unique, however, due to the gamified needs of D&D style combat, our [[Proficiency]] System only has categorical Abilities, with free aesthetics around them. This is part of the suspense of disbelief when reviewing Magic as a whole.
|-
 
| [[File:222death.png|150px]]
==How a Mage is Made==
| [[Darkness_Sorcery|Darkness Sorcery]]
Magic can be acquired in three ways. The first manner is to be born with it, those who are born with Magic are called Mageborn. The second manner is to learn it from another Mage, those who learn are called Magewise. The last manner is to have Magic given by a higher entity, those who have Magic given to them are called Magegiven. There is no inherent superiority in any of these categories, there are Mages who were born that were known to be less skillful than Mages who were taught, or those who were given Magic by a higher entity. Learning, or being able to use Magic, often comes down to the individual imagination or mental compatibility of the Mage, and so some Mages eventually reach a glass ceiling that they are unable to reach beyond, while others soar much further. In history, some Mages have been known to be exceptionally skilled beyond all mortal comprehension, such as the Allorn Empress Vinnalea, who could destroy whole mountains with a faint gesture. These Mages are called Archmages, and how they manifest is not well understood. Finally, it is important that for Mageborn, Magic can be inherited. While being born a child of a Mage is not a guarantee, it does slightly increase chances. This particularly led to mage breeding programs in the [[Allorn Empire]] before its collapse, with prestigious families planning magical pairings ahead of time to ensure Mageborn status in their children. It is supposed that for every 5,000 born individuals, one is Mageborn, though the actual number is probably higher since this estimation is based on an extrapolation of the reported Mageborn in the [[Regalian Empire]].
| Empowered by Void Essence, Darkness Magic seeks to shroud itself and its users from the scrutiny of others. By manipulating shadows and vision, users of Darkness magic are most commonly thieves, spies, and would-be assassins.
|-
| [[File:Heavnlymagic.png|150px]]
| [[Order_Sorcery|Order Sorcery]]
| Order Magic abhors that which is either unorderly or imperfect. It seeks to wrangle and contain the strange, aberrant, and the unusual. By virtue of this, it is the favored magic of guards, lawmakers, and upstanding citizens, who all seek to impose order upon the chaos around them.
|-
| [[File:Demonicsad.png|150px]]
| [[Chaos_Sorcery|Chaos Sorcery]]
| Chaos magic is built on dualities and inconsistencies. While it naturally serves as the polar opposite to Order, it is itself at odds with its capability to both cause harmless mischief and cruel terror. Some users seek to warp and tamper with themselves and those around them, while others are mere carnies and tricksters.
|}
{{Accreditation
|Artists = MonMarty
|Writers = Birdsfoot_violet
|Processors = WaterDruppel
}}
[[category:Magic]] [[category:Spells]]

Revision as of 21:13, 24 September 2023

Magic is the act of changing the laws of physics, reality, and sometimes time, in the world of Aloria by drawing on essences from another realm, the Gods, or Dragons, to change the way things work. Magic means a great many things for different people, some Elves might consider it part of their very being, while some Ailor consider it something alien or superstitious, while some Sihndar consider it evil itself. Magic allows great feats like the defiance of gravity and solving hunger for a whole city, but also great evil like the destruction of whole forests or carnage on the battlefield.

OOC Note: This Page explains Dimensional Alignment, and Magical Morality as well as the logic behind Magic in the Alorian universe. If you are reading this Page to decide on Proficiencies and Point Buy Packs, only reading Dimensional Alignment and Morality of Magic is required.

  • If you want to learn more about different major locations one can learn how to use Magic, click HERE.

History

Magic has a long and storied history with much anecdotal and common experiences that it is hard to ascribe a single correct analysis of it. Magic was once inherent to the world known as Life Magic, however as the Seraph Civilization hungered for more power, they courted the powers of ruin by drawing energy from other dimensions. They could not control this Magic, and it destroyed their civilization, creating a cycle of so-called Void Invasions that would periodically wipe sentient species from the world of Aloria. As time passed, Dragons and Gods came into being that would weaponize their own type of Life Magic against the ruinous powers, thus creating their own Dragon and God Magic. Life Magic is effectively gone from the world now, with the remnants divided between the extradimensional Void, Exist and Ordial, and the Alorian native God and Dragon Magics. Magic has permeated far in nearly every society but also continues to evoke an emotional and sometimes violent debate on its right to exist in the world, whether for fear of the unknown, or jealousy over powers that the mundane cannot wield.

Dimensional Alignment

All Magic requires fuel, and each Mage must be aligned with one of the Dimensions from which Magic comes. When Point Buying any Packs from Enchant Point Buy, Radiant Point Buy, or Sinistral Point Buy, your Character must be aligned to a specific Dimension, and there are certain rules associated with each Dimension. A Character can only ever have one Alignment, and this cannot be changed later on, so the choice should be carefully made (some exceptions may apply, like for example the Narim or Suvial Races).

  • Exist Magic was the first extradimensional Magic that was created in the world when the Seraph dragged Exist essence into the world. The Exist is an incomprehensible dimension of everything all at once, meaning all sense and all material and all manners of time and space, often depicted with themes of cleanliness, order, symmetry, discipline, structure, function over form, and evil deeds done for good intentions. Exist Magic can be chosen as an Alignment for Magic.
  • Void Magic was the second extradimensional Magic that was spontaneously manifested in the world because it was a mirror dimension of the Exist. The Void is an incomprehensible dimension of nothing that never was, meaning none of the senses, nothingness, and no concept of time and space, often depicted with themes of corruption, anarchy, selfishness, desire, beauty over function, and good deeds done for evil intentions. Void Magic can be chosen as an Alignment for Magic.
  • Ordial Magic was the third extradimensional Magic that is barely understood and nobody knows for sure when it first appeared. The Ordial Realm is a mirror dimension of Aloria, where everything is dead, inhabited by eldritch horrors and monsters who hunger for the souls of the living and create dead things to steal souls in Aloria. Ordial Magic is also often called Death Magic, because of its associations with Necromancy. Ordial Magic can be chosen as an Alignment for Magic.
  • Dragon Magic was created by the Dragons who are native to Aloria to fight the corruption and destruction brought about by the extradimensional Magics (Void, Exist, Ordial). Dragon Magic cannot be chosen as an Alignment for Magic, as it follows specific rules. To create a Dragon Magic Character, it will be required to create an Archon Character (see rules on that Page).
  • God Magic was created when the Gods of the various religions of Aloria blessed their faithful with powers to defend their spiritual realm and the afterlife. God Magic isn't strictly anti-extradimensional Magic and sometimes is even anti-Dragons. God Magic cannot be chosen as an Alignment for Magic, as it follows specific Rules. God Magic can only be found in the Faith Proficiency Category.

Morality of Magic

The Morality of Magic is complicated in Aloria. While originally when Void and Exist Magic entered the world, they were purely corrosive Magics that damaged the fabric of reality and the world around where they were used, making them obliquely evil in all applications. However, over the tens of thousands of years, many Mages figured out ways to use Magic without harming the natural world, even Magic from the extradimensional planes like the Void and Exist. As such, over time, categories formed around the usage of Magic, with harmless Magic being called Radiant Magic, evil Magic being called Sinistral Magic, and gray morality Magic being called Enchant Magic. Whether someone is Void Aligned or Exist Aligned has no impact on their Morality. A Void Mage can have only Radiant Point Buy Spells, and an Ordial Mage can have a mix of both. Each spell in itself has a moral statement, rather than a universal label.

  • Radiant Magic is Magic that heals, repairs, restores, protects and defends. It is Magic purely designed to have no negative impact on the magical fabric of the world and thus can be cast guilt-free of damaging the world. No Spirits are ever attracted to Radiant Magic, and it also does not taint the world where it lingers. It is Magic used by those who want to help and be conscientious and a force for good.
  • Sinistral Magic is Magic that damages, corrupts, breaks, and mutilates. It is Magic purely designed to not care about the collateral damage to the magical fabric of the world and thus is always cast with the foreknowledge that it is a selfish act. Spirits are attracted to Sinistral Magic and feed on it, while nature around the use of Sinistral Magic is corrupted. It is used by those who see Magic only as a source of power and control.
  • Enchant Magic is Magic that is neither obliquely Good or Evil. It is Magic that provides utility and enables a user, but the morality of their use of Magic is entirely up to how they use it. Do they use Enchant to help and support others? then it is Good, do they use it to harm and destroy others? then it is Evil. Spirits are only attracted to Enchant Magic, and the world is only damaged when it is used for selfish and destructive reasons.
  • God Magic and Dragon Magic are never classified as any of these types of Magic, as they never damage the world, and never attract Spirits, being native to Aloria. It should however be stressed that this does not mean that they are always morally just. There are plenty of Dragon and God Magic users who perform great acts of Evil, many magnitudes more depraved than even the worst Sinistral Magic user.

Magic in Regalia

Magic in Regalia has always had a very dubious reputation, and many Mages have gotten used to what they call “The Magical Pendulum”. The idea is that Regalia never quite settles permanently on its stance on Magic, and frequently changes direction from a more progressive understanding to a more repressive one. This is largely due to the nature of the Empire, where the whims and needs of individual political actors influence how the Imperial Court reacts to the existence of Magic overall. To be Magical is not considered a crime, but to use Magic in public without the necessary legal documentation or approval is. Many things related to Magic are outlawed, like Death Magic or Necromancy (the act of meddling with corpses or causing death with Magic). Still, Magic has found its way into various sectors of authority also, with Magic being commonly used in the State Metropolitan (the guard) and even in the Emperor’s personal circle. Whether a Magic user succeeds in Regalia is usually related to their connections and their social caste as well as how they use their Magic, as opposed to what type of Mage they are.

How Magic Works

Every Mage is unique, to explain how Magic works, let us examine the case of the Apple. In Aloria, an apple is red, it is round(ish), and it falls down from the tree. This establishes three laws of reality of the Alorian world: color, shape, and gravity. When a Mage is born (or learns to use Magic), their Magic never strictly does a specific thing, but seeks to use the Mage’s imagination to bring about change in the laws of reality of Aloria. As such, if the Mage wishes to have the apple, instead of it falling from the tree it floats towards them, thus interfering with the gravity law of reality. If the Mage wishes the apple to be black, they might summon a flame around it to burn it to a crisp and blacken it, thus interfering with the law of temperature. If the Mage wishes the apple to be dried, they might evaporate all water in an instant, thus interfering with the law of liquids and gasification. Magic is a means to an end, to use Magical energies to change the laws of reality, of physics, of time, and of perception, and how that is done is entirely up to the imagination of the Mage themselves. Technically in lore, all Mages are thus unique, however, due to the gamified needs of D&D style combat, our Proficiency System only has categorical Abilities, with free aesthetics around them. This is part of the suspense of disbelief when reviewing Magic as a whole.

How a Mage is Made

Magic can be acquired in three ways. The first manner is to be born with it, those who are born with Magic are called Mageborn. The second manner is to learn it from another Mage, those who learn are called Magewise. The last manner is to have Magic given by a higher entity, those who have Magic given to them are called Magegiven. There is no inherent superiority in any of these categories, there are Mages who were born that were known to be less skillful than Mages who were taught, or those who were given Magic by a higher entity. Learning, or being able to use Magic, often comes down to the individual imagination or mental compatibility of the Mage, and so some Mages eventually reach a glass ceiling that they are unable to reach beyond, while others soar much further. In history, some Mages have been known to be exceptionally skilled beyond all mortal comprehension, such as the Allorn Empress Vinnalea, who could destroy whole mountains with a faint gesture. These Mages are called Archmages, and how they manifest is not well understood. Finally, it is important that for Mageborn, Magic can be inherited. While being born a child of a Mage is not a guarantee, it does slightly increase chances. This particularly led to mage breeding programs in the Allorn Empire before its collapse, with prestigious families planning magical pairings ahead of time to ensure Mageborn status in their children. It is supposed that for every 5,000 born individuals, one is Mageborn, though the actual number is probably higher since this estimation is based on an extrapolation of the reported Mageborn in the Regalian Empire.