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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.  


==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 exist two types of Magic users in Aloria, the Mages and the Sorcerers. 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. Knowledge about individual spells and their functions should be learned and transferred IC. There is no [[Proficiency]] that unlocks all knowledge about Sorcery. To play a Sorcerer, you need an Approved Character Application, but you do not require a Special Permission.
===Sorcery Categories===
{| class="wikitable"
! style="font-weight:bold; background-color:#c0c0c0;" | Symbol
! style="font-weight:bold; background-color:#c0c0c0;" | Category
! style="font-weight:bold; background-color:#c0c0c0;" | Description
|-
| [[File:Unioninisn.png|150px]]
| [[Union_Blessings|Union Blessings]]
| Union Blessings are the holy abilities used by the Unionist warriors and paladins to protect their holy sites, clergy and the faithful from the so called ruinous powers, referring to the afflicted and demons. Union Blessings are technically Sorcery Spells, but do not fall under the usual rules of Sorcery, and are only available to [[Ailor]] with the [[Archan Lineage]].  
|}


==Mages==
*''If you want to learn more about different major locations one can learn how to use Magic, click [[Magic Schools|HERE]].
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.
===Mage Capabilities===
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.  
==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 [[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.


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.
==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 [[Proficiency#Faith|Faith Proficiency]] Category.  


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.
==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.  


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.
==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.


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: [https://forums.massivecraft.com/threads/special-permission-readme.85712/].
==How Magic Works==
====Magical Basics====
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.
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===
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.
===Primal Mages===
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.


{{Accreditation
==How a Mage is Made==
|Artists = MonMarty
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]].
|Writers = Birdsfoot_violet, Finlaggan
|Processors = WaterDruppel
}}
[[category:Magic]] [[category:Spells]]