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Praised by some and condemned by others, Magic is a topic of heated debate amongst the people of [[Aloria]]. Magic is a catch-all term for the use of Essences from different Dimensions to reshape reality. For as useful Magic can be, it is also just as dangerous, having caused both prosperity and calamity throughout the ages. In the modern day, Magic is rarer and less understood than it was in the past- the average person views Magic with suspicion and fear. Even so, there are still people that seek to understand or even utilize Magic. One thing is true no matter where Magic is found: for those willing to accept the risks, Magic is a tool of unrivaled power.
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.  
[[File:Magiccraft.png|260px|thumb|right|For many, Magic is part of their jobs and livelihoods.]]


==History==
'''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.
The history of Magic is often scattered and hard to pin down. Magic is however universally thought to originate from the long-dead [[Seraph]] civilization: the first to learn of the Void and Exist, who pierced the Veil that lay between them and Aloria. At the time, Magic was thought to be widely used up until the [[Cataclysm]]; an apocalyptic event that saw the end of the Seraph civilization as we know it. After the world recovered, there would be a number of other major events tied to the overuse of Magic within the world, with each time it happened reducing the number of those still willing to utilize otherworldly powers as a whole. In the modern day, Magic is much rarer than what was seen in the past, heavily scrutinized by authorities who know of the dangers it can cause. Even so, only time will tell if history will end up repeating itself once again.


In the past, there used to be an exceptionally powerful brand of Mage known as an Archmage. After the Cataclysm, which severely weakened all non Primal Magic in the world, these Archmages have become all but a piece of history from long ago. It is not possible to play an Archmage in Regalia. However, there exist those with either uncanny connections to sources of Magic, or who have devoted their lives to the arcane arts, who are slowly recovering this knowledge, and learning unique skills that set them above their peers. Overall, many Magic users have been at the heart of the wide range of arcane calamities and strange events that have been striking the world with ever-increasing frequency since 300 AC. This has provoked a wide range of responses but overall, Mages and their powers are here to stay.
*''If you want to learn more about different major locations one can learn how to use Magic, click [[Magic Schools|HERE]].
[[File:Shendar4.png|260px|thumb|right|For others, Magic is a powerful tool to fulfill their ambitions, and in the process, commit great evil (or good.)]]


==Magic in Regalia==
==History==
In the capital of the [[Regalian Empire]], the [[City of Regalia]], Magic is seen as something one should be cautious of. Although it is not expressly illegal, many different people within the city see Magic as the abnormal thing it is, and Mages can be subjected to discrimination because of such. As time passes however, more and more people are becoming more accepting of Magic users within the city, leaving the question of if rules and regulations will change to accommodate for this up to debate. If one thing is for certain however, it is that Mages must put more effort into being accepted in society compared to their mundane counterparts, regardless of what plane they pull from.
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.


==Mages==  
==Dimensional Alignment==
Either by birth or by study, those that choose to utilize the power of Magic in Aloria are known as Mages. Due to the personal nature of one’s forming of a connection to the veil, no two Mages are exactly alike in how they express their will upon the world. What is uniform however, is what they do to gain their otherworldly powers. Every Mage, bar a few specific examples, draws their Magic from a connection to the Veil, piercing the barrier between dimensions in order to siphon essences for their own personal use. A connection to the Veil can form in any number of ways, some Mages seeing it as a religious experience, while others treat it more like an art form. No matter the method or origin of the Mage however, each one draws from a particular essence depending on either personal preference or variables outside of their control.
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.  


Not every Mage is created equal, to note, with some demonstrating an uncanny talent for manipulating the world around them in comparison to others of the same class. The first of these groups are Greater Mages, a step above normal Mages in their dedication to the arcane. To read more about how to achieve the status of a Greater Mage, click [[Spell_Point_Buy#Greater_Mage|HERE]].
==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.  


The second of these groups are the Empowered Mages, possessing a unique gift or link with one of the four sources of power in Aloria, and benefiting from this to perform feats of Magic not seen before in the modern day. To play an Empowered Mage requires a Custom Kit, which can be applied for HERE [https://forums.massivecraft.com/threads/roleplay-custom-kit-applications.99283/].
==Magic in Regalia==
===Planar Mages===
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.
There exist three foreign dimensions from which Magic-users can draw their powers. The Void and Exist were the two dimensions breached by the Seraph, which provide almost all of what is traditionally understood as Magic. The Void is associated with chaos while the Exist is associated with order, though different civilizations’ favor towards either dimension has caused them to be associated more with those civilizations than with any inherent qualities they might have. Exist Magic is associated with the goddess Estel and her [[Estellon]] Religion, as well as the Allorn Empire and the [[Teledden]] and [[Yanar]] Races, while Void Magic is associated with [[Void Worship]], [[Theurgy Point Buy|Theurgy]], and the [[Kathar]] Race, having been pioneered by these groups primarily. Each Dimension has its own inherent gods, but also extremely powerful Mages called [[Arken]], more akin to demigods. Arken are explained on the [[Silven]] page, which discusses the children of Arken and mortals. Although Void and Exist creatures hate each other and the fundamental concepts of each Dimension are directly opposed, those not immersed in the lore of Magic see little difference between them. Societies which hate Magic hate both of them equally, while others (the Exist-loving Teledden or Void-loving Kathar, for example) embrace one and decry the other as evil and corrupting. The truth, as always, is in the middle.
 
The third plane that Mages are able to pull from is the [[Bintaar]], a parasitic realm which has turned itself into a mirror of the living world. Somewhat rarer than their Void and Exist counterparts, Ordial Mages pull from entities residing in a realm of death. Ordial Mages are an enigma to the wider world, as for centuries they have operated in the shadows, their theories and knowledge neglected by broader society. Part of this is due to the negative perceptions behind Ordial Magic among the [[Ailor]], but also among the Races of the Allorn Empire, where it was always a slightly uncomfortable subject, treading into knowledge the [[Asha]] and their [[Dewamenet Empire]] held. In the modern day, the Asha and [[Songaskia]] are the two Races known to have the most Ordial-aligned individuals, but this may be flawed information due to the aforementioned secrecy and enigmatic nature those of the Ordial-alignment have adopted. They often have a sinister reputation as well, for while some of their number use their skills for the betterment of others or healing of the living, many more worship the power a realm of death can bring, and the control it may grant.
 
===Primal Mages===
While most Mages draw their abilities from extraplanar sources, there are a rare few examples of Mages that instead draw on  powers found within Aloria itself. Known as Primal Mages, these casters typically have a deep connection to [[Dragons]], due to many of them having obtained their power from such. Some of the most common Primal Mages are the Crown Witches, a lineage of [[Archon]] focused on the healing of the world around them. In comparison to other classifications Primal Mages are typically expected to have close ties to Dragons in some way or another, enacting their will in order to preserve the life of the world around them. Because of this, many Primal Mages see themselves as the only “true” form of magic, one with little to no adverse effects on the world when they use it.


==Trivia==
==How Magic Works==
*A common derogatory term for a Mage is to call them a Magician. While not initially perceived as offensive, calling their powers cheap parlor tricks can tend to upset some of the more arrogant casters.
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.
*Many also call younger Mages, or “lesser” Mages by the term Sorcerer. Some have embraced the term, others reject it, and overall it has grown into a synonym for Mages and their power.
*[[Mutations]] tend to manifest from uncontrolled use of Magic, or exposure to it, and can be extremely detrimental to the user's health.
*It is not uncommon for an exceptionally powerful Mage to attract the likes of Demons if they make their presence known for too long. The exact reason for this isn’t known, but some equate it to moths flying toward an open flame.
*There is a misguided notion that suggests Mages are subconsciously influenced by the dimension they pull from, compelling them to dress in colors that match the aesthetics of their chosen essence. This baseless concept is typically referred to as Color Theory.


{{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 = DedJok, Okadoka, Birdsfoot_Violet, HydraLana
|Processors = HydraLana, Okadoka, Birdsfoot_Violet
}}
[[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.