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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 dimension, 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 other cultures consider it a mix of the two extremes. This Page explains the logic behind Magic in the Alorian universe and how to make a Mage Character. If you are reading this Page to decide on [[Proficiencies]] and [[Proficiency#Point Buy|Point Buy Packs]], all quick-start information is condensed at the top, with the information on the page becoming more specific optional reading as it goes on.
==Introduction==
==Quick Start Novice Mage Guide==
Magic is the act of changing the laws of physics, reality, and matter in the world of Aloria by drawing upon other dimensions to break the rules of said world. Magic has a different meaning in nearly all societies, with many Heritages split between loving Magic and hating it. This page explains the logic behind Magic in Aloria. The recommended reading portion is at the top, with an optional section called Expanded Lore at the bottom. However, before tackling what is on the page, you may look for one of the sub-topics of Magic, which are linked below.
* Read Dimensional Alignment & Dimensional Themes, then choose a “Source” for your Character’s Magic. (Void, Exist, Ordial, God)
* Decide if your character was born with magic they don’t understand or decided to learn it through formal schooling, apprenticeship, or self-teaching.
* Invest 1-2 Proficiency Points in one of the following categories: [[Magic Point Buy]], [[Adapt Point Buy]], [[Paladin Point Buy]], [[Shaman Point Buy]], [[Theurgy Point Buy]], [[Cleric Point Buy]].
* (Optionally) Choose a handful of Magical “Themes” from the “Spell Theming” section.
* Start roleplaying and find a Mage in-game who is willing to “teach” and guide your character. You can work with them to decide how long it takes your character to learn things and invest more points.
==Quick Start Experienced Mage Guide==
* Read Dimensional Alignment & Dimensional Themes, then choose a “Source” for your Character’s Magic. (Void, Exist, Ordial, God)
* Decide if your character was born with magic they don’t understand, or decided to learn it through formal schooling, apprenticeship, or self-taught.
* Invest as many points as you want into Proficiency Points in one of the following categories:  [[Magic Point Buy]], [[Adapt Point Buy]], [[Paladin Point Buy]], [[Shaman Point Buy]], [[Theurgy Point Buy]], [[Cleric Point Buy]].
* Choose a handful of Magical “Themes” from the “Spell theming” section.
* Read the “Magical Skill” and “Magical Mechanics” sections and decide how much you want your character to know/understand.
* Start roleplaying!
[[File:FcV 6DmX0AEOmkH.jpg|294px|thumb|right| At its core, Magic bends the laws of reality, based on the whims of the caster (albeit only temporarily).]]
[[File:FxQ9kFBXoAAKzcM.jpg|thumb|right|Magic usage is a defining trait of many Elven populations, with many honing the art for hundreds of years.]]
[[File:FO9w5U8XsA0jiJH.jpg|294px|thumb|right|Magical Body Modding can create demonic looking appearances, even if they have nothing to do with Spirits or Demons.]]
[[File:New Canvasluhlljhkljhin.png|294px|thumb|right| Shapeshifting with Magic may be seen as a skill and an art to pragmatic mages, but to many, it can be a horrifying sight to behold.]]
==Dimensional Alignment==
All Magic requires some kind of fuel. In order to affect the laws of reality (which Magic essentially is), it must use some kind of disruptive force to rewrite them. Magic is powered by so-called Essence, which just means magical energy. In the case of Void, Exist, and Ordial Alignments, this means Magical Essence from the Void, Exist, and Bintaar  dimensions. The only Magical Essence that is native to Aloria is God Essence, which is given to mortals by the Gods themselves. Any Character can learn to use the Essences of any number of Alignments. That is to say, a Character can connect to the Void and Exist at the same time, and draw Essences from them to cast Magic. Only one Alignment can be used per spell, but each Mage must consciously choose which Alignment to use for each spell, and that choice may have implications based on Dimensional Morality. Furthermore, God Magic is a bit unique, in that it is a gift directly given from the Gods, which means it can also be taken away. When choosing to play a Mage, you should choose at least one Alignment, but can choose multiple. You can also learn new Alignments later in Roleplay, so we always recommend you choose only a single Alignment first.
===God Magic Exceptions===
God Magic is a bit unique, because it is the only Essence from Aloria itself and the only Essence consciously granted by the Gods. God Magic, while readily accessible to all believers in theory, is considered a much more "goody-two-shoes" and weaker form of Magic than other forms of Extraplanar Magic. While the Abilities are the same in Combat Roleplay (they have to be for fairness reasons), in-lore, God Magic is often looked down upon by those who seek power through Magic or invest their research time in Magic as a whole. Extraplanar Magic, in lore, is always stronger than God Magic, which is why so many Mages opt for the social stigma of being Extraplanar Dimension Aligned Mages.
* God Magic is exclusive only to those who believe in a [[Religion]]. Heretics and certain Afflicted (who are unable to truly believe in Religion) are denied access to God Magic.
* Nobody is born with God Magic, it is only ever taught. In order to play a Mage who was born with Magic, one would have to play an Extraplanar Dimension Aligned Mage. The only exception to this is [[Godborn]].
* Gods can take God Magic away from Mortals. A God Magic user who violates the divine laws of their religion, or uses God Magic callously in ways that offends their religion may get cut off.
* God Magic, while Alorian native, can be just as harmful and destructive as Void, Exist, or Ordial Magic. It can still be used as Sinistral and used to commit to murder, torture, or any other act of evil.
* [[Estelley]] dogma considers Exist Magic a form of God Magic (even if it is not). Fornoss considers Void Magic God Magic in a similar manner, while Evolism equates all forms of Magic to God Magic.
* Draconism followers call their God Magic Dragon Magic, though it is identical. Additionally, Archon gain (Dragon) God Magic, even if they are not Draconism followers.
===Dimensional Themes===
Each Dimension has specific Themes assigned to them that tend to bleed into the styling choices of their users or the aesthetics of their Spell casting. Each Dimension is outlined below.
* '''God Magic''' manifests in holy aesthetics, with different colors per religion. Themes and aesthetics are very dependent on the Religion which has granted God Magic, so there is no real definitive set of traits that can be ascribed to it. God Magic is generally positively received by nearly all Religions and societies, except societies which are specifically against Magic usage,and not of the faith that the God Magic is from. (ex. Unionist Ailor cultures that are anti-magic only see Unionist God Magic as “not magic,” but everything else is).
* '''Void Magic''' manifests as chaotic and corrosive aesthetics, usually seen as red, black, and copper. The Void represents nothingness, an empty dark void without any physicality, without any sense, and without end. Frequent visual themes include power, conquest, shadows, blood, brightness, and self-surety. The Void is considered the quintessential evil force of corruption in nearly all societies and religions.
* '''Exist Magic''' manifests as orderly and “natural” aesthetics, usually seen as white, blue, and silver. The Exist represents everything, a filled reality with every sense active at once, consciousness in all places all at once. Frequent visual themes include marble, plant-matter, statues, nature, the ordained and organized, symmetry, and perfection. Exist Magic is the most tolerated of all forms of Extraplanar Magic (Magic not from this world), though is still heavily mistrusted outside of Elven Religions and Societies.
* '''Ordial Magic''' manifests as necrotic and undeath aesthetics, usually seen as black, brass, and green. The Ordial represents a world of Death, where the living are not tolerated and the faithless dead live as shades. Frequent visual themes include bones, the undead, spirits, death,  rot, and the deep dark unknown which hides horrors yet unseen. Ordial Magic is disliked in nearly every Religion and society.


==Magic Limitations ==
<gallery mode="packed" widths="80px" heights="150px">
This section explains the limits of Magic both In-Lore and Out of Character. Massivecraft categorizes magic into one of a few categories: things that players can do freely, things players can do with restrictions, things players can’t do for in-lore reasons, and things characters could do In-Lore, but can’t do for Out of Character reasons. The last two are covered here.  
File:Magicschoolse.png|link=Magic Schools|[[Magic Schools]] covers Spell usage.
File:Demonss.png|link=Demonology|[[Demonology]] covers Demon lore.
File:Demonso.png|link=Demon|[[Playing Demon]] covers playable Demons.
File:Arkensslo.png|link=Arken|[[Arken]] covers god-like Demons.
File:Arkenborns.png|link=Arkenborn|[[Arkenborn]] covers playable Demi-Demons.
File:Curssesd.png|link=Curses|[[Curses]] covers how to use Curses.
File:Artifactuss.png|link=Artifacts|[[Artifacts]] covers magical Artifacts.
File:Alariggaens.png|link=Aelrrigan Order|[[Aelrrigan Order]] covers the Mage-Police.
File:Occultlaw.png|link=Occult Law|[[Occult Law]] covers Magic State law.
File:Dukesumons.png|link=Veilwalking|[[Veilwalking]] covers extra Lore.
</gallery>
'''Note:''' Demonology, Demons, and Curses are still under development.
=Quick Start=
This section will discuss how to tackle this page as quickly as possible to get into Roleplay as soon as possible. This page can be read in connection with, or without the [[Proficiency]] page, as the choices here are mostly aesthetic and do not reflect in Combat Roleplay (which requires Proficiencies).
* '''Step 1''' Read the [[Magic#Dimensions|Dimensions]] section and decide on 1 or multiple dimensional alignments for your Character.
* '''Step 2''' Read the [[Magic#Learning|Learning]] section and decide what type of Origin and Training your Mage Character has.
* '''Step 3''' Read the [[Magic#Regalia|Regalia]] section so you have a general expectation of what Magic Roleplay is like.
* '''Step 4''' Read the [[Magic#Magic_Schools|Magic Schools]] section and select some Schools for your Character.
* '''Step 5''' Remember this information, or write it on your Character Sheet. You are now finished, but you can read the Expanded Lore for more information!
The Expanded Lore section is overwhelmingly long, and we understand if it feels intimidating. If you want to tackle it eventually but need an indicator of which sections are the most important, we recommend [[Magic#Arcane_Harmony|Arcane Harmony]], [[Magic#Magic_Costs|Magic Costs]], [[Magic#Risks_of_Magic|Risks of Magic]], which are most likely to come up in Roleplay. The other sections are roughly ordered in how likely you are to run into them in conversations, but you can just feign ignorance on those topics.
==Dimensions==
Aloria is protected by an imperceivable barrier called the Veil that separates it from the other dimensions. Magic users learn to grasp this Veil and breach it to draw energy from the other dimensions, which is then used as fuel to create Magic in Aloria. You can align with more than one realm, but we recommend sticking to one or two alignments. While all Mages can breach the Veil in the same way, each Dimension exists somewhere else in the ether. To be "Aligned" means to know how to find them beyond the Veil, connect to them, and draw power from them. This page mostly contains an abbreviated analysis of the Realms that allows you to make a decision. If you want a more in-depth analysis, see the [[Magic Realms]] Page.  


===In-Lore Limitations===
<gallery mode="packed-overlay" widths="180px" heights="200px">
This is a short list of things characters can’t do with the kind of magic most Mages in Aloria use. There may be exceptions to unique entities, Spirits, or God-Blessings, etc, but generally these are things a Mage cannot just decide to learn/do.
File:Voidplane.png|''The Abyss''
* Resurrection: Magic usually cannot bring people back from the dead, but it can try to stop them from dying. “True Resurrection” is usually called “Life Magic” and it is extremely rare.
File:Existplane.png|''The Eidolon''
* Altering People’s Memories/Personality, or Reading Memories/Emotions: This kind of magic requires directly tampering with someone’s soul, which is the domain of Soul Magic, and is very rare.
File:Fairyplane.png|''The Anima''
* Controlling the Weather or controlling Natural Disasters/Similiar Phenomena: The amount of magic required to do this is not something a single mage can do anymore, at least not since the Cataclysm. The Natural Functions of the world are mostly managed by the [[Dragons]], and they resist interference in it by Mages.
File:Malefiplane.png|''The Hollow''
File:Changeplane.png|''The Vortex''
File:Ordainplain.png|''The Eternum''
File:Knowingplane.png|''The Dictat''
File:Silentplane.png|''The Silence''
</gallery>
* '''The Abyss''' is a realm of darkness, hedonism, and unrestrained freedom, where shadows and eternal red twilight seduce and overwhelm, hosting powerful Demons that seek to impose both liberation and corruption. It is opposed to the Eidolon and allied with the Vortex.
* '''The Eidolon''' is a realm of perfect angelic tranquility and geometric divine order, where harmony is achieved through strict dogma and harsh repression of deviancy, emphasizing stability and tradition and creating balance. It is opposed to the Abyss and allied with the Eternum.
* '''The Anima''' is a realm of abundant life and beauty filled with all manner of mystical critters and magical beasts, where immortal Fae wage endless wars of trickery and deceit, conscripting mortals to fight for their amusement. It is opposed to the Hollow and allied with the Dictat.
* '''The Hollow''' is a necropolis realm of death and finality, where tranquility exists alongside suffering and Demons either consume souls out of hatred of the living or guide mortals to peaceful ends in pity for their pain. It is opposed to the Anima and allied with the Silence.
* '''The Vortex''' is a realm of relentless change and defiance where chaos reigns and landscapes shift with every blink. Above all, it is a realm in defiance of fate, that nobody is beyond saving, beyond changing, or beyond redemption. It is opposed to the Eternum and allied to the Abyss.
* '''The Eternum''' is a realm of eternal stability and fixed destiny where unchanging beauty and the comfort of the familiar defy decay, yet bring the oppressive weight of immutability. Here, fate is dogmatically followed and obeyed. It is opposed to the Vortex and allied to the Eidolon.
* '''The Dictat''' is a realm of boundless knowledge and learning--an infinite library that stores every thought--from insights to drivel. Its Demons compulsively seek information and force it on anyone who mistakenly listens. It is opposed to the Silence, and allied with the Anima.  
* '''The Silence''' is a realm of absolute emptiness where knowledge and ideas are erased, and Demons destroy thoughts and histories to ensure nothing remains. Its hunger is both the gift of forgetting and the grief of unknown losses. It is opposed to the Dictat and allied to the Abyss.
Alignment does not dictate the types of Magic you can learn. Healing Magic, for example, is not unique to the realm of life. Alignment is chosen for ideological reasons, and while the colors and themes are just guidelines, we recommend gravitating toward them for cohesive character design.


===Out of Character Limitations===
==Learning==
This section is a list of things that we do not allow players to do because they are OOCly unfair, unfun, or hard to moderate. These concepts may exist in the lore and may be possible, but they can’t be roleplayed out for logistical reasons. If you ever need a justification for why your character can’t/won’t do these things, you can just say they don’t know that spell or they’re not that kind of mage.
Magic can be learned several ways. While it is possible to learn different Dimensions or Schools of Magic at various points in one’s life, a Mage only first learns to connect with the Veil once, which is called their Mage Origin. Mage Origins are split into the following:
* Invisibility, Teleportation, Portal-Making, communicating with Animals, shapeshifting into animals, flight, long distance communication, telepathy.
* '''Birth Origin''' refers to a Mage who was aligned to any realm from birth and manifested from an early age.
* '''Teaching Origin''' refers to a Mage who was aligned by being taught by a mentor or book.
* '''Blessing Origin''' refers to a Mage who was aligned as a gift or pact with a Demon, God, or another entity.
* '''Curse Origin''' refers to a Mage who first aligned as a result of a Curse from a Demon or object (never a person).
This choice relates to how a backstory pans out. E.g., children born with Magic in anti-Magic societies have a harsh childhood, while they have it easy in Magic societies. If you would like more detail about what societies and what cultures or religions are pro or anti-Magic, see the [[Societies and Magic]] page, but this is not required reading as it just goes in-depth about the individual societal attitudes which is only relevant for Character backstories once you feel comfortable expanding. No Origin makes a Mage better at casting Magic. Every Mage must be taught, as even Birth Origin Mages are amateurs despite their born inclination. On a closing note, Blessing Origin can also include what is commonly known in D&D as a Paladin design, a Holy Warrior granted Magic with a particular purpose, and a failure condition that can cause them to become fallen. For more information on this, refer to the [[Holy Warriors]] Page which contains Magic Alignment and information concerning the various types of Holy Warriors spread across the Religions.  


==Spell Theming==
After you decide on your character's Mage Origin, consider how your Character became better at using Magic and practiced. This is called Mage Training. 
This section explains different types of ways that Magic commonly manifests in Aloria, and what the people of Aloria have come to call it. While all magic is technically ‘unique,’ there are only so many ways that the people of Aloria can manipulate their magic to cast spells, so there is frequently a lot of overlap, especially when Mages teach other Mages how to cast specific kinds of spells. It is best to think of magic like unshaped clay: someone can learn how to shape it into a tree on their own, but if they learn how to do it from another person, any trees they make will look a lot like the trees their mentor makes. This section is optional reading, so it is linked to a separate page, because it would also make this page very long. It can be found [[Schools_of_Magic | Here]].
* '''Mentor Training''' refers to a Mage who was taught Magic by a singular or multiple Mage mentors.  
* '''Book Training''' refers to a Mage who is largely self-taught, learning theory and techniques from books.
* '''Trial Training''' refers to a Mage who used a process of dangerous trial and error over any official education.
* '''School Training''' refers to a Mage who attended a prestigious Magical school or academy for learning.  
* '''Divine Training''' refers to a Mage who has their knowledge granted to them by a god of their faith.
* '''Demonic Training''' refers to a Mage who learned Magic from a Demon or can only use it because of a possession.  
You can learn different Schools of Magic with different Training at any stage in life. Generally, when someone asks “How did you learn Magic?” you should only have to reply broadly which of the above applies. See [[List_of_Magic_Schools|Magic Academies]] for a list of in-lore places of learning.


==How a Mage is Made==
==Regalia==
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. Generally, all three are just called “Mages” or some variant of the word. 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, with some Mages eventually reaching a glass ceiling that they are unable to reach beyond due to a lack of imagination, 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 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]], and many parents hid the magical status of their child due to historical repressive laws.
Regalia, the place where most Roleplay takes place, has a constantly shifting attitude towards Magic. The story goes that Regalia is an Empire with a large Magic-using population, but with non-Mage rulers who are either afraid of or disgusted with Magic. Mages have contributed to saving the Regalian Empire numerous times from catastrophe, but are also immediately blamed for these events. Magic usage is also rife in the criminal underground, leading to a stilted view of how Magic could be used. Progressive forces always try to integrate Magic more into society but are stymied by conservatives who fight to keep Magic hidden. Magic is generally tolerated as long as the Mage casts responsibly and not in public or on the street without the necessary legal reprieve, for example, by being a Knight or having another form of legal exception to the law.  


==Magical Skill==
While the law is generally merciful and gentle, opinions on the ground can radically differ from person to person. There are radicals in society who want to hurt Mages for what they are despite the law protecting Mages and prohibiting their abuse. Some Demons seek to feed off Mages or possess them, while some anti-Magic radicals want to outright kill Mages. Mages are also often easy scapegoats for noble schemes, making the day-to-day living of a Mage a careful balancing act between living free and living with restraints to now draw too much attention. Your Mage Character will generally be liked by the majority population but may be randomly attacked by anti-Mage radicals or Demonic forces, while occasionally having to fend off the ignorant arm of the law that over-punishes and misunderstands Magic. For more information on the law, see [[Occult Law]] which details what a Mage can and cannot do in Regalia.
Magic is generally egalitarian, but some people can hit the magical genetic lottery and be born with really rare kinds of powerful magic. However, if they’re not careful, it can kill them before they can even use it. Generally the best mages are a mixture of natural skill, and lots of practice/honing. There are ways for people to “cheat” magical skill, the most common of which being born as Arkenborn or Godborn, who reflect a microscopic fraction of the magical skill of their God-parent (which is still a lot). Not all Arkenborn and Godborn are guaranteed to be more powerful Mages, and many of them are eclipsed in skill and power by those without divine heritage, but it is undeniable that they have a general advantage. On the opposite side, there are plenty of inexperienced, and unskilled mages. Usually, being inexperienced with magic quickly gets a mage hurt, killed, or possessed (see Dangers of Magic & Purism section), but there are plenty of less severe cases. When a mage fully loses control of their magic, this is known as Limit Breaking, and is lethal. However, if a mage is just careless, it is possible for them to cast smaller spells without being fully aware or in control of it. Magic is at its most dangerous when it is unattended, so the most skilled mages have very precise control over theirs, and ways to keep focus while they are casting. The concept of “magical skill” also doesn’t have to apply to just Mages. Magic has a lot of theory about it, so there are plenty of non-mage scholars, historians, and even inquisitors who know a lot about how magic should and shouldn’t work. By default, only Mages can passively sense the presence of powerful magic (in the case of Sinistral), or “feel” something is magic. However, anyone who studies magic enough can see, and deduce based on what they see, whether or not something is a certain kind of magic. This extends to the use of Spirits, too. In general, if a character knows anything about any kind of “Magic,” it is likely that if they see someone casting spells, they’ll know what that means, and this extends to the identification of certain kinds of dimensional magic (though knowing what kind of magic something is rarely gives much useful information).


==Magic in Regalia==
==Magic Schools==
Magic in Regalia (the place where most Roleplay occurs) 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, with Magic being commonly used in the State Metropolitan (the guard) and even in the Emperor’s 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.
Magic Schools have grouped ideologies and casting styles with pre-defined Spells that allow Mages to easily access the type of Magic they want to use. Magic Schools are universally available across the world, though some societies and cultures have a stronger cultural connection to specific Schools. The Magic Schools Page contains a list of all available and unavailable Schools that you can use, including easy-to-reference Mechanics that define how to use Magic outside of Combat Roleplay. The [[Magic Schools]] page contains all the relevant information but does not need to be tackled with the Proficiency system as the two do not interact. Limitations to the number of Schools and some thematic overlap can be found there.


==Dangers of Magic & Purism==
=Expanded Lore=
This section is not necessary to read to use Magic in Roleplay. However, it contains a lot of technical information on how Magic works, its moral implications, and the place of Magic in Aloria. As such, to avoid some confusion in roleplay, it can still be a good read but can comfortably be delayed until later, as many of the problems that arise from Magic do not present themselves early on for new Characters.
==The Veil==
The Veil is an imperceivable barrier that separates the dimensions and realms from Aloria and even each other. The best way to think of the Veil is to picture a shell around the planet of Aloria itself that has cracks in it through which Magic breaks into Aloria. The Veil was once whole (meaning it was impossible to peer through to the other Dimensions), but due to the hubris of the Seraph Civilization, it was damaged, which, in turn, caused the Void Invasions to take place where legions of Abyss Demons tried to purge all life from Aloria. The Veil is currently largely intact but is still damaged from all events in history.


===Morality of Magic===
Mages use what their inner awareness can perceive through these cracks, to navigate through this otherwise imperceivable barrier. It stands to reason that should one day the Veil be completely healed, all Magic would be disabled in the world. Scholars, however, posit that this is, at best, a pipeline dream of purists and cannot conceivably happen until all traffic across the Veil ends simultaneously. Demons and Mages simply have no interest in breaking the connection, and it remains open for debate whether this is even possible as some gods and Arken exist both within their respective dimensions and Aloria at the same time with a tether of Magic. To many Alorians living their day-to-day lives, the Veil is largely irrelevant and never spoken of.
Magic as a concept has been used throughout the ages to do great acts of charity and perform great feats of evil. By far and large, like a sword or an axe, Magic has been used as an extension of power by those who wielded it, which is why so many Religions and Cultures are so against Magic. Magic in itself is not evil, but it is mostly alien to the world of Aloria, which is why some organizations exist just to purge Magic (and their users) from the world, or just because they fear what they do not have themselves. Furthermore, Magic itself has a built-in enticement to be corrupt. The way Magic is cast is classified between Radiant (weaker, safe for the world) and Sinistral (stronger, damages the world). Each Mage must make an active choice with each spell, to protect the world and opt for the weaker outcome, or to damage and corrupt the world itself for a quick boost of power. The distinction between “Radiant” and “Sinistral” magic is not that one magic is always good, and that one magic is always evil, but that one magic is intentionally weaker, and that one magic is intentionally stronger, but has long term consequences. It is absolutely possible for a mage to use a Radiant Spell to commit evil, and equally possible for a mage to be pushed to use a Sinistral Spell to save a loved one in a desperate situation. People who choose to use Sinistral Magic more often do not do so because they like to see it hurt people, and hurt the world (even if these people exist, they’re not the majority), but because they think the power it grants them outweighs the damage, or even in some cases expect beings like Gods or the Dragons to fix the damage.  Due to these built-in themes of the lure of power that corrupts, most societies on Aloria have turned against Magic. “Purism” is the term used to define groups, societies, and characters who are anti-magic, and value the “purity” of a life without magic. Regalia is classified as a repressive state, meaning they have restrictive laws to the usage of Magic, and treat Mages like second-class citizens in some situations. Some Mages campaign to help contain the "incorrect" usage of Magic, others hide their abilities, while others embrace the dark arts and try to establish Mage rule. Magic has no set moral definition and always depends on the intentions and actions of the user. Just keep in mind that some Characters just do not care and want to annihilate all Magic for their own reasons. Finally, regardless of all the moral underpinnings of Magic, Mages always carry the risk of limit-breaking or becoming possessed by a Spirit that feeds off their Magic. Casting Magic, even Radiant, is not without risks, and a Mage who uses Magic too rapidly without conserving their focus and energy, can overload and lose control of their own Magic, causing them to randomly cast dangerous and harmful Magic in all directions. This has the added danger of attracting Demons and entities from other realms, who wish to feed off the Mage's Magic, invading their mind and body if they are unable to resist, and possess them. When choosing to play a Mage, you should consider all these concepts. Even if your Character cannot convince a purist that they have good intentions and properly protect themselves from the dangers of Magic, at least it allows you to understand your own Character's moral implications in the world.  


===Dimensional Morality===
==Elderlaw==
Dimensional Morality is a bit more nuanced than the Morality of Magic as a whole, because it is hyper-specific to each Character and their circumstances. To create an example, A priest of the Estelley Religion uses God Magic to heal and cure the sick and wounded in her Temple. The Estelley Religion is both positively inclined to Exist and God Magic, but in this case, she only uses God Magic. One day, her Temple is ransacked by mercenaries, and she is stricken with so much grief and vengeance, that she seeks out a necromancer to learn Ordial Death-Magic and cast it to get revenge. She now has two Alignments, but in doing so has spiritually betrayed her Gods and her fellow Estelley worshipers, who see Death-Magic as a vile thing, yet she needed that extra power because God Magic alone wasn't capable of getting the revenge she wanted. Alignment morality here is very subjective to the eyes of the beholder, the priestess did not break some moral absolute truth, but there is a lot to hold her in contempt for. Yet, at the same time, Ordial necromancers might now consider her one of their own, and embrace her in their community. Some Dimensional Alignments carry more stigma than others, and reactions may vary strongly from society to society, and religion to religion. The safest option to choose, is to stick with only God Magic from the beginning, to gain a better understanding of the nuances of Dimension Morality while Roleplaying, and then change or add an Alignment later.
Elderlaw, simply put, was the Magic before Magic, a form of doing magical things with energies native to Aloria that are understood to be indistinguishable from Magic in the modern era, but Draconists like to hand-wring it was somehow 'different' in the past. Elderlaw is the power of Dragons, a tool that shapes reality in the universe, but also creates the world of Aloria as it is known. The last civilization of mortals that had Elderlaw was the Seraph. After they damaged the Veil in their hunger for more Magic, the Dragons destroyed all knowledge of Elderlaw to prevent it from falling into the hands of mortals. It is still possible to learn Elderlaw but only through direct Dragon guidance, and they will generally have no reason to do so. This can always be discussed when encountering Dragon DM NPCs or during Divinium Summonings.


==Magical Corruption and Mutations==
The closest a normal person can get to Elderlaw is by using Unicores from the [[Ley Point Buy]] category, through which they produce Unicores that are capable of interfacing with Dragon Sites. Dragon Sites are locations of great Elderlaw power built by Dragons thousands upon thousands of years ago to aid them in the Immortal War when they still waged war on Demons. These sites border somewhere between magical and technological, like magical radar installations or archives where Leystone constructs work as programmed by Dragons in their absence. By interfacing with these Dragon Sites, Unicores can draw on Elderlaw Magic that is indirectly powered by the Dragons, often without them knowing. Many Draconists consider this their birthright by faith but also consider it blasphemy if non-Draconists end up using Leytech and Unicores because it is all part of their belief system.
The most obvious and pronounced consequence of magic usage is the presence of magical corruption in the world, especially in the form of mutations. While there are spells and types of magic that exist for the sole purpose of twisting the appearance of something based on the whims of the caster, most instances of magical corruption happen without a mage’s direct intervention, and especially without them wanting it to happen. Magical corruption occurs when magic exists in Aloria for a prolonged period of time, without anyone to actively cast, or control it. This can happen because a number of mages nearby have been casting powerful magic carelessly, because of the presence of Spirits, Demons, or Arken, or because of an excess of magic in the world (usually because of Sinistral Magic). It manifests in a myriad of horrific ways, including, but not limited to: twisting of plant-life into a warped shape, making it inedible and toxic, infection of animals, making them violent and mutated, creating toxic miasma in an area, or attracting violent spirits. When this happens, living things (people, plants, animals), frequently suffer “mutations,” which are permanent unnatural changes to their form. These changes range from lesions, to cancers, or tumors, to unnatural growths of bone, flesh, body matter, or even foreign or unnatural matter, such as a person growing vines in their lungs, suffocating and killing them. Mutated plants, conversely, can grow eyeballs, or patches of flesh. Mutations are always unintentional, unnatural, and unwelcome, and more often than not represent something that kills whoever, or whatever, acquires them, or are a permanent ailment. While certain kinds of external mutations can be surgically removed, it is not possible for magic to undo them, because most mages are not capable of reversing that kind of damage to the body. Widespread magical corruption was most common following the Cataclysm and previous Void Invasions, where the amount of wild magic in the world was at its peak. There are still regions of Aloria that are saturated with Magical Corruption, such as Drowda, or smaller, more localized places dotted around the globe. Magical Corruption is the first thing that Purists point to when they deride the dangers of Magic, because it is very real, and obvious, and often will inflict itself upon innocent bystanders who have never casted a single spell in their life. The presence of it can be mitigated by careful use of magic, but it can never be completely ignored as a threat.  


===Limit Breaking and Spirit Invasion===
Dragon Sites are interconnected with so-called Leylines. Leylines are an imperceivable Elderlaw Magic highway that connects both Dragons and Dragon Sites across the world. While Aloria knows many gods (including Dragons, who are also gods), gods are not omniscient or omnipotent. More often than not, are gods (and Dragons subsequently) limited by what they can see. For conventional gods, this is more intangible, as they have some awareness projected by their followers, but Dragons are extremely limited in what they can see and hear wherever they are. The Leylines, however, extend their awareness across the planet, but it should still not be thought of as infallible because the system creates a crude awareness, not an in-depth knowledge of local events. The Leylines are completely inaccessible to Mages, though sometimes Demons break into them, which is problematic since it grants Demons the ability to extend their influence far and wide and corrupt the network from within, which has further serious ecological consequences.
One of the biggest dangers to Mages (outside of the unrelated matter of Purists who hate Magic), is the concept of Limit-Breaking and related or unrelated Spirit Invasion. Limit Breaking occurs when a Mage has lost focus or energy while trying to cast Magic, causing them to lose control over their own Magic and their body to start casting Magic unpredictably on its own. This can include random spells being cast, or just really harmful Magic leaking out of them that acts like radiation to other people giving them Magic Sickness. A Mage that is Limit-breaking cannot stop unless an outside force either knocks them out, shoots them with Puretek, or uses Aelrrigan techniques to temporarily sever their connection allowing them to calm down, though these solutions are not always available, and so most Limit-breaking Mages eventually explode, or worse, become possessed. Entities from other Dimensions known as Spirits, always look for hosts in Aloria, but while in the other Dimension, they cannot "see" things in Aloria, except for Magic. When a Mage is Limit-Breaking, they become like a bright bonfire lit against the night sky, and Spirits from all over rush to try and break into the Mage's mind. Chances are while Limit-Breaking that the Mage is already unable to protect their mind while panicking or harming themselves with their own Magic, and becomes instantly possessed by a Spirit that breaks in from another Dimension, which is generally very bad. It does stop the Limit-Breaking (As the Spirit can control the flow of Magic) but essentially kills the Mage in the process as their personality is replaced by that of the Spirit (or in some cases, enslaved). A possession of this kind can be reversed, but the damage can rarely ever be undone, meaning most Mages who have become Spirit Invaded, are put out of their misery. Spirits and Demons, due to their direction connection to the Planes, and usual lack of a body, cannot Limit Break. There is a general misconception that Arkenborn are immune to Limit-Breaking. This is born from the idea that they are able to cast Magic freely of their own parent's Alignment, but it does not grant them protection against other forms of Magic at all. Mages promote the use of hand gestures, spoken spells, casting conduits (like staves, wands, and tomes) to improve focus. This is why it is very rare to see Mages who do not gesture their Magic at all, which is considered extremely dangerous and playing with fire within the Mage-Community.


==Magical Mechanics==
==Arcane Harmony==
This section includes mostly OOC explanations of how Magic in Massivecraft's world functions, so that players can roleplay it out with an understanding of how it is supposed to work. Experienced Mages, Scholars, and those who hunt Mages/Demons may understand some of the following IC, but we advise that players never give their characters full knowledge of what is listed below. Please note that the explanations below may not always be something your Character can do, because of fairness or System Rules.
Arcane Harmony is the concept of magical strength through harmonizing realms or alignments. A Mage who aligned with opposing or many realms, for example, has reduced Arcane Harmony because their soul becomes conflicted by the many facets of the realms they are connected to. A Mage with low Arcane Harmony can draw upon less magical energy from beyond the Veil and thus cast weaker spells. This does not affect Combat Roleplay Abilities or Stats, it is purely a mechanical approach for how strong Magic should be in more general Roleplay, which we allow Players to moderate themselves. When it comes to determining Arcane Harmony, the following rules apply to determine a Character's harmony:
* Arcane Harmony is at a perfect 100% as long as a maximum of 2 realms are aligned, and neither realm is of opposing alignment.
* Arcane Harmony is reduced by 10% for every additional dimension that is aligned beyond 2, with a maximum reduction of 60%.
* Arcane Harmony is reduced by 10% for every opposing pair that is aligned, with a maximum reduction of 40%.  
* Arcane Harmony can reach 0%, at which a Mage is no longer able to Cast Magic. You should avoid reaching 0%.


===Pocket Dimensions===
Note that an Arcane Harmony of 80-90% is still acceptable. As a ground rule, we want to discourage the over-tuning of multiple dimensions and too many opposing pairs. There are circumstances where someone with opposing realms can have a compelling character design, however, so try not to take 100% as an absolute necessity because you may be inadvertently green-housing yourself from interesting character concepts.
Normal people can’t make actual separate dimensions, so if mages want to store things, they create a small room/space in their home or in the wilderness somewhere and enchant it so they can reach their hand in and take things out of it. Portals are way too small to fit people in, but you theoretically could shove/take out animals if they’re still alive in the closed off room. If the room is no longer closed off (someone breaks in, opens the door, etc), the enchantment breaks, and you can’t take things from it until it is re-sealed. Additionally, items of great magical power, such as Artifacts, usually can’t be stored in Pocket Dimensions, because the magic within them is greater than the magic used to create a Pocket Dimension.


===Body Modding===
==Magic Costs==
Magical Body Modding is the act of using magic to change something about one’s Body, permanently. This is different than Mutations, because they are not harmful, and intentional by the mage, but many Purists and even well-meaning but uneducated people will consider Body Modding and Mutations one and the same. Body Modding ranges from gender reassignment, to giving onself horns, or even to subtle things like changing eye color. It is only limited by the imagination, and what can reasonably continue to exist on a person’s body even without magic. Some examples of Body Modding are (not comprehensive): horns, tails, adding extra eyes, adding fins, feathers, scales, (non functional) wings, hair, changing things about one’s skin like adding glowing markings, adding extra arms/legs, giving oneself claws, etc. Body Modding is usually done by one or two spells to shape the body, locking in that change once the spell is complete. It can even be done to others, which has created a lucrative business for many mages. Body Modding can, however, be done to the unwilling, which makes it attractive for mages with an obsessive focus on experimenting. Body Modding can always be undone, even by someone who didn’t make the change, as long as you can find a mage capable of it. The greatest risk of Body Modding is having it done by a Mage who is not as well versed in anatomy as they should be.  
Magic always costs something. Because Magic is inherently against the natural state of reality and the world of Aloria, there is always an impact of Magic on the world, usually not a good one. Elderlaw enforces reality as it was intended and while Magic can suspend or alter that state of reality, Elderlaw will always attempt to correct its reality and snap back like an elastic band would if stretched too far. For Mages, this comes down to mitigating the damage as much as possible, but complete negation is never possible. For them, the question is whether they want to be responsible with their magic usage through proper Venting and discipline, or careless for the sake of personal convenience or indifference. Venting describes the general process of off-loading the cost of Magic onto activities or objects to reduce the damage to the world. Magic is only as immoral as the caster wants it to be. Each Venting process has its moral implications described below.  
====Reagent Venting====
Reagent Venting is the act of using reagents or other casting agents to reduce the amount of Magic required, thus reducing the amount of strain on reality. For example, if you were to shoot a fireball spell from nothing, you would first need to suspend the reality law of matter for the spark, then the temperature for heat, and then inertia for movement. A Mage can use a flame spark reagent, such as a small pouch of spark stones, to ignite which removes the need to magically create matter from nothing and also allows the Mage to throw that bag-turned-to-flame, thus also removing the need to suspend the law of inertia. Reagents can be used to reduce the difficulty of a spell, thus reducing its impact, which is seen as a moral benefit.  
====Magestone Venting====
Magestone Venting is the act of storing Magic corruption in so-called Magestone, handheld tablets that can contain magical corruption. For every spell a Mage uses, some corruption builds up in their body. Small amounts are generally not a problem, but the more corruption that accumulates, the more dangerous it is to a Mage's health. Corruption can effortlessly be transferred to Magestone where it is securely trapped. Magestone, in turn, can be stored somewhere and will slowly--over the span of years--break down the corruption inside until it becomes inert. In Regalia, several Magestone storage services exist where couriers pick up Magestone tablets from Mages and deliver them to Arcane Vaults guarded by Aelrrigans.


===Shape-Changing===
Magestone Venting has downsides, however, which is that Magestone by its nature attracts Demons. Demons are attracted to Magic usage, but Magestone has such concentrated magic corruption that Magestone is an almost irresistible delicacy. Arcane Vaults are routinely attacked by Demons who try to break in and consume the Magestone because any Magestone empowers a Demon and makes their Magic more powerful against Elderlaw. Furthermore, there are Demon summoners--and Possessed Mages--who go out of their way to try and steal or make Magestones to feed to their Bound Demons to increase their power. As such, Magestone Venting, while most commonly done and seen as morally good, is somewhat dangerous.
Magic shape-changing, or shapeshifting, is a very common form of magic for its versatility and use. Simply put, shape-changing magic is any kind of magic that radically alters what someone looks like, to the point of appearing like a whole different person, or a whole different kind of creature. Most commonly, people use it to shapeshift to disguise their identity or attempt to appear like another person, and while this is theoretically possible, it is nigh impossible to perfectly mimic what someone else looks like, because it requires the mage to know all of those details to be able to copy them. Shape-changing magic is not a permanent spell, it is cast once, and then “locks in” that appearance, until the spell is cast again to reverse it. It is for this reason, that shape-changing into anything other than a human being is inherently very dangerous. When a mage shape-changes into an animal, for example, they do not have a human brain, and while their magic somewhat preserves their awareness and consciousness, animals do not have the higher brain function to be able to use magic. Therefore, if a mage shape-changes into an animal shape for too long, they run the risk of not knowing how to turn back, until they entirely forget they were a person at all. Mages who transform into non-human forms too frequently, or for too long, run the risk of losing themselves and functionally dying. This is a
common cause of disappearances in novice mages.  


===Magic Portals & Elemental Gateways===
It is theoretically possible to Vent Magic into more mundane objects such as jewelry made of Magestone or a staff with a large Magestone gem. The problem with these techniques of Venting is that they cause long term problems to the health of the Mage. Corruption accumulation is best Vented all at once and then gotten rid of. Havinga necklace, for example, in which a Mage can Vent may provide an easy on-the-road solution to Venting, but without immediately discarding the necklace afterwards, it is equivalent to walking around with an irradiated piece of jewelry around one's neck. Furthermore, the benefit of Magestone being sent away means that Demons are not directly attracted to the Mage who made them but are directed elsewhere. By having a necklace on, Demons will hone in on the wearer. These venting techniques are not disallowed but are clarified to have downsides.  
In Aloria, Magic that allows for travel across long distances exists in the form of “Elemental Gateways.” Elemental Gateways are extremely difficult to make, requiring rigorous enchantments and persistent spellcasting. A single mage can only contribute to the functioning of one Elemental Gateway at a time, or they risk Limit Breaking, and therefore a large number of skilled and dedicated Mages are needed to maintain even a few Elemental Gateways. Elemental Gateways are not common in Aloria for this reason, as many cultures do not foster magic usage, and do not have the number of skilled mages required to make these portals. Another danger associated with Elemental Gateways is the increased incidence of ambeint magical corruption around them, and for people who pass through them. Everyone who passes through an Elemental Gateway is not guaranteed to gain a mutation from it, but, there are are people who are unfortunate enough to be one of the unlucky few who are corrupted by the magic in the Gateways. Still, the benefit of instantaneously transporting people, goods, or livestock through these Gateways outweigh the cost for many. Once made, Elemental Gateways cannot be moved from where they are, and take the shape of a large circular portal. The maximum size of an Elemental Gateway depends on the amount of mages working to maintain it, however at their largest, they still cannot fit anything bigger than an ox-cart through them.  


===Contract Magic===
====Burdened Venting====
Contract Magic is not technically a kind of magic, but a common form of a delayed curse. In essence, “contract magic” is when two parties are mutually cursed, either cursing each other or having an intermediary curse them both, with different triggering conditions. By default, the curse does nothing, but when the contract is violated, that is when the curse “activates” and  inflicts some punishment on the contractor. Technically, it is possible to remove the curse before it happens, but this is often accounted for in the contract and the curse, and while the curse is removed prematurely, it is possible for it to inflict a contingency punishment. Contract Curses are not visible, or obvious, and while they are something most mages can do, it is generally frowned upon as it is a form of dark magic cursing. Contract Magic always require curses, and therefore inherits all rules on what a curse can or can’t do.
Burdened Venting is the act of using some immaterial substance or resource of Aloria to off-balance the cost and corruption of Magic. For smaller spells, one should consider using the life essence of an animal or plant to prevent the buildup of corruption, but for larger spells this involves exchanging Divinium, Artifactsparks, or otherwise to substantiate the cost. Burdened Venting prevents any corruption buildup, and thus the need to use reagents or Magestone Venting, but taking life essence from animals, plants, or people is considered immoral. Mages can use Burdened Venting on themselves in a pinch, shaving several years off their own lifespan to empower their Magic or to prevent any corruption from taking place. It is also possible to sacrifice limbs or other body parts, but it should be understood that this is a zero sum game; eventually a Mage has nothing left to sacrifice and will die.
====Ejection Venting====
Ejection Venting is the act of ejecting all corruption into the atmosphere or environment the moment it forms, making it the most careless and immoral form of Venting. Corruption can take various forms, from outright making people sick with Magical ailments, killing them, or corrupting the environment, for example, by turning plants and animals into rabid monsters. Ejection Venting is often done by criminals or terrorists who pay no mind causing collateral damage.
====Venting in Roleplay====
When it comes to the practicality of roleplaying out Venting, it is assumed most Mages Vent their reality damage off-screen. In other words, you can roleplay one of the above techniques if you want to, but nobody will be policing the correct amount of Venting, or policing how many Magestone tablets are being stored where. When it concerns much larger spells, however, like moving parts of mountains or crushing whole buildings, we ask that you do not defer the reality damage and only use such a spell when a Lore Staff DM is present (for example, during an Event) to moderate the reality effects these spells cause. This is because their effects are usually immediate and the small methods for Venting the reality damage are not available. Abilities, Mechanics and so on are all classified as small Magic usage. Massive spells that have an impact on the world are big Magic usage.


===Exorcism===
==Risks of Magic==
An Exorcism is a kind of ritual, or spell, depending on if it is Dimensional or God Magic (it can be either), that involves expelling foreign Magic or Spirits from a person or object. Generally, exorcism are mostly used to expel a Spirit from an item it is infesting, or in some cases even people, but in the latter case it is important to understand that Exorcism does not have a one hundred percent success rate. Even when successful, exorcising an [[Mystech | Invaded Spirit]] , for example, can kill the person it possessed. While Exorcisms can expel spirits that are hiding in objects, they have no impact on Unbound Spirits, or Spirits who are not connected to anything, and cannot be used to banish Spirits. The act of Banishing a Spirit varies wildly per Spirit, and on their bylaws. In some cases, it can be as easy as defeating it in combat, and for others, it can be nearly impossible without some kind of Divine Intervention. Outside of Spirits, Exorcism has value in breaking certain kinds of enchantment spells, such as mind control, but notably has no effect on Curses, due to the caliber of magic required to make a Curse in the first place. Finally, while Exorcisms can be used on items with enchantments placed on them to remove the magic, Exorcisms have no effect on magical corruption that is a byproduct of Sinistral Magic, because Sinistral Magic disperses itself so quickly through an area that it cannot be removed.
Magic is always a dangerous act even without the inherent buildup of corruption. Changing the laws of physics in the best of cases can have barely constrained outcomes, but for inexperienced Mages can have catastrophic consequences. Magic usage itself has some risks described below.
====Magic Overload====
Each Mage has a so-called Overload threshold, the point at which their body, mind, or both can no longer handle the amount of Magic they are channeling through it. Whether due to skill, teaching, biology, or mere distraction, Mages constantly have to prevent themselves from reaching this limit because Magic Overload is lethal in 95% of the cases. Magic Overload can be reached through constant casting without Venting, or being pushed beyond physical or mental limits in desperation or carelessness. When a Mage enters Overload, they are unable to close their connection to the Veil and continue to cast Magic involuntarily until they either explode from raw Magic or are possessed by a Demon from another realm. In the case of possession, the Mage's soul is immediately and irretrievably destroyed. Magic Overload can be prevented from the outside by having another Mage shut off the connection to the Veil when an Overloading Mage has crossed the threshold but only before their death or possession, leaving both mentally and physically exhausted.
====Magic Corruption====
Magic Corruption occurs when uncontrolled Magic energies leak and cause things--or the body of the mage themselves--to change outside of reality damage. In normal cases, Mages draw energy from the Veil and expend all of it to cast a spell, but sometimes a Mage will draw more Magic and then be careless to use up that energy or send it back. In such cases, that energy has to go somewhere and it will attach to the nearest living thing, or an inanimate object if it cannot find anything living. The most common occurrence of this is magical mutations, resulting in non-aesthetic cancers and flesh growths that are painful. An unfortunate pet in the area of errant Magic might be mutated to some horrible creature, while inanimate objects may become Cursed or toxic to be around. Magic energy that has nowhere to go will become corrosive, damaging, and corrupting in nature.  
====Magic Possession====
Possession by Demons is generally dangerous outside of Magic Overload, and one of the first things Mages learn when they study Magic is how to guard their mind from being taken over by a Demon. Even Bound Demons have a hunger to assume the body of a mortal as a skin suit through which to experience Aloria naturally, a process which is bad for the host. Demons are always looking for Mages who aren’t careful what they are pulling from the Veil. This is why most Mages say that they have “one eye on the Magic, one eye on hunger looking back” - to illustrate that part of their focus is making sure that what energy they are drawing on doesn’t have a Demon attached to it. Demons will constantly prod at Mages to try and break into their mind even when they are not casting Magic. Most Mages protect themselves with wards and spells that reasonably keep them safe so they can enjoy life without worrying too much, but untrained Mages are at exceptionally high risk for possession because they never learn how to deal with this threat effectively, and are less skilled at weaving the protections necessary for themselves.


===Cursing===
==Magic Detection==
Cursing requires the usage of [[Advanced Roleplay Mechanics]]. Curses, Hexes, and Charms are a form of "delayed magic," meaning when a Mage casts a fireball spell, it is considered "instant" magic, where as soon as they cast the spell there is an explosion of fire. Delayed Magic delays the activation of a spell until a certain condition or time is met, and then activates. A curse, then, is a delayed spell with a long term effect on a person depending on what they do. For example, cursing someone so that the next time they try to drink a glass of water, they spontaneously combust. There are two kinds of Curses:
What is magical and what is not magical isn't always as easily determined in the world of Aloria. To complicate things further, Mages can hide certain aspects of their magic, or create self-obfuscating Curses or Spells on objects that make their magical nature not easily detectable. This section will discuss the visibility of Magic and what tools Mages (and anti-Mages) have available to hide or detect Magic. The rules and other things to do with Magic detection or hiding Magic are described below.
* '''Limited Curses:''' The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.
* All Mages can be detected by other Mages, and even some technological devices can detect Mages. However, this does not mean detection is immediate. For a Mage to be detected, another Mage (or technician) must activate their magic detection, and Magic detection only works in touch range.  
* '''Unlimited Curses:''' The Curse effects one person, but can be passed on to any number of people, via touch, or another mechanic, and can even pass on to the cursed person's children.
* Active spellcasting can never be hidden, even from non-Mages or people who have never seen Magic before. Any Point Buy Abilities, Mechanics, or Attack Emotes using Magic of any kind are immediately telegraphed, even if their explicit spell effects cannot be told.
Only Gods, Spirit Sovereigns, Dragons, Arken, and beings of those levels can apply Unlimited Curses, most Mages (including Player Characters) can only ever apply Limited Curses onto people. There is a loophole to this, when it applies to lesser Spirits, wherein if a Spirit possesses someone they can act as an Unlimited Curse, meaning for as long as they're possessing them, it applies, and they can pass this "curse" on via their possession. For both kinds of Curses, a Curse will remain for as long as it was meant to, or until the cursed person dies. The Mage who does the Cursing does not have to be alive for their Curse to persist, even killing someone immediately after they curse you will not remove the curse. However, only skilled mages can create long-lasting curses. The vast majority of Mages can only cast Curses that last for a few months, but even this is plenty enough time to ruin's someone's life or kill them. The limit of Curse application is based on Magic Investment, but only for Planar Magic (Void/Exist/Ordial), God Magic is not potent enough to Curse others:
* Mages who are shapeshifted or disguised can suppress their Magic. While they are suppressing their magic, however, they are unable to use any Magic, either Magic inclined Point Buy Abilities, Mechanics, or Attack Emotes that derive from a Magic Proficiency Stat.  
* '''2 Points in Magic:''' Maximum 1 Hour Curses.
* Cursed Items generally hide their own magic, meaning a Mage (or technician) cannot detect their curse until it has activated. Some Cursed objects will reveal their own nature on purpose, and Artifacts can never be hidden. Some DM Characters may also detect Cursed objects.  
* '''3 Points in Magic:''' Maximum 1 Day Curses.
* Magic Sight is an aesthetic form of Magic detection that allows each Mage to have a customized personalized silhouette with colors and lights to identify their Magic. This can only be used to identify a Character past disguises or shapeshifting with consent.  
* '''4 Points in Magic:''' Maximum 1 Week Curses.
* When a Mage or piece of technology has detected the Magic inside an object or person, they are generally able to distinguish from which realm or dimension it is aligned and whether it is a mortal, object, or Demon, though sometimes Demons can tamper with the effects.  
* '''5 Points in Magic:''' Maximum 1 Year Curses.
One might observe that with these rules in place, it is difficult for a Mage to cheat at a game of dice. Rather than the simple method of hiding a spell under the table (which is not possible), Mages should think harder about how to apply their magic in a hidden manner. A spell cast on a rolling dice before the game has started, for example, to cause it to land on the desired number is more effective than casting Magic at the dice rolling table.
* '''6 Points in Magic:''' Maximum 5 Years Curses.
* '''7 Points in Magic:''' Maximum 10 Years Curses.
* '''8 Points in Magic:''' Maximum target's whole Lifespan Curses.
It is functionally "easy" for a Mage to curse someone, usually only requiring them to be in close proximity to cast the spell, which is almost always Hidden. Curses are, however, very potent forms of Magic, so a Mage who over-uses them is often much more liable to Limit Break. A Mage can also cast a curse into an object, which will pass it onto the next person who picks it up, even long after the Mage dies. What a Curse can actually do is also nearly unlimited, as magic is mostly unlimited, but it is always limited to using the cursed person as a conduit. For example, you cannot curse someone to instantly kill anyone within 5 ft of them, but you could curse someone to severely burn the skin of any person they touch. Curses like these can only work once, or be perpetual. While it would be too cumbersome to write out a fully exhaustive list of what a Curse could be, below is a set of guidelines and rules on what Curses cannot do, or cannot be. These limitations are a mixture of IC (not possible with magic) or OOC (an unfair/unfun mechanic), and can generally be rationalized In-Character as Mages not being strong enough or experienced enough to apply these kinds of curses, the general limitations of cursing magic, or being a severe societal taboo that the character will not break:
* Curses are always (Hidden), meaning they cannot be sensed, or supernaturally found out, even by the person who is cursed. The only way to 'know' someone is cursed, is to experience the negative effect of the curse, or for a friend to determine it exists based on the behavior of the cursed person.
* Curses cannot fully Shapeshift, Disguise, or radically transform someone to the point of being unrecognizable.
* Curses cannot do what the Spirit Duke Curses can do, listed on the [[Spirit]] page. Treat that section like a "ceiling."
* Curses cannot influence or alter the Soul, as this is generally reserved for higher powers or Soul Magic, which has its own limits.
* Curses cannot convey information to the person applying the curse, like where the cursed person is, or if they've said/done something, but they can activate on these triggers. The person applying the curse just won't know about it instantly.
* Curses cannot be overly specific, for example you can curse someone to always tell the truth when they speak, but you cannot curse them to only tell the truth when asked a question by a specific person.
* Curses cannot have too many complicated conditions or pre-requisites, they should generally only have one general trigger, and either be active in perpetuity or only activate when that trigger is met.
* Curses can alter the cursed person's perception, but not alter other people's perception of the cursed person. A good rule of thumb is a Curse should only effect or apply to the Cursed person, or something they directly touch.
* Curses cannot work as "boons," and cannot be applied in reverse. For example, you can curse someone to be weaker, but you can never "curse" them to be stronger. A good rule of thumb is a Curse should always be a bad thing for whoever it is applied to.
* Curses cannot permanently alter someone, and should always be reverted when removed. Any secondary negative side effects are not removed, for example cursing someone to stab a friend, the stab wound would not be reverted.
It is difficult to defend oneself from the application of Curses, because they are so secretive, and because they are usually applied with potent magic. There is an exception to this, however, which is the presence of Gods and Religion. Very pious, faithful worshippers will often have their souls protected against weaker Curses, or Curses that are cast without any "agreement" or pre-requisite. For example, a good Unionist might have resistance against a weak Demon or Mage casting a Curse on them just by looking at them, but would not be protected if they accepted a gift from them or invited them into their home. This resistance takes the form of delaying the Curse, meaning the Unionist would still be cursed, but instead of the curse activating and doing what it meant to, it may take the form of some kind of scar or marking, giving the Unionist some time to try and stop it or have it removed before it takes effect. There are other kinds of Resistances to Curses that exist, such as for things like Archon, but there are rarely, if ever, outright immunities to curses. Even if someone themselves is resistant to a Curse, the people around them likely aren't, and the same goes for their possible children. An example list of types of peoples who may have resistances (of varying levels) to curses: [[Archon]], [[Sihndar]], [[Narim]], [[Bralona]], [[Urlan]], [[Sihai]], [[Songaskian]], [[Godborn]], [[Arkenborn]], [[Afflictions]]. Removing Curses is a more complicated matter, as many Curses cannot be removed prematurely at all, at least by means accessible to Mortals. The list of ways to "remove" a Curse are, as follows (depending on the kind of curse it is):
* '''Waiting it Out:''' Some Curses cannot be removed early, except by God-tier beings, and in order to get rid of it, especially if it is a shorter Curse, the person suffering it just has to wait for the Curse to end. This is especially common for "one time" Curses, where the victim just has to mitigate the harm of whatever the Curse does, and then they're free of it.
* '''Priestly Absorption:''' Any Priest of a Religion can self-sacrifice by absorbing a Curse from someone. The cursed is spared, but the Priest suffers the full Curse in their stead. If a Priest has absorbed 3 Curses, and keeps all 3 Curses at the same time (of consequence, not low-impact or short timer Curses) the priest automatically generates 1 Static [[Divinium]] (which is usually used to then ask to have the Curses removed).
* '''Dispelling the Curse:''' Dispelling a Curse is only available to Mages who are more experienced than the Mage that cast the Curse in the first Place (greater or equal Magic Investment), which undoes the magic of the Curse and instantly ends it. However, if the Player of the Cursed Character wants to remain Cursed for longer, they can decline this working.
* '''Divine Intervention:''' Beings like Gods, Arken, Dragons, etc are all generally capable of removing any kind of Curse. If a character spends [[Divinium]] to summon a God, they are guaranteed to remove a Curse, if asked. If a God is asked without spending [[Divinium]], they may not always agree. Other Event Entities (Arken, Powerful Demons, etc) may also be capable of removing Curses on request, but will almost always ask for something in return.


==In-Lore Magical Concepts==
==Curse Magic==
Magic has a form of time-delayed or condition-activated spells generally referred to as Curses. Curses are generally part of the Magic School but a more unique application of them that is usually seen as immoral. There are very few applications that would warrant a time or condition-delayed spell, so more often than not is this form of application used to spring traps on the unsuspecting or create a long-lasting negative effect on someone who has wronged a Mage. Because of the more complex techniques involving the casting of Curses, Curses are also not as simple to remove as other temporary or immediate Spell effects which can often even be removed by the mundane with the necessary anti-Magic items or tools. Because Curse Magic is so different from regular Magic, it is offloaded onto its own [[Curses]] Page.


==Allorn Magic Theories==
==Archmages==
Much of the known theories in lore are inherited from the Allorn Empire. Regardless of the individual opinions of the victims or survivors of the Allorn Empire, it progressed Magical research to such a degree that most modern theories and understanding of Magic is based on their work. Allorn Magical Theory can usually be split up into various subcategories, each covering a specific aspect of Magic that can be used in Roleplay for conversations between Mages, or how Mages should consider each other in relation to Magic.  
The concept of Archmages is largely lost to time due to the reduction of Magic in the world. An Archmage is a Mage who is so powerful they can destroy whole mountain ranges or flood whole valleys with Magic using only their minds, without it immediately Magic Overloading them. Archmages are so immensely powerful that they reach the approximation of Gods, but there are no active Archmages in the modern world. When the Cataclysm happened, Magic received such a shock in the world that it took centuries to recover even a portion of the amount of Magic present in the world. The reality is that less than a tenth of the amount of Magic that was present during the time of the Allorn Empire remains so Magic simply is not as prolific as needed to birth Archmages. That being said, some people who were Archmages many centuries ago are still alive in the modern era, albeit with their Magic reduced or completely lost. Archmages are almost universally reviled when regarded historically, as they destroyed much of the political stability of the Allorn Empire during the Mage Wars era, and are a prelude to a Mage seizure of power as no mundane people can stand in their way.


===Magical Tiers===
==Magic Prevalence==
Allorn Mages were obsessed with the classification of Mages, so they could categorize some Mages as superior to others and identify which Mages were suitable as rulers and which were suitable as workers. This Magical Tier system is anything but absolute, it has flaws, but it is still used in the common era to gain a rough understanding of how strong a Mage is in comparison to others on a somewhat flexible scale. The scale goes as follows, note that Tier Eight to Ten are considered "God-Tiers", as this is the level at which a Mage becomes indistinguishable from a God. Magic derived from the Proficiency System or Abilities usually caps off at Tier Five, because no Ability or Heritage Mechanic allows for the creation of permanent matter (like Artifacts). Some Custom Kits may form exceptions to this.
Despite the common usage of Magic among the player base of MassiveCraft, Magic in the world of Aloria is actually pretty rare. It is estimated that for every 1000 people, only 20 of them are Mages. And of those 20, 19 of them are taught through some later-in-life training, while only 1 in every 20 Mages has a Birth Origin. In short, 1 in every 1000 people is a born Mage. On top of these numbers, the rate of Mages who reach adulthood is estimated between 40-60% of this number due to the effects of war, famine, violence, purists, and Demonic possessions in a pre-modern world. The world is dangerous for Mages, and being a Mage tends to shorten life expectancy because of these dangerous outside forces.  
* '''The First Tier''' belongs to Mages who are only able to affect themselves (think enchanting their own body or soul).
* '''The Second Tier''' belongs to Mages who can affect external things by touch (think changing the shape of metal with touch).
* '''The Third Tier''' belongs to Mages who can project things away from them (think shooting a fireball).  
* '''The Fourth Tier''' belongs to Mages who can affect external things remotely (think blinding someone from a distance).
* '''The Fifth Tier''' belongs to Mages who can create immaterial entities (think casting illusions that are almost real).
* '''The Sixth Tier''' belongs to Mages who can create permanent matter (think creating lasting furniture and walls from nothing).
* '''The Seventh Tier''' belongs to Mages who can bend reality itself (think removing gravity, changing light to dark).
* '''The Eight Tier''' belongs to Mages who can control Life (think non-necromantic resurrection, becoming truly immortal).
* '''The Ninth Tier''' belongs to Mages who can bend the world (think creating/crushing mountains on a whim, sinking whole cities).
* '''The Tenth Tier''' belongs to Mages who can end reality itself (a theorized, but seemingly unattainable rank even for Gods).


===Oblation Magic===
Magic has a more prevalent foreground in the public zeitgeist because a hundred Anglian peasants tilling their fields won't draw as much attention as a single Elf casting fireballs in the street. Magic always has an over-inflated presence in public discourse, despite its relative rarity. We do not impose limitations on the number of Magical Characters among the player base, however, because Magic is a great equalizer that helps characters tackle conventional structures of oppression and change the status quo for the better, and everyone should be allowed to do that. The numbers used in this section are reflective of the Regalian Empire, and the direct roleplay world players experience. Other places, like the Allorn Empire, or other Elf-like societies, have much higher degrees of Magic usage, almost as close as 50%, but they are not relevant for the immediate world that Regalians exist in. There are also places like the Ashal Isles with 0 Mages in them, but these places are equally not relevant to day-to-day roleplay.
Oblation Magic is a kind of Magic that, while it no longer exists in the world, is critically important to the context of the late Allorn Empire, and many of the cultures who suffered from it. Oblation Magic was, pre-Cataclysm, a type of Magic of the Ordial and Exist planes, that used the souls of dead people for magical “fuel.” The spells captured the souls of dead people, and eviscerated them (including all their memories, emotions, personality, and feelings), to create a singular “pearl” of condensed magical potency. These pearls, when held by a Mage, increased their magical output and potency considerably. Because of the Cataclysm, it is no longer possible to use Oblation Magic, but some of the pearls do still exist in the world, and many people have not forgotten how their ancestors suffered to create them.


==Magic Studies==
Magic as a field of research is notably not exclusive to Mages only. There are, in fact, far more Magic scholars and academics in the world than there are Mages, just mundane intellectuals trying to grapple with and study the concept of Magic and its effects on the world. Arcanology is generally a popular field of study because non-Magic using scholars are popular among non-Magic using rulers and politicians. Mages have a reputation for downplaying the dangers of Magic and overplaying their usefulness to statecraft. Regalia frequently allows Mages to self-dictate laws through for example appointing a Mage to Arcane Minister who determines the strictness of the law on Magic. This practice has, however, been criticized among purists and anti-Magic people as wolves deciding how many sheep they are allowed to eat, in a society comprised of sheep and wolves. The conclusion is if your character is not a Mage, that does not exclude them from knowing about Magic. Any aspect of Magic can be learned and understood both in the context of its application, and effects on the world, by someone who is not a Mage or magically inclined.


{{Accreditation
==Mutations and Bodymodding==
|Artists = MonMarty
One of the common points of contention about Magic is its habit of corrupting, and thus causing mutations. Corruption is unequivocally a bad thing, and mutations never cause a person to derive positive benefits from having Magic wreak havoc on their body. Because of the habit of Magic corrupting reality, mutations caused by Magic corruption are almost always cancerous or necrotizing flesh or tissue that breaks down the body. Magical corruption damaging the body is painful but is generally reversible, ironically, with further use of safely practiced Magic. Body-modding is distinct from corruption-caused mutations, in that body-modding is the safe modification of the body to have different features than naturally possible. Think of the creation of horns, tails, feathers, or hair, changing colors, causing tattoos to move or change shape, etc. Players are free to use Magic to body-mod their character to any desired appearance.
|Writers = MonMarty, birdsfoot_violet
 
|Processors = MonMarty, FireFan96, SevenBirds
Eye color changes are a very common feature among Mages, Afflicted, and those with Affinities. Any of these can have Bodymodded eyes of any color, orientation, or composition. Godborn for example commonly inherit the eye colors of their parents, or some kind of coloring and appearance that imitates their God-parent's theme, but Players have free choice in this. Similarly, purple irises are commonly a hallmark of Dragons and Dragon-minded people, but the Archon (Dragon warriors) can just as well have white glowing eyes or green irises with gold-yellow flecks in them. For example, eye colors are usually visual guidelines for those who lack ideas at first value, but Players are encouraged to be creative.
}}

Latest revision as of 23:56, 16 March 2025

Introduction

Magic is the act of changing the laws of physics, reality, and matter in the world of Aloria by drawing upon other dimensions to break the rules of said world. Magic has a different meaning in nearly all societies, with many Heritages split between loving Magic and hating it. This page explains the logic behind Magic in Aloria. The recommended reading portion is at the top, with an optional section called Expanded Lore at the bottom. However, before tackling what is on the page, you may look for one of the sub-topics of Magic, which are linked below.

Note: Demonology, Demons, and Curses are still under development.

Quick Start

This section will discuss how to tackle this page as quickly as possible to get into Roleplay as soon as possible. This page can be read in connection with, or without the Proficiency page, as the choices here are mostly aesthetic and do not reflect in Combat Roleplay (which requires Proficiencies).

  • Step 1 Read the Dimensions section and decide on 1 or multiple dimensional alignments for your Character.
  • Step 2 Read the Learning section and decide what type of Origin and Training your Mage Character has.
  • Step 3 Read the Regalia section so you have a general expectation of what Magic Roleplay is like.
  • Step 4 Read the Magic Schools section and select some Schools for your Character.
  • Step 5 Remember this information, or write it on your Character Sheet. You are now finished, but you can read the Expanded Lore for more information!

The Expanded Lore section is overwhelmingly long, and we understand if it feels intimidating. If you want to tackle it eventually but need an indicator of which sections are the most important, we recommend Arcane Harmony, Magic Costs, Risks of Magic, which are most likely to come up in Roleplay. The other sections are roughly ordered in how likely you are to run into them in conversations, but you can just feign ignorance on those topics.

Dimensions

Aloria is protected by an imperceivable barrier called the Veil that separates it from the other dimensions. Magic users learn to grasp this Veil and breach it to draw energy from the other dimensions, which is then used as fuel to create Magic in Aloria. You can align with more than one realm, but we recommend sticking to one or two alignments. While all Mages can breach the Veil in the same way, each Dimension exists somewhere else in the ether. To be "Aligned" means to know how to find them beyond the Veil, connect to them, and draw power from them. This page mostly contains an abbreviated analysis of the Realms that allows you to make a decision. If you want a more in-depth analysis, see the Magic Realms Page.

  • The Abyss is a realm of darkness, hedonism, and unrestrained freedom, where shadows and eternal red twilight seduce and overwhelm, hosting powerful Demons that seek to impose both liberation and corruption. It is opposed to the Eidolon and allied with the Vortex.
  • The Eidolon is a realm of perfect angelic tranquility and geometric divine order, where harmony is achieved through strict dogma and harsh repression of deviancy, emphasizing stability and tradition and creating balance. It is opposed to the Abyss and allied with the Eternum.
  • The Anima is a realm of abundant life and beauty filled with all manner of mystical critters and magical beasts, where immortal Fae wage endless wars of trickery and deceit, conscripting mortals to fight for their amusement. It is opposed to the Hollow and allied with the Dictat.
  • The Hollow is a necropolis realm of death and finality, where tranquility exists alongside suffering and Demons either consume souls out of hatred of the living or guide mortals to peaceful ends in pity for their pain. It is opposed to the Anima and allied with the Silence.
  • The Vortex is a realm of relentless change and defiance where chaos reigns and landscapes shift with every blink. Above all, it is a realm in defiance of fate, that nobody is beyond saving, beyond changing, or beyond redemption. It is opposed to the Eternum and allied to the Abyss.
  • The Eternum is a realm of eternal stability and fixed destiny where unchanging beauty and the comfort of the familiar defy decay, yet bring the oppressive weight of immutability. Here, fate is dogmatically followed and obeyed. It is opposed to the Vortex and allied to the Eidolon.
  • The Dictat is a realm of boundless knowledge and learning--an infinite library that stores every thought--from insights to drivel. Its Demons compulsively seek information and force it on anyone who mistakenly listens. It is opposed to the Silence, and allied with the Anima.
  • The Silence is a realm of absolute emptiness where knowledge and ideas are erased, and Demons destroy thoughts and histories to ensure nothing remains. Its hunger is both the gift of forgetting and the grief of unknown losses. It is opposed to the Dictat and allied to the Abyss.

Alignment does not dictate the types of Magic you can learn. Healing Magic, for example, is not unique to the realm of life. Alignment is chosen for ideological reasons, and while the colors and themes are just guidelines, we recommend gravitating toward them for cohesive character design.

Learning

Magic can be learned several ways. While it is possible to learn different Dimensions or Schools of Magic at various points in one’s life, a Mage only first learns to connect with the Veil once, which is called their Mage Origin. Mage Origins are split into the following:

  • Birth Origin refers to a Mage who was aligned to any realm from birth and manifested from an early age.
  • Teaching Origin refers to a Mage who was aligned by being taught by a mentor or book.
  • Blessing Origin refers to a Mage who was aligned as a gift or pact with a Demon, God, or another entity.
  • Curse Origin refers to a Mage who first aligned as a result of a Curse from a Demon or object (never a person).

This choice relates to how a backstory pans out. E.g., children born with Magic in anti-Magic societies have a harsh childhood, while they have it easy in Magic societies. If you would like more detail about what societies and what cultures or religions are pro or anti-Magic, see the Societies and Magic page, but this is not required reading as it just goes in-depth about the individual societal attitudes which is only relevant for Character backstories once you feel comfortable expanding. No Origin makes a Mage better at casting Magic. Every Mage must be taught, as even Birth Origin Mages are amateurs despite their born inclination. On a closing note, Blessing Origin can also include what is commonly known in D&D as a Paladin design, a Holy Warrior granted Magic with a particular purpose, and a failure condition that can cause them to become fallen. For more information on this, refer to the Holy Warriors Page which contains Magic Alignment and information concerning the various types of Holy Warriors spread across the Religions.

After you decide on your character's Mage Origin, consider how your Character became better at using Magic and practiced. This is called Mage Training.

  • Mentor Training refers to a Mage who was taught Magic by a singular or multiple Mage mentors.
  • Book Training refers to a Mage who is largely self-taught, learning theory and techniques from books.
  • Trial Training refers to a Mage who used a process of dangerous trial and error over any official education.
  • School Training refers to a Mage who attended a prestigious Magical school or academy for learning.
  • Divine Training refers to a Mage who has their knowledge granted to them by a god of their faith.
  • Demonic Training refers to a Mage who learned Magic from a Demon or can only use it because of a possession.

You can learn different Schools of Magic with different Training at any stage in life. Generally, when someone asks “How did you learn Magic?” you should only have to reply broadly which of the above applies. See Magic Academies for a list of in-lore places of learning.

Regalia

Regalia, the place where most Roleplay takes place, has a constantly shifting attitude towards Magic. The story goes that Regalia is an Empire with a large Magic-using population, but with non-Mage rulers who are either afraid of or disgusted with Magic. Mages have contributed to saving the Regalian Empire numerous times from catastrophe, but are also immediately blamed for these events. Magic usage is also rife in the criminal underground, leading to a stilted view of how Magic could be used. Progressive forces always try to integrate Magic more into society but are stymied by conservatives who fight to keep Magic hidden. Magic is generally tolerated as long as the Mage casts responsibly and not in public or on the street without the necessary legal reprieve, for example, by being a Knight or having another form of legal exception to the law.

While the law is generally merciful and gentle, opinions on the ground can radically differ from person to person. There are radicals in society who want to hurt Mages for what they are despite the law protecting Mages and prohibiting their abuse. Some Demons seek to feed off Mages or possess them, while some anti-Magic radicals want to outright kill Mages. Mages are also often easy scapegoats for noble schemes, making the day-to-day living of a Mage a careful balancing act between living free and living with restraints to now draw too much attention. Your Mage Character will generally be liked by the majority population but may be randomly attacked by anti-Mage radicals or Demonic forces, while occasionally having to fend off the ignorant arm of the law that over-punishes and misunderstands Magic. For more information on the law, see Occult Law which details what a Mage can and cannot do in Regalia.

Magic Schools

Magic Schools have grouped ideologies and casting styles with pre-defined Spells that allow Mages to easily access the type of Magic they want to use. Magic Schools are universally available across the world, though some societies and cultures have a stronger cultural connection to specific Schools. The Magic Schools Page contains a list of all available and unavailable Schools that you can use, including easy-to-reference Mechanics that define how to use Magic outside of Combat Roleplay. The Magic Schools page contains all the relevant information but does not need to be tackled with the Proficiency system as the two do not interact. Limitations to the number of Schools and some thematic overlap can be found there.

Expanded Lore

This section is not necessary to read to use Magic in Roleplay. However, it contains a lot of technical information on how Magic works, its moral implications, and the place of Magic in Aloria. As such, to avoid some confusion in roleplay, it can still be a good read but can comfortably be delayed until later, as many of the problems that arise from Magic do not present themselves early on for new Characters.

The Veil

The Veil is an imperceivable barrier that separates the dimensions and realms from Aloria and even each other. The best way to think of the Veil is to picture a shell around the planet of Aloria itself that has cracks in it through which Magic breaks into Aloria. The Veil was once whole (meaning it was impossible to peer through to the other Dimensions), but due to the hubris of the Seraph Civilization, it was damaged, which, in turn, caused the Void Invasions to take place where legions of Abyss Demons tried to purge all life from Aloria. The Veil is currently largely intact but is still damaged from all events in history.

Mages use what their inner awareness can perceive through these cracks, to navigate through this otherwise imperceivable barrier. It stands to reason that should one day the Veil be completely healed, all Magic would be disabled in the world. Scholars, however, posit that this is, at best, a pipeline dream of purists and cannot conceivably happen until all traffic across the Veil ends simultaneously. Demons and Mages simply have no interest in breaking the connection, and it remains open for debate whether this is even possible as some gods and Arken exist both within their respective dimensions and Aloria at the same time with a tether of Magic. To many Alorians living their day-to-day lives, the Veil is largely irrelevant and never spoken of.

Elderlaw

Elderlaw, simply put, was the Magic before Magic, a form of doing magical things with energies native to Aloria that are understood to be indistinguishable from Magic in the modern era, but Draconists like to hand-wring it was somehow 'different' in the past. Elderlaw is the power of Dragons, a tool that shapes reality in the universe, but also creates the world of Aloria as it is known. The last civilization of mortals that had Elderlaw was the Seraph. After they damaged the Veil in their hunger for more Magic, the Dragons destroyed all knowledge of Elderlaw to prevent it from falling into the hands of mortals. It is still possible to learn Elderlaw but only through direct Dragon guidance, and they will generally have no reason to do so. This can always be discussed when encountering Dragon DM NPCs or during Divinium Summonings.

The closest a normal person can get to Elderlaw is by using Unicores from the Ley Point Buy category, through which they produce Unicores that are capable of interfacing with Dragon Sites. Dragon Sites are locations of great Elderlaw power built by Dragons thousands upon thousands of years ago to aid them in the Immortal War when they still waged war on Demons. These sites border somewhere between magical and technological, like magical radar installations or archives where Leystone constructs work as programmed by Dragons in their absence. By interfacing with these Dragon Sites, Unicores can draw on Elderlaw Magic that is indirectly powered by the Dragons, often without them knowing. Many Draconists consider this their birthright by faith but also consider it blasphemy if non-Draconists end up using Leytech and Unicores because it is all part of their belief system.

Dragon Sites are interconnected with so-called Leylines. Leylines are an imperceivable Elderlaw Magic highway that connects both Dragons and Dragon Sites across the world. While Aloria knows many gods (including Dragons, who are also gods), gods are not omniscient or omnipotent. More often than not, are gods (and Dragons subsequently) limited by what they can see. For conventional gods, this is more intangible, as they have some awareness projected by their followers, but Dragons are extremely limited in what they can see and hear wherever they are. The Leylines, however, extend their awareness across the planet, but it should still not be thought of as infallible because the system creates a crude awareness, not an in-depth knowledge of local events. The Leylines are completely inaccessible to Mages, though sometimes Demons break into them, which is problematic since it grants Demons the ability to extend their influence far and wide and corrupt the network from within, which has further serious ecological consequences.

Arcane Harmony

Arcane Harmony is the concept of magical strength through harmonizing realms or alignments. A Mage who aligned with opposing or many realms, for example, has reduced Arcane Harmony because their soul becomes conflicted by the many facets of the realms they are connected to. A Mage with low Arcane Harmony can draw upon less magical energy from beyond the Veil and thus cast weaker spells. This does not affect Combat Roleplay Abilities or Stats, it is purely a mechanical approach for how strong Magic should be in more general Roleplay, which we allow Players to moderate themselves. When it comes to determining Arcane Harmony, the following rules apply to determine a Character's harmony:

  • Arcane Harmony is at a perfect 100% as long as a maximum of 2 realms are aligned, and neither realm is of opposing alignment.
  • Arcane Harmony is reduced by 10% for every additional dimension that is aligned beyond 2, with a maximum reduction of 60%.
  • Arcane Harmony is reduced by 10% for every opposing pair that is aligned, with a maximum reduction of 40%.
  • Arcane Harmony can reach 0%, at which a Mage is no longer able to Cast Magic. You should avoid reaching 0%.

Note that an Arcane Harmony of 80-90% is still acceptable. As a ground rule, we want to discourage the over-tuning of multiple dimensions and too many opposing pairs. There are circumstances where someone with opposing realms can have a compelling character design, however, so try not to take 100% as an absolute necessity because you may be inadvertently green-housing yourself from interesting character concepts.

Magic Costs

Magic always costs something. Because Magic is inherently against the natural state of reality and the world of Aloria, there is always an impact of Magic on the world, usually not a good one. Elderlaw enforces reality as it was intended and while Magic can suspend or alter that state of reality, Elderlaw will always attempt to correct its reality and snap back like an elastic band would if stretched too far. For Mages, this comes down to mitigating the damage as much as possible, but complete negation is never possible. For them, the question is whether they want to be responsible with their magic usage through proper Venting and discipline, or careless for the sake of personal convenience or indifference. Venting describes the general process of off-loading the cost of Magic onto activities or objects to reduce the damage to the world. Magic is only as immoral as the caster wants it to be. Each Venting process has its moral implications described below.

Reagent Venting

Reagent Venting is the act of using reagents or other casting agents to reduce the amount of Magic required, thus reducing the amount of strain on reality. For example, if you were to shoot a fireball spell from nothing, you would first need to suspend the reality law of matter for the spark, then the temperature for heat, and then inertia for movement. A Mage can use a flame spark reagent, such as a small pouch of spark stones, to ignite which removes the need to magically create matter from nothing and also allows the Mage to throw that bag-turned-to-flame, thus also removing the need to suspend the law of inertia. Reagents can be used to reduce the difficulty of a spell, thus reducing its impact, which is seen as a moral benefit.

Magestone Venting

Magestone Venting is the act of storing Magic corruption in so-called Magestone, handheld tablets that can contain magical corruption. For every spell a Mage uses, some corruption builds up in their body. Small amounts are generally not a problem, but the more corruption that accumulates, the more dangerous it is to a Mage's health. Corruption can effortlessly be transferred to Magestone where it is securely trapped. Magestone, in turn, can be stored somewhere and will slowly--over the span of years--break down the corruption inside until it becomes inert. In Regalia, several Magestone storage services exist where couriers pick up Magestone tablets from Mages and deliver them to Arcane Vaults guarded by Aelrrigans.

Magestone Venting has downsides, however, which is that Magestone by its nature attracts Demons. Demons are attracted to Magic usage, but Magestone has such concentrated magic corruption that Magestone is an almost irresistible delicacy. Arcane Vaults are routinely attacked by Demons who try to break in and consume the Magestone because any Magestone empowers a Demon and makes their Magic more powerful against Elderlaw. Furthermore, there are Demon summoners--and Possessed Mages--who go out of their way to try and steal or make Magestones to feed to their Bound Demons to increase their power. As such, Magestone Venting, while most commonly done and seen as morally good, is somewhat dangerous.

It is theoretically possible to Vent Magic into more mundane objects such as jewelry made of Magestone or a staff with a large Magestone gem. The problem with these techniques of Venting is that they cause long term problems to the health of the Mage. Corruption accumulation is best Vented all at once and then gotten rid of. Havinga necklace, for example, in which a Mage can Vent may provide an easy on-the-road solution to Venting, but without immediately discarding the necklace afterwards, it is equivalent to walking around with an irradiated piece of jewelry around one's neck. Furthermore, the benefit of Magestone being sent away means that Demons are not directly attracted to the Mage who made them but are directed elsewhere. By having a necklace on, Demons will hone in on the wearer. These venting techniques are not disallowed but are clarified to have downsides.

Burdened Venting

Burdened Venting is the act of using some immaterial substance or resource of Aloria to off-balance the cost and corruption of Magic. For smaller spells, one should consider using the life essence of an animal or plant to prevent the buildup of corruption, but for larger spells this involves exchanging Divinium, Artifactsparks, or otherwise to substantiate the cost. Burdened Venting prevents any corruption buildup, and thus the need to use reagents or Magestone Venting, but taking life essence from animals, plants, or people is considered immoral. Mages can use Burdened Venting on themselves in a pinch, shaving several years off their own lifespan to empower their Magic or to prevent any corruption from taking place. It is also possible to sacrifice limbs or other body parts, but it should be understood that this is a zero sum game; eventually a Mage has nothing left to sacrifice and will die.

Ejection Venting

Ejection Venting is the act of ejecting all corruption into the atmosphere or environment the moment it forms, making it the most careless and immoral form of Venting. Corruption can take various forms, from outright making people sick with Magical ailments, killing them, or corrupting the environment, for example, by turning plants and animals into rabid monsters. Ejection Venting is often done by criminals or terrorists who pay no mind causing collateral damage.

Venting in Roleplay

When it comes to the practicality of roleplaying out Venting, it is assumed most Mages Vent their reality damage off-screen. In other words, you can roleplay one of the above techniques if you want to, but nobody will be policing the correct amount of Venting, or policing how many Magestone tablets are being stored where. When it concerns much larger spells, however, like moving parts of mountains or crushing whole buildings, we ask that you do not defer the reality damage and only use such a spell when a Lore Staff DM is present (for example, during an Event) to moderate the reality effects these spells cause. This is because their effects are usually immediate and the small methods for Venting the reality damage are not available. Abilities, Mechanics and so on are all classified as small Magic usage. Massive spells that have an impact on the world are big Magic usage.

Risks of Magic

Magic is always a dangerous act even without the inherent buildup of corruption. Changing the laws of physics in the best of cases can have barely constrained outcomes, but for inexperienced Mages can have catastrophic consequences. Magic usage itself has some risks described below.

Magic Overload

Each Mage has a so-called Overload threshold, the point at which their body, mind, or both can no longer handle the amount of Magic they are channeling through it. Whether due to skill, teaching, biology, or mere distraction, Mages constantly have to prevent themselves from reaching this limit because Magic Overload is lethal in 95% of the cases. Magic Overload can be reached through constant casting without Venting, or being pushed beyond physical or mental limits in desperation or carelessness. When a Mage enters Overload, they are unable to close their connection to the Veil and continue to cast Magic involuntarily until they either explode from raw Magic or are possessed by a Demon from another realm. In the case of possession, the Mage's soul is immediately and irretrievably destroyed. Magic Overload can be prevented from the outside by having another Mage shut off the connection to the Veil when an Overloading Mage has crossed the threshold but only before their death or possession, leaving both mentally and physically exhausted.

Magic Corruption

Magic Corruption occurs when uncontrolled Magic energies leak and cause things--or the body of the mage themselves--to change outside of reality damage. In normal cases, Mages draw energy from the Veil and expend all of it to cast a spell, but sometimes a Mage will draw more Magic and then be careless to use up that energy or send it back. In such cases, that energy has to go somewhere and it will attach to the nearest living thing, or an inanimate object if it cannot find anything living. The most common occurrence of this is magical mutations, resulting in non-aesthetic cancers and flesh growths that are painful. An unfortunate pet in the area of errant Magic might be mutated to some horrible creature, while inanimate objects may become Cursed or toxic to be around. Magic energy that has nowhere to go will become corrosive, damaging, and corrupting in nature.

Magic Possession

Possession by Demons is generally dangerous outside of Magic Overload, and one of the first things Mages learn when they study Magic is how to guard their mind from being taken over by a Demon. Even Bound Demons have a hunger to assume the body of a mortal as a skin suit through which to experience Aloria naturally, a process which is bad for the host. Demons are always looking for Mages who aren’t careful what they are pulling from the Veil. This is why most Mages say that they have “one eye on the Magic, one eye on hunger looking back” - to illustrate that part of their focus is making sure that what energy they are drawing on doesn’t have a Demon attached to it. Demons will constantly prod at Mages to try and break into their mind even when they are not casting Magic. Most Mages protect themselves with wards and spells that reasonably keep them safe so they can enjoy life without worrying too much, but untrained Mages are at exceptionally high risk for possession because they never learn how to deal with this threat effectively, and are less skilled at weaving the protections necessary for themselves.

Magic Detection

What is magical and what is not magical isn't always as easily determined in the world of Aloria. To complicate things further, Mages can hide certain aspects of their magic, or create self-obfuscating Curses or Spells on objects that make their magical nature not easily detectable. This section will discuss the visibility of Magic and what tools Mages (and anti-Mages) have available to hide or detect Magic. The rules and other things to do with Magic detection or hiding Magic are described below.

  • All Mages can be detected by other Mages, and even some technological devices can detect Mages. However, this does not mean detection is immediate. For a Mage to be detected, another Mage (or technician) must activate their magic detection, and Magic detection only works in touch range.
  • Active spellcasting can never be hidden, even from non-Mages or people who have never seen Magic before. Any Point Buy Abilities, Mechanics, or Attack Emotes using Magic of any kind are immediately telegraphed, even if their explicit spell effects cannot be told.
  • Mages who are shapeshifted or disguised can suppress their Magic. While they are suppressing their magic, however, they are unable to use any Magic, either Magic inclined Point Buy Abilities, Mechanics, or Attack Emotes that derive from a Magic Proficiency Stat.
  • Cursed Items generally hide their own magic, meaning a Mage (or technician) cannot detect their curse until it has activated. Some Cursed objects will reveal their own nature on purpose, and Artifacts can never be hidden. Some DM Characters may also detect Cursed objects.
  • Magic Sight is an aesthetic form of Magic detection that allows each Mage to have a customized personalized silhouette with colors and lights to identify their Magic. This can only be used to identify a Character past disguises or shapeshifting with consent.
  • When a Mage or piece of technology has detected the Magic inside an object or person, they are generally able to distinguish from which realm or dimension it is aligned and whether it is a mortal, object, or Demon, though sometimes Demons can tamper with the effects.

One might observe that with these rules in place, it is difficult for a Mage to cheat at a game of dice. Rather than the simple method of hiding a spell under the table (which is not possible), Mages should think harder about how to apply their magic in a hidden manner. A spell cast on a rolling dice before the game has started, for example, to cause it to land on the desired number is more effective than casting Magic at the dice rolling table.

Curse Magic

Magic has a form of time-delayed or condition-activated spells generally referred to as Curses. Curses are generally part of the Magic School but a more unique application of them that is usually seen as immoral. There are very few applications that would warrant a time or condition-delayed spell, so more often than not is this form of application used to spring traps on the unsuspecting or create a long-lasting negative effect on someone who has wronged a Mage. Because of the more complex techniques involving the casting of Curses, Curses are also not as simple to remove as other temporary or immediate Spell effects which can often even be removed by the mundane with the necessary anti-Magic items or tools. Because Curse Magic is so different from regular Magic, it is offloaded onto its own Curses Page.

Archmages

The concept of Archmages is largely lost to time due to the reduction of Magic in the world. An Archmage is a Mage who is so powerful they can destroy whole mountain ranges or flood whole valleys with Magic using only their minds, without it immediately Magic Overloading them. Archmages are so immensely powerful that they reach the approximation of Gods, but there are no active Archmages in the modern world. When the Cataclysm happened, Magic received such a shock in the world that it took centuries to recover even a portion of the amount of Magic present in the world. The reality is that less than a tenth of the amount of Magic that was present during the time of the Allorn Empire remains so Magic simply is not as prolific as needed to birth Archmages. That being said, some people who were Archmages many centuries ago are still alive in the modern era, albeit with their Magic reduced or completely lost. Archmages are almost universally reviled when regarded historically, as they destroyed much of the political stability of the Allorn Empire during the Mage Wars era, and are a prelude to a Mage seizure of power as no mundane people can stand in their way.

Magic Prevalence

Despite the common usage of Magic among the player base of MassiveCraft, Magic in the world of Aloria is actually pretty rare. It is estimated that for every 1000 people, only 20 of them are Mages. And of those 20, 19 of them are taught through some later-in-life training, while only 1 in every 20 Mages has a Birth Origin. In short, 1 in every 1000 people is a born Mage. On top of these numbers, the rate of Mages who reach adulthood is estimated between 40-60% of this number due to the effects of war, famine, violence, purists, and Demonic possessions in a pre-modern world. The world is dangerous for Mages, and being a Mage tends to shorten life expectancy because of these dangerous outside forces.

Magic has a more prevalent foreground in the public zeitgeist because a hundred Anglian peasants tilling their fields won't draw as much attention as a single Elf casting fireballs in the street. Magic always has an over-inflated presence in public discourse, despite its relative rarity. We do not impose limitations on the number of Magical Characters among the player base, however, because Magic is a great equalizer that helps characters tackle conventional structures of oppression and change the status quo for the better, and everyone should be allowed to do that. The numbers used in this section are reflective of the Regalian Empire, and the direct roleplay world players experience. Other places, like the Allorn Empire, or other Elf-like societies, have much higher degrees of Magic usage, almost as close as 50%, but they are not relevant for the immediate world that Regalians exist in. There are also places like the Ashal Isles with 0 Mages in them, but these places are equally not relevant to day-to-day roleplay.

Magic Studies

Magic as a field of research is notably not exclusive to Mages only. There are, in fact, far more Magic scholars and academics in the world than there are Mages, just mundane intellectuals trying to grapple with and study the concept of Magic and its effects on the world. Arcanology is generally a popular field of study because non-Magic using scholars are popular among non-Magic using rulers and politicians. Mages have a reputation for downplaying the dangers of Magic and overplaying their usefulness to statecraft. Regalia frequently allows Mages to self-dictate laws through for example appointing a Mage to Arcane Minister who determines the strictness of the law on Magic. This practice has, however, been criticized among purists and anti-Magic people as wolves deciding how many sheep they are allowed to eat, in a society comprised of sheep and wolves. The conclusion is if your character is not a Mage, that does not exclude them from knowing about Magic. Any aspect of Magic can be learned and understood both in the context of its application, and effects on the world, by someone who is not a Mage or magically inclined.

Mutations and Bodymodding

One of the common points of contention about Magic is its habit of corrupting, and thus causing mutations. Corruption is unequivocally a bad thing, and mutations never cause a person to derive positive benefits from having Magic wreak havoc on their body. Because of the habit of Magic corrupting reality, mutations caused by Magic corruption are almost always cancerous or necrotizing flesh or tissue that breaks down the body. Magical corruption damaging the body is painful but is generally reversible, ironically, with further use of safely practiced Magic. Body-modding is distinct from corruption-caused mutations, in that body-modding is the safe modification of the body to have different features than naturally possible. Think of the creation of horns, tails, feathers, or hair, changing colors, causing tattoos to move or change shape, etc. Players are free to use Magic to body-mod their character to any desired appearance.

Eye color changes are a very common feature among Mages, Afflicted, and those with Affinities. Any of these can have Bodymodded eyes of any color, orientation, or composition. Godborn for example commonly inherit the eye colors of their parents, or some kind of coloring and appearance that imitates their God-parent's theme, but Players have free choice in this. Similarly, purple irises are commonly a hallmark of Dragons and Dragon-minded people, but the Archon (Dragon warriors) can just as well have white glowing eyes or green irises with gold-yellow flecks in them. For example, eye colors are usually visual guidelines for those who lack ideas at first value, but Players are encouraged to be creative.