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Of all subjects in [[Aloria]], Magic has only recently become a well understood and utilized subject. Magic is a blanket term for the use of planar essences to deny, shape, or reinforce the reality of Aloria, causing unnatural things to happen. Magic was initially pioneered by the Seraph, who are thought to have been the most powerful mages in all of Alorian history. Devastatingly, the [[Seraph]] meddled too much with the fabrics of the universe, and invited the first of several [[Void Invasions]]; when demonic extra-planar forces invaded Aloria through portals from the [[Void]]. Many empires, civilizations, and individuals have, since this time, come to understand and utilize Magic in their own unique ways. Many cultures and civilizations still have an incredibly negative viewpoint towards magic and mages in general due to their association with planar essences, and the risk they pose to themselves--and others. For those willing to accept all of the risks associated, magic is an amazing and spectacular, if not unnatural, tool that can change the tide of any event in history: for better, or worse.
===Magic===
Of all the intricacies of Aloria, perhaps the most complex and critical of all is the subject of Magic. Magic is a blanket term for the use of Planar Essences from different Dimensions to reshape reality, which causes strange and unnatural things to occur. Magic is incredibly powerful and also incredibly dangerous, and has been used to bring both prosperity and ruin in equal measure, which has caused different cultures to have vastly different opinions about it. In the modern age, Magic is much more rare and misunderstood than it was in ages past, and as such, the average person will view magic with suspicion and even fear. Despite this, there are still people who seek to understand and even utilize Magic, known as Arcanologists and Sorcerers; to them, Magic is a major part of their lives. One thing is true no matter where Magic is found, though: for those willing to accept the risks, Magic is a powerful tool that can shape history– for better or for worse.  


==Mages==
=== HISTORY ===
Mages, as opposed to Sorcerers, are more advanced users of Magic whose power is just as a part of them as their blood is. More common in the older age of the Allorn Empire, Mages are an increasingly rare breed in modern-day Aloria thanks to the anti-magical sentiments held by many of the world’s dominant civilizations. Despite this, they persist, thanks to the nebulous nature of Mages and their creation. They possess a Magespark, a malformation of their soul that causes them to be able to tap directly from the essences of other planar dimensions. Magesparks manifest in a variety of ways within people. Typically this is through a random mutation at birth that results in the child being born a mage, causing their childhood to be marked with spontaneous occurrences of magic that are bent based upon their youthful whims. This is something of a developmental period for young mages, as the ways in which they unconsciously manipulate their reality cause their Spark to respond accordingly and change for the future. The Spark’s full powers, however, do not manifest until some sort of inciting incident very early in their life that causes their magic to trigger within themselves. These moments are different for each and every naturally-born mage, and typically come as a sudden need for their magic to be used. For example, a water-based mage might discover their powers when a friend is drowning and they try desperately to rescue them, only to magically manipulate the water and save their life. Natural-born mages like this have an inherent inclination toward learning and refining their own spell sets and do so over the course of their years, though it is not entirely unheard of for some to be too emotionally unstable to control their gifts without some sort of guidance.
The history of Magic is extremely varied and often mysterious, as no one culture’s story seems to match or fully line up. Magic is however universally thought to originate from the long-dead Seraph Civilization, who were the first to learn of the Void and Exist and how to pierce the Veil that lay between them and Aloria. To better understand the history of Magic, here are some (but not all) relevant pages that offer as much of the puzzle as is known to modern scholars:
===Mage Capabilities===
[[Cataclysm]]
No matter the method of acquisition, those who possess a Magespark also share a few key common traits and abilities that differ from the normal soul. They cannot be infected by planar afflictions like [[Vampirism]] and cannot become [[Werebeasts]]. Those with Magesparks, when they are slain by another Mage or Arken, enter a state of resurrection that occurs over 48 hours before they are reborn at their Soul Guard. The Soul Guard is an object that a Mage is able to project their magic onto that acts as their soul’s anchor to the world.
[[Void Cycle]]
[[Azure Order]]
[[Battle of Curag Fields]]


Mages are also capable of conjuring large spacial Wards within doorways at a maximum size of 5 blocks wide and 6 blocks high. These Wards prevent anyone, any magical effects ,or magical items from passing through them, and take a different appearance depending on the Mage who is creating them, though all are translucent to a degree. A Mage can create up to 3 of these at any time, and creating them requires a 10-second incantation to be recited, though a Ward can only be created once every hour. Other Mages are capable of dispelling these via a destruction incantation, though they must concentrate everything upon it and cannot be otherwise combat or spellcasting engaged. Additionally, the Ward’s creator can simply dispel them with a snap of their fingers. Mage wards are impassable and impenetrable unless destroyed through specific mechanisms.


All Mages are capable of countering an incoming projectile-based Magic Spell with a Deflection. Deflections are performed as emotes, after which a /roll 1 20 is done. If the roll is above 5, the spell is deflected and rendered harmless by the deflection. Deflection requires the Mage to have both hands free and not already engaged in casting or fighting. Each and every Mage’s deflection is different depending on their own power, though all of them are signaled by some sort of gesture with their hands and an aesthetic effect accompanying it. A dispel can only be done if the spell is almost about to hit, meaning literally 2 blocks away from them, not if it’s being cast 30 blocks away from them.
===Sorcery===
The most common way Magic manifests in Aloria is through Sorcery. Sorcery is the process of connecting to the Veil and learning to draw Planar Essences from a particular Dimension to alter reality in a way the Sorcerer chooses. Sorcery has limitations, and as such, a Common Book of Sorcery has been established that almost all Sorcerers learn from; many newer Sorcerers will try to find an older or more experienced Sorcerer to teach them how to connect to the Veil and a few basic spells, however, it’s entirely possible to do all of this alone. Connecting to the Veil can be done in any number of ways, the most common of which is meditating upon something like a flame, deep water, the night sky, or the sound of the wind, and concentrating on what might lie ‘beyond’ the senses, resulting in a connection to another dimension through the Veil. Sorcerers are only capable of drawing from the Void or the Exist, and every Sorcerer is therefore a Void Sorcerer or an Exist Sorcerer. To learn more about the history and specifics of Sorcery, visit the Sorcery page. Any player with an Approved Character Application can play a Sorcerer.


Mages also understand a written language known colloquially as Magilex, or Magical Lexicon. It is not, in truth, a proper dialect, but instead a scripted alphabet comprehensible only to those possessing a Magespark. It can be written just like anything else and even tattooed, though upon finishing it takes on a subtle glow according to the Mage who wrote it.
===Mages===
In contrast to Sorcery, there exist in Aloria powerful people known as Mages who have a much more personal connection to the Void or the Exist than an average Sorcerer. Mages are born with a sickness of the soul known as a Magespark, which is a connection to the Veil that is unique to them and fuels their powers. Mages are just like any other person bar a few childish manifestations of magical talent until a point in their life known as the Awakening, which is when their Magespark comes to life in an often dramatic fashion to alter reality in a way the Mage desperately wants or needs at the moment. For example, a young water Mage might discover their powers when a friend is drowning and needs to be saved. This always happens when the Mage is a child, even if the Mage does not encounter any dire circumstances. Mages have unique powers that they spend lifetimes refining and discovering, and every Mage is different. All Mages are capable of creating non-permanent aesthetic displays that match their abilities, as well as potentially manifesting strange Mutations due to the Essence in their bodies. To play a Mage, you must have access to a Special Permission granted from the Application thread found here: [1].  


Despite the latent power within a Mage, they are capable of using their magic to create non-permanent, aesthetic displays. These could range from a fire-based Mage creating small images out of flame, or a darker Mage projecting nightmarish images onto the wall. Each and every Mage is different in this way, though what is common is the lack of permanence or power in these more whimsical applications.
===Primal and Ordial Mages===
Most Mages draw their abilities from the Void and Exist, but some individuals have been twisted by the energies of Bintaar or Binral to become something quite different: An Ordial Mage or a Primal Mage. Primal Mages are born with a deep connection to Aloria and the Dragons, and as such are commonly referred to as Dragonsparks. Ordinal Mages are created by Ordial Custodians in a process known as Soulchaining, which binds them to the barely-understood plane of Bintaar. These types of Mages are quite rare and often play important roles in the cycle of life and death in Aloria. More information about Ordial Mages can be found here: [[Bintaar#Mages]].  


Mages might also exhibit uncontrollable magical mutations. These progressively and randomly manifest in a Mage after the activation of their Magespark, and vary completely depending on the Mage and the nature of their magic. To play a Mage, you need to have access to a Special Permission granted on the Application thread found here: [https://forums.massivecraft.com/threads/special-permission-readme.85712/].
===Trivia===
====Magical Basics====
*Mages used to be far more common than they currently are, which many attribute to the amount of Magical Essence in the world before the Cataclysm.  
Mages (those with a Special Permission) whether Void/Exist/Primal/Ordial, are masters of Arcane Powers, and all have some basic control over reality beyond the theme or design of their Magic. This involves some non combat and non-utilitarian basic control over solid matter and functions of objects that does not require anything more than just a wave of a hand or the flick of a finger. Some examples of this include but are not limited to:
*[[Mutations]] tend to manifest from uncontrolled use of Magic, or exposure to it, and can be extremely detrimental to the user's health.
* Basic household automation such as making a broom brush the floor, having a bar make a drink by itself and then levitate it to the Mage's hand, open windows and doors that aren't locked, flip pages in a book, levitating the dishes to the kitchen, levitating clothes on them in front of a mirror from a wardrobe and back again.
*Opinions on Magic tend to vary wildly depending on Peoples, Culture, and Location, with no common sentiment found on it.
* Basic control over luminosity in such ways that it does not change the actual light, but dims or brightens it a bit for aesthetic or storytelling purposes, for an entire room, or for small pockets of space.
* Basic control over senses such as touch and smell (but not hearing), allowing the Mage to for example make the other person touch sand and feel floral petals, or making a banana smell like an apple.  
* Basic room relocation in their own house only, for example entering the kitchen, and then coming out of the bathroom. This cannot ever be used to obfuscate a chaser or attacker.
* Lesser tufts of telekinesis, like lifting a flap of fabric on someone's coat, brushing a lock of hair from a distance, or a tug on their collar. This cannot be used to steal items from others, only to tease or irritate them.
===Magestone===
:*''For more information about Magestone, click [[Holy_Stones#Magestone|HERE]]
===Primal Mages===
As rare as Mages of the Void and Exist are, even more so are those of the Primal Magic inclination. Primal Mages do not possess normal Magesparks, but instead are imparted with a fragment of Draconic power that fuses with their own soul to create what is called a Dragonspark. Dragonsparks function similarly to Magesparks for their possessors, as they prevent infection from planar sources. However, the magic they grant their owners is notably different from normal Mages, as it does not come from the Exist or Void but instead Aloria itself. As a result, most spells and other abilities that counter or prevent magic do not have the same effect on Primal magic. Additionally, the acquisition of a Dragonspark is never through birth, but instead only through the possession of an Artifact or the granting of one by a Dragon or a related magical construct. Primal Mages cannot create Wards, Soul Guards, read or write in Magilex, or Deflect spells.


{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = Birdsfoot_violet, Finlaggan
|Writers = Birdsfoot_violet, Finlaggan
|Processors = WaterDruppel
|Processors = WaterDruppel, sonofthestars
}}
}}
[[category:Magic]] [[category:Spells]]
[[category:Magic]] [[category:Spells]]

Revision as of 04:03, 23 January 2022

Magic

Of all the intricacies of Aloria, perhaps the most complex and critical of all is the subject of Magic. Magic is a blanket term for the use of Planar Essences from different Dimensions to reshape reality, which causes strange and unnatural things to occur. Magic is incredibly powerful and also incredibly dangerous, and has been used to bring both prosperity and ruin in equal measure, which has caused different cultures to have vastly different opinions about it. In the modern age, Magic is much more rare and misunderstood than it was in ages past, and as such, the average person will view magic with suspicion and even fear. Despite this, there are still people who seek to understand and even utilize Magic, known as Arcanologists and Sorcerers; to them, Magic is a major part of their lives. One thing is true no matter where Magic is found, though: for those willing to accept the risks, Magic is a powerful tool that can shape history– for better or for worse.

HISTORY

The history of Magic is extremely varied and often mysterious, as no one culture’s story seems to match or fully line up. Magic is however universally thought to originate from the long-dead Seraph Civilization, who were the first to learn of the Void and Exist and how to pierce the Veil that lay between them and Aloria. To better understand the history of Magic, here are some (but not all) relevant pages that offer as much of the puzzle as is known to modern scholars: Cataclysm Void Cycle Azure Order Battle of Curag Fields


Sorcery

The most common way Magic manifests in Aloria is through Sorcery. Sorcery is the process of connecting to the Veil and learning to draw Planar Essences from a particular Dimension to alter reality in a way the Sorcerer chooses. Sorcery has limitations, and as such, a Common Book of Sorcery has been established that almost all Sorcerers learn from; many newer Sorcerers will try to find an older or more experienced Sorcerer to teach them how to connect to the Veil and a few basic spells, however, it’s entirely possible to do all of this alone. Connecting to the Veil can be done in any number of ways, the most common of which is meditating upon something like a flame, deep water, the night sky, or the sound of the wind, and concentrating on what might lie ‘beyond’ the senses, resulting in a connection to another dimension through the Veil. Sorcerers are only capable of drawing from the Void or the Exist, and every Sorcerer is therefore a Void Sorcerer or an Exist Sorcerer. To learn more about the history and specifics of Sorcery, visit the Sorcery page. Any player with an Approved Character Application can play a Sorcerer.

Mages

In contrast to Sorcery, there exist in Aloria powerful people known as Mages who have a much more personal connection to the Void or the Exist than an average Sorcerer. Mages are born with a sickness of the soul known as a Magespark, which is a connection to the Veil that is unique to them and fuels their powers. Mages are just like any other person bar a few childish manifestations of magical talent until a point in their life known as the Awakening, which is when their Magespark comes to life in an often dramatic fashion to alter reality in a way the Mage desperately wants or needs at the moment. For example, a young water Mage might discover their powers when a friend is drowning and needs to be saved. This always happens when the Mage is a child, even if the Mage does not encounter any dire circumstances. Mages have unique powers that they spend lifetimes refining and discovering, and every Mage is different. All Mages are capable of creating non-permanent aesthetic displays that match their abilities, as well as potentially manifesting strange Mutations due to the Essence in their bodies. To play a Mage, you must have access to a Special Permission granted from the Application thread found here: [1].

Primal and Ordial Mages

Most Mages draw their abilities from the Void and Exist, but some individuals have been twisted by the energies of Bintaar or Binral to become something quite different: An Ordial Mage or a Primal Mage. Primal Mages are born with a deep connection to Aloria and the Dragons, and as such are commonly referred to as Dragonsparks. Ordinal Mages are created by Ordial Custodians in a process known as Soulchaining, which binds them to the barely-understood plane of Bintaar. These types of Mages are quite rare and often play important roles in the cycle of life and death in Aloria. More information about Ordial Mages can be found here: Bintaar#Mages.

Trivia

  • Mages used to be far more common than they currently are, which many attribute to the amount of Magical Essence in the world before the Cataclysm.
  • Mutations tend to manifest from uncontrolled use of Magic, or exposure to it, and can be extremely detrimental to the user's health.
  • Opinions on Magic tend to vary wildly depending on Peoples, Culture, and Location, with no common sentiment found on it.

Accreditation
WritersBirdsfoot_violet, Finlaggan
ArtistsMonMarty
ProcessorsWaterDruppel, sonofthestars
Last EditorBirdsfoot violet on 01/23/2022.

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