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


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


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


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


==Mages==  
==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 [https://forums.massivecraft.com/threads/roleplay-special-permission-applications.85712/ here].
Either by birth or by study, those that choose to utilize the power of Magic in Aloria are known as Mages. Due to the personal nature of one’s forming of a connection to the veil, no two Mages are exactly alike in how they express their will upon the world. What is uniform however, is what they do to gain their otherworldly powers. Every Mage, bar a few specific examples, draws their magic from a connection to the Veil, piercing the barrier between dimensions in order to siphon essences for their own personal use. A connection to the Veil can form in any number of ways, some Mages seeing it as a religious experience, while others treat it more like an art form. No matter the method or origin of the Mage however, each one draws from a particular essence depending on either personal preference or variables outside of their control.


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


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


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

Revision as of 23:50, 4 December 2022

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

For many, Magic is part of their jobs and livelihoods.

History

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

In the past, there used to be an exceptionally powerful brand of Mage known as an Archmage. After the Cataclysm, which severely weakened all non Primal Magic in the world, these Archmages have become all but a piece of history from long ago. It is not possible to play an Archmage in Regalia. However, there exist those with either uncanny connections to sources of Magic, or who have devoted their lives to the arcane arts, who are slowly recovering this knowledge, and learning unique skills that set them above their peers. Overall, many Magic users have been at the heart of the wide range of arcane calamities and strange events that have been striking the world with ever-increasing frequency since 300 AC. This has provoked a wide range of responses but overall, Mages and their powers are here to stay.

For others, Magic is a powerful tool to fulfill their ambitions, and in the process, commit great evil (or good.)

Magic in Regalia

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

Mages

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

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

The second of these groups are the Empowered Mages, possessing a unique gift or link with one of the four sources of power in Aloria, and benefiting from this to perform feats of Magic not seen before in the modern day. To play an Empowered Mage requires a Custom Kit, which can be applied for [1].

Planar Mages

There exist three foreign dimensions from which Magic-users can draw their powers. The Void and Exist were the two dimensions breached by the Seraph, which provide almost all of what is traditionally understood as Magic. The Void is associated with chaos while the Exist is associated with order, though different civilizations’ favor towards either dimension has caused them to be associated more with those civilizations than with any inherent qualities they might have. Exist Magic is associated with the goddess Estel and her Estellon Religion, as well as the Allorn Empire and the Teledden and Yanar Races, while Void Magic is associated with Void Worship, Theurgy, and the Kathar Race, having been pioneered by these groups primarily. Each Dimension has its own inherent gods, but also extremely powerful Mages called Arken, more akin to demigods. Arken are explained on the Silven page, which discusses the children of Arken and mortals. Although Void and Exist creatures hate each other and the fundamental concepts of each Dimension are directly opposed, those not immersed in the lore of Magic see little difference between them. Societies which hate Magic hate both of them equally, while others (the Exist-loving Teledden or Void-loving Kathar, for example) embrace one and decry the other as evil and corrupting. The truth, as always, is in the middle.

The third plane that Mages are able to pull from is the Bintaar, a parasitic realm which has turned itself into a mirror of the living world. Somewhat rarer than their Void and Exist counterparts, Ordial Mages pull from entities residing in a realm of death. Ordial Mages are an enigma to the wider world, as for centuries they have operated in the shadows, their theories and knowledge neglected by broader society. Part of this is due to the negative perceptions behind Ordial Magic among the Ailor, but also among the Races of the Allorn Empire, where it was always a slightly uncomfortable subject, treading into knowledge the Asha and their Dewamenet Empire held. In the modern day, the Asha and Songaskia are the two Races known to have the most Ordial-aligned individuals, but this may be flawed information due to the aforementioned secrecy and enigmatic nature those of the Ordial-alignment have adopted. They often have a sinister reputation as well, for while some of their number use their skills for the betterment of others or healing of the living, many more worship the power a realm of death can bring, and the control it may grant.

Primal Mages

While most Mages draw their abilities from extraplanar sources, there are a rare few examples of Mages that instead draw on powers found within Aloria itself. Known as Primal Mages, these casters typically have a deep connection to Dragons, due to many of them having obtained their power from such. Some of the most common Primal Mages are the Crown Witches, a lineage of Archon focused on the healing of the world around them. In comparison to other classifications Primal Mages are typically expected to have close ties to Dragons in some way or another, enacting their will in order to preserve the life of the world around them. Because of this, many Primal Mages see themselves as the only “true” form of magic, one with little to no adverse effects on the world when they use it.

Trivia

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

Accreditation
WritersDedJok, Okadoka, Birdsfoot_Violet, HydraLana
ArtistsMonMarty
ProcessorsHydraLana, Okadoka, Birdsfoot_Violet
Last EditorHydraLana on 12/4/2022.

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