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Of all subjects in Aloria, Magic has only recently become a well understood and utilized subject. Magic is a blanket term for the use of planar essences to deny, shape, or reinforce the reality of Aloria, causing unnatural things to happen. Magic was initially pioneered by the Seraph, who are thought to have been the most powerful mages in all of Alorian history. Devastatingly, the Seraph meddled too much with the fabrics of the universe, and invited the first of several Void Invasions; when demonic extra-planar forces invaded Aloria through portals from the Void. Many Empires, Civilizations, and individuals have, since this time, come to understand and utilize magic in their own unique ways. Many cultures and civilizations still have an incredibly negative viewpoint towards magic and mages in general due to their association with planar essences, and the risk they pose to themselves--and others. For those willing to accept all of the risks associated, magic is an amazing and spectacular, if not unnatural, tool that can change the tide of any event in history: for better, or worse.
Magic is the act of changing the laws of physics, reality, and sometimes time, in the world of [[Aloria]] by drawing on essences from another realm, the Gods, or [[Dragon]]s, to change the way things work. Magic means a great many things for different people, some [[Elves]] might consider it part of their very being, while some [[Ailor]] consider it something alien or superstitious, while some [[Sihndar]] consider it evil itself. This Page explains Dimensional Alignment, and Magical Morality as well as the logic behind Magic in the Alorian universe. If you are reading this Page to decide on [[Proficiencies]] and [[Proficiency#Point Buy|Point Buy Packs]], only reading Dimensional Alignment and Morality of Magic is required. We put them at the top for your convenience.
==Morality of Magic==
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. Due to these built-in themes of the lure of power that corrupts, most societies on Aloria have turned against 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 undebatable reasons. Finally, regardless of all the moral underpinnings of Magic, Mages are 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 becoming possessed. 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 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 from some place. In the case of Void, Exist, and Ordial Alignments, this means Magical Essence from the Void, Exist and Bintaar respective 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.
===Dimensional Morality===
Dimensional Morality is a bit more nuanced yet 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 Alignment and cast Death-Magic to get her revenge. She now has two Alignments, but in doing so has spiritually betrayed her Gods and her fellow Estelley worshipers, who see Ordial 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.
===God Magic Exceptions===
God Magic is a bit unique in terms of fuel for Magic, 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 faith 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]]. Atheists and 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.
* 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.  
* Heretics are unable to use God Magic. Religions have a strict set of rules that define their followers. Combining Religions or personal interpretations are not possible.
* Gods do not look kindly on those who side-step into other Alignments. An occasional Void spell isn't bad, but repeatedly using Extraplanar Magic instead of God Magic, will invite divine punishment.
* Gods do not look kindly on the use of Sinistral variants of their Magic (except for Evolism). While a few Sinistral uses won't draw attention, will invite divine punishment.
* God Magic, while Alorian native, can be just as harmful and destructive as Void, Exist, or Ordial Magic, when used as Sinistral, or when used to commit to murder, torture, or other act of evil.
* Estelley as a Religion, 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, due to how Archon work.
===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, usually seen as golden or white (with the exception being Dragon God Magic, being purple and gray). 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, such as the Qadir and to a lesser degree the Eronidas, Urlan, and Allar.
* '''Void Magic''' manifests as seductive and corrupting 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 chaos, seduction, shadows and blood, dark secrets, and hidden hedonistic desires. Void is considered the quintessential evil force of corruption in nearly all societies and religions, except Fornoss faithful who see it as their Gods power, and Kathar who grow up with Void Magic.
* '''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 vile 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 and rot, and the deep dark unknown which hides horrors yet unseen. Ordial Magic is generally disliked in nearly every Religion and society, except those that worship the Evolist Gods, the Cultist Gods, and the Death Isldar and Eronidas.  


==Sorcerers==
==Magic in Regalia==
There exist two types of Magic users in Aloria, the Mages and the Sorcerers. Sorcerers are far more common, they are the users that one might encounter on the battlefield or on the side of the street doing simple tricks. Sorcerers are learned Magic users who have mastered a few defined spells based on the Schools of Magic. Knowledge about individual spells and their functions should be learned and transferred IC. There is no [[Proficiency]] that unlocks all knowledge about Sorcery. To play a Sorcerer, you need an Approved Character Application, but you do not require a Special Permission.
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.


===Sorcery Categories===
==How a Mage is Made==
{| class="wikitable"
Magic can be acquired in three ways. The first manner is to be born with it, those who are born with Magic are called Mageborn. The second manner is to learn it from another Mage, those who learn are called Magewise. The last manner is to have Magic given by a higher entity, those who have Magic given to them are called Magegiven. There is no inherent superiority in any of these categories, there are Mages who were born that were known to be less skillful than Mages who were taught, or those who were given Magic by a higher entity. Learning, or being able to use Magic, often comes down to the individual imagination or mental compatibility of the Mage, and so some Mages eventually reach a glass ceiling that they are unable to reach beyond 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 hide the magical status of their child due to the repressive laws.
! style="font-weight:bold; background-color:#c0c0c0;" | Symbol
! style="font-weight:bold; background-color:#c0c0c0;" | Category
! style="font-weight:bold; background-color:#c0c0c0;" | Description
|-
| [[File:Folelsa.png|150px]]
| [[Spirit_Sorcery|Spirit Sorcery]]
| Considered some of the most restrained and self-controlled Sorcerers and Mages, Spirit Magic emphasizes a mastery over oneself. Capable of enhancing and altering the bodies natural capabilities, Spirit Magic is common among many combatants.
|-
| [[File:Meiramanda.png|150px]]
| [[Nature_Sorcery|Nature Sorcery]]
| Emphasizing control of and harmony with nature and natural creatures, Nature Magic allows those to protect themselves and the life around them. Specializing in cleansing and existing with nature, Nature Magic is frequently found among gardeners and the Yanar.
|-
| [[File:Elementalss.png|150px]]
| [[Elemental_Sorcery|Elemental Sorcery]]
| The tumultuous elements of Aloria require deep respect and understanding if they are to be controlled by its inhabitants. Elemental Magic allows those to form a connection with these elements and manifest them as they please. For its magnificent and overwhelming effects, Elemental Magic is most frequently found among warriors and spellswords.
|-
| [[File:Mindsad.png|150px]]
| [[Arcane_Sorcery|Arcane Sorcery]]
| Inspired by the monotonous affairs of day-to-day life, Arcane Magic allows individuals to engage with the world around them in a whole new fashion. Whether it be by creating illusions or automating the objects around them, the uses of Arcane magic is varied, causing Arcane Magic to be the most evenly spread among the populous.
|-
| [[File:Soulmagc.png|150px]]
| [[Lightness_Sorcery|Lightness Sorcery]]
| Empowered by Exist Essence, Lightness Magic is focused on illuminating those around it, whether it be literally or spiritually. Lightness Magic allows its users to sustain themselves and others, and is commonly found among priests and those who wish to heal.
|-
| [[File:222death.png|150px]]
| [[Darkness_Sorcery|Darkness Sorcery]]
| Empowered by Void Essence, Darkness Magic seeks to shroud itself and its users from the scrutiny of others. By manipulating shadows and vision, users of Darkness magic are most commonly thieves, spies, and would-be assassins.
|-
| [[File:Heavnlymagic.png|150px]]
| [[Order_Sorcery|Order Sorcery]]
| Order Magic abhors that which is either unorderly or imperfect. It seeks to wrangle and contain the strange, aberrant, and the unusual. By virtue of this, it is the favored magic of guards, lawmakers, and upstanding citizens, who all seek to impose order upon the chaos around them.
|-
| [[File:Demonicsad.png|150px]]
| [[Chaos_Sorcery|Chaos Sorcery]]
| Chaos magic is built on dualities and inconsistencies. While it naturally serves as the polar opposite to Order, it is itself at odds with its capability to both cause harmless mischief and cruel terror. Some users seek to warp and tamper with themselves and those around them, while others are mere carnies and tricksters.
|-
| [[File:uwu.png|150px]]
| [[Whimsy_Sorcery|Whimsy Sorcery]]
| Whimsy Magic's intent and inception revolve around fun and eccentricities, and it intends to make things more "entertaining" for those it interacts with, whether they want it or not. Seen often as a "Lesser" School, its ease of learning and simplicity of function makes it most commonly found among aspiring Sorcerers and Eccentric Artists and Craftspeople.
|-
| [[File:Unioninisn.png|150px]]
| [[Union_Blessings|Union Blessings]]
| Union Blessings are the holy abilities used by the Unionist warriors and paladins to protect their holy sites, clergy and the faithful from the so called ruinous powers, referring to the afflicted and demons. Union Blessings are technically Sorcery Spells, but do not fall under the usual rules of Sorcery, and are only available to [[Ailor]] with the Archan Lineage.  
|}


==Mages==
==Allorn Magic Theories==
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.  
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.
===Limit Breaking and Spirit Invasion===
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.


===Mage Capabilities===
===Magical Tiers===
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.  
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.  
 
* '''The First Tier''' belongs to Mages who are only able to affect themselves (think enchanting their own body or soul).
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.  
* '''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).  
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.
* '''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).
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.
* '''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).
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.
* '''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).
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/].
* '''The Tenth Tier''' belongs to Mages who can end reality itself (a theorized, but seemingly unattainable rank even for Gods).
 
==Magical Mechanics==
===Magestone===
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.
Magestone is the colloquial term used for Elethicite, a strikingly and unusually blue ore that naturally occurs in veins beneath Aloria’s crust. It is excavated en-masse and valued for its naturally antimagical properties: it is known that anything magical within a close proximity of it ceases to function normally, shutting off the inherent powers of Magesparks and muting other magical effects. Spells cannot be cast, enchanted items lose their effects and magically conjured creatures cease to exist in its presence.
===Cursing===
 
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:
===Primal Mages===
* '''Limited Curses:''' The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.
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.
* '''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.
 
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:
{{Accreditation
* '''2 Points in Magic:''' Maximum 1 Hour Curses.
|Artists = MonMarty
* '''3 Points in Magic:''' Maximum 1 Day Curses.
|Writers = Birdsfoot_violet, Finlaggan
* '''4 Points in Magic:''' Maximum 1 Week Curses.
|Processors = WaterDruppel
* '''5 Points in Magic:''' Maximum 1 Year Curses.
}}
* '''6 Points in Magic:''' Maximum 5 Years Curses.
[[category:Magic]] [[category:Spells]]
* '''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 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 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, if someone of the same Religion is cursed, self-sacrifice by absorbing a Curse from that worshipper. The worshipper 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 Divinium Token (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.

Revision as of 22:34, 15 March 2024

Magic is the act of changing the laws of physics, reality, and sometimes time, in the world of Aloria by drawing on essences from another realm, the Gods, or Dragons, to change the way things work. Magic means a great many things for different people, some Elves might consider it part of their very being, while some Ailor consider it something alien or superstitious, while some Sihndar consider it evil itself. This Page explains Dimensional Alignment, and Magical Morality as well as the logic behind Magic in the Alorian universe. If you are reading this Page to decide on Proficiencies and Point Buy Packs, only reading Dimensional Alignment and Morality of Magic is required. We put them at the top for your convenience.

Morality of Magic

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. Due to these built-in themes of the lure of power that corrupts, most societies on Aloria have turned against 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 undebatable reasons. Finally, regardless of all the moral underpinnings of Magic, Mages are 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 becoming possessed. 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 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 from some place. In the case of Void, Exist, and Ordial Alignments, this means Magical Essence from the Void, Exist and Bintaar respective 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.

Dimensional Morality

Dimensional Morality is a bit more nuanced yet 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 Alignment and cast Death-Magic to get her revenge. She now has two Alignments, but in doing so has spiritually betrayed her Gods and her fellow Estelley worshipers, who see Ordial 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.

God Magic Exceptions

God Magic is a bit unique in terms of fuel for Magic, 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 faith 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. Atheists and 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.
  • 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.
  • Heretics are unable to use God Magic. Religions have a strict set of rules that define their followers. Combining Religions or personal interpretations are not possible.
  • Gods do not look kindly on those who side-step into other Alignments. An occasional Void spell isn't bad, but repeatedly using Extraplanar Magic instead of God Magic, will invite divine punishment.
  • Gods do not look kindly on the use of Sinistral variants of their Magic (except for Evolism). While a few Sinistral uses won't draw attention, will invite divine punishment.
  • God Magic, while Alorian native, can be just as harmful and destructive as Void, Exist, or Ordial Magic, when used as Sinistral, or when used to commit to murder, torture, or other act of evil.
  • Estelley as a Religion, 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, due to how Archon work.

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, usually seen as golden or white (with the exception being Dragon God Magic, being purple and gray). 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, such as the Qadir and to a lesser degree the Eronidas, Urlan, and Allar.
  • Void Magic manifests as seductive and corrupting 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 chaos, seduction, shadows and blood, dark secrets, and hidden hedonistic desires. Void is considered the quintessential evil force of corruption in nearly all societies and religions, except Fornoss faithful who see it as their Gods power, and Kathar who grow up with Void Magic.
  • 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 vile 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 and rot, and the deep dark unknown which hides horrors yet unseen. Ordial Magic is generally disliked in nearly every Religion and society, except those that worship the Evolist Gods, the Cultist Gods, and the Death Isldar and Eronidas.

Magic in Regalia

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.

How a Mage is Made

Magic can be acquired in three ways. The first manner is to be born with it, those who are born with Magic are called Mageborn. The second manner is to learn it from another Mage, those who learn are called Magewise. The last manner is to have Magic given by a higher entity, those who have Magic given to them are called Magegiven. There is no inherent superiority in any of these categories, there are Mages who were born that were known to be less skillful than Mages who were taught, or those who were given Magic by a higher entity. Learning, or being able to use Magic, often comes down to the individual imagination or mental compatibility of the Mage, and so some Mages eventually reach a glass ceiling that they are unable to reach beyond 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 hide the magical status of their child due to the repressive laws.

Allorn Magic Theories

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.

Limit Breaking and Spirit Invasion

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 Tiers

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.

  • 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).

Magical Mechanics

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.

Cursing

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:

  • Limited Curses: The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.
  • 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.

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:

  • 2 Points in Magic: Maximum 1 Hour Curses.
  • 3 Points in Magic: Maximum 1 Day Curses.
  • 4 Points in Magic: Maximum 1 Week Curses.
  • 5 Points in Magic: Maximum 1 Year Curses.
  • 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 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 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, if someone of the same Religion is cursed, self-sacrifice by absorbing a Curse from that worshipper. The worshipper 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 Divinium Token (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.