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To define exactly what Magic means, is hard to explain due to the various different interpretations in the world. Ask an Ailor what Magic is, and they will say it is either the power of the gods, or of demons. Ask a Teledden what Magic is, and they might say a simply natural part of their body. Ask an Asha what Magic is, and they reply that it is the source of all moral corruption and evil doing in the world. Whatever the subjective view of Magic, those who practice using Magic to achieve great feats like levitation or creating light and fire out of nothing, see it as a means to an end, a skill to draw an infinite resource from other dimensions to create change in the material world, and upend the natural laws of the universe by manipulating reality itself. Needless to say, the act of using Magic causes great controversy across the world, and this Page will discuss all aspects of it.
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==
==History==
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.  
The history of Magic is hard to define, because to many, it has always been part of the world for as long as they can remember. Magic is however by nature not part of the world of Aloria, no matter how much some might wish it was. Before there was Magic, there was Primal Power, though how this worked and where it came from is ill-understood, as the Seraph civilization that had the earliest use died out 70,000 years ago. The Seraph invited calamity by hungering for more Primal Power, thus drawing energies from other dimensions when Aloria itself no longer sufficed. This was how Void and Exist Magic were born, and they quickly infested other sources of Magic until they became indistinguishable from the Primal Powers they once were. Throughout the millennia, Magic has waned and risen to prominence, following the Void Invasions. Every Void Invasion occured when the world reached a pinnacle of Magic saturation, and suffered a sharp decline as the Void Invasion completed, having eradicated most magic-capable sentient life. Since the failure of the last Void Invasion which resulted in the Cataclysm, an event where large amounts of Magic were released into the world causing all manner of natural disasters, many now believe Magic no longer to be responsible for inevitable doom of civilization, and have started preaching for it to be more widely used, quickly coming into conflict with those who consider it evil still.
==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.  
==Dimensions==
===Dimensional Morality===
Magic requires some sort of fuel, and for the overwhelming number of Mages, this comes from other Dimensions. Dimensional theory is still very new, so much so that no living being from Aloria has actually visited these other Dimensions, but their essence still seeps into Aloria, which Mages can then hardness to defy the laws of reality and physics. While some speculate more realms exist, only the Exist, Void, Beyond, and Alorian Dimensions have been proven to exist. To get a better understanding of what each Dimension roughly represents and their themes, a more general description can be found here:
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.
===The Exist===
===God Magic Exceptions===
The Exist Dimension was the first Dimension that the living of Aloria broke into when the Seraph pierced the Veil (the magical barrier between Dimensions) and pulled essences from the Exist to fuel their magics. The Exist is an incomprehensible dimension of "everything all at once", where all sounds, all tastes, all sights, all colors, all materials, and all that is matter is solid and present at all times. It is often depicted with the themes of cleanliness, order, symmetry, structure, discipline, function over form, and evil deeds for good intentions.  
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.
===The Void===
* 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.
The Void Dimension was the second Dimension that the living of Aloria (accidently) broke into when the Seraph pierced the Veil, but did not understand the law of equivalent reaction, which resulted in the Void also breaking into Aloria and initiating the first Void Invasion. The Void is an incomprehensible dimension of "nothing that was never", where any mind would be imperceivably extrapolated, where there is no warmth, no color, no light, no sound, no taste, and no feeling. It is often depicted with the themes of corruption, anarchy, asymmetry, selfishness, desire, and good deeds for evil intentions.  
* Nobody is born with God Magic, it is only ever taught. In order to play a Mage who was born with Magic, one would have to play an Extraplanar Dimension Aligned Mage.
===The Beyond===
* 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.
The Beyond Dimension was the third Dimension that the living of Aloria became aware of, though it is speculated that in the same way the Void and Exist are connected through the law of equivalency, that the Beyond is the equivalency of Aloria, and as such was always connected. The Beyond is a more comprehensible dimension of dead Spirits, where souls who were taken from the Godly afterlife of Aloria go to be tormented and consumed by the various horror beings that live there. It is often depicted with the themes of death, decay, miasma, loss of self, loss of emotions, and the gray morality of death.  
* 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.
===Aloria===
* 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.  
Aloria is the world of the living, or where roleplay happens, and where all characters live and exist. Aloria itself is not strong in Magic, because the laws of reality and physics are enforced by the Gods and Creation. That being said, Aloria still knows 3 distinct types of Magic: Dragon Magic which was created by the Dragons to answer what they view as the corruption of other Dimensions, God Magic which are boons granted by the Gods to their faithful, and Life Magic which is exceedingly rare and pre-dated the Dragons and Gods, though is thought to be extinct from the world. These three categories are called Primal Magic together, though they are often distinguished seperately.
* 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.
==State of Magic==
* 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.
Magic exists in a state of severe imbalance in the world. The vast majority of Magic users are Void or Exist Magic users due to a concept called dimensional corruption. By the nature of especially Void and Exist Magic, they have a habit of attaching their energies to things that can use or create Magic in Aloria when summoned into this world either by ignorance, or nefarious intentions. It is theorized that because Primal Powers offered a way for the Void and Exist to change the world of Aloria to become more like their own Dimensions, that they felt drawn to it, and when they came into contact with it, changed it. The theory goes that if it were not for the Void and Exist, that all Mages who are born with Magic in Aloria would be born as Life Mages (as Dragon and God Magic are only given at later stages in life). But because the first Void Invasion happened so long ago, and because Void and Exist have had free-reign in the world for nearly 70,000 years, it is theorized that there are barely any pure Life Mages left, and even if they were, they would constantly be assaulted by Dimensional energies around them from the amount of Magic usage. Any Mage currently alive cannot bear the guilt of this essence corruption that has taken place long before any of them were born, and in fact they are part victim to this circumstance also because most Mages do not choose what dimension their powers come from, part of their Magical heritage was corrupted many thousands of years before their birth, though purists still believe they should be held responsible and bear guilt of perpetuating this endless cycle of Life Magic corruption.  
* 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===
==Ethics of Magic==
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.
Inherently, there is nothing ethically wrong with using Magic (disregarding the point of cyclical corruption brought up above). Magic is no different from a sword or a Puretek pistol, however the fact that it is often used as a crutch to overpower others, has led to a serious degradation of its reputation, especially in relatively low-Magic societies like Regalia. Nearly every historical conflict can be routed back to Magic somehow, to cite just a few examples: The Allar fled Sendrass due to magical infestation and oppression, the Teledden waged magical war on the Asha forefathers and enslaved them, Ailor hatred for slave-owning Elves comes from their use of Magic to subjugate them, and Sihndar in Drowda fight every day to hold back chaotic Magics from breaching into the wider world and corrupting that too. Magic is never responsible, but always related to, the various miseries and traumas that many societies and people have had to endure, and as such, opinions about it are extremely polarized, but no-one is being hurt by the passive usage of Magic to for example water the plants or grow crops faster, yet many would reject these crops as tainted.
* '''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==
Magic in Regalia has always had a very dubious reputation, and many Mages have gotten used to what they call “The Magical Pendulum”. The idea is that Regalia never quite settles permanently on its stance on Magic, and frequently changes direction from a more progressive understanding to a more repressive one. This is largely due to the nature of the Empire, where the whims and needs of individual political actors influences how the Imperial Court reacts to the existence of Magic overall. To be Magical is not considered a crime, but to use Magic in public without the necessary legal documentation or approval is. Many things related to Magic are outlawed, like Death Magic or Necromancy (the act of meddling with corpses, or causing death with Magic). Still, Magic has found its way into various sectors of authority also, with Magic being commonly used in the State Metropolitan (the guard) and even in the Emperor’s personal circle. Whether a Magic user succeeds in Regalia is usually related to their connections and their social caste.
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 Magic Works==
==How a Mage is Made==
Every Mage is unique, to explain how Magic works, let us examine the case of the Apple. In Aloria, an Apple is red, it is round(ish), and it falls down from the tree. This establishes three laws of reality of the Alorian world: color, shape, and gravity. When a Mage is born (or learns to use Magic), their Magic never strictly does a specific thing, but seeks to use the Mage’s imagination to bring about change in the laws of reality of Aloria. As such, if the Mage wishes to have the apple, instead of it falling from the tree it floats towards them, thus interfering with the gravity law of reality. If the Mage wishes the apple to be black, they might summon a flame around it to burn it to a crisp and blacken it, thus interfering with the law of temperature. If the Mage wishes the apple to be dried, they might evaporate all water in an instant, thus interfering with the law of liquids and gasification. Magic is a means to an end, to use Magical energies to change the laws of reality, of physics, of time, and of perception, and how that is done is entirely up to the imagination of the Mage themselves. Technically in lore, all Mages are thus unique, however due to the gamified needs of D&D style combat, our [[Proficiency]] System only has categorical Abilities, with free aesthetics around them. This is part of the suspense of disbelief, when reviewing Magic as a whole.
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.


==How a Mage is made==
==Allorn Magic Theories==
Magic can be acquired three ways. The first manner is to be born with it, those who are born with Magic are called Mageborn. The second manner is to learn it from another Mage, those who learn are called Magewise. The last manner is to have Magic given by a higher entity, those who have Magic given to them are called Magegiven. There is no inherent superiority in any of these categories, there are Mages who were born that were known to be less skillful than Mages who were taught, or those who were given Magic by a higher entity. Learning, or being able to use Magic, often comes down to the individual imagination or mental compatibility of the Mage, and so some Mages eventually reach a glass ceiling that they are unable to reach beyond, while others soar much further. In history, some Mages have been known to be exceptionally skilled beyond all mortal comprehension, such as the Allorn Empress Vinnalea, who could destroy whole mountains with a faint gesture. These Mages are called Archmages, and how they manifest is not well understood. Finally, it is important that for Mageborn, Magic can be inherited. While being born a child of a Mage is not a guarantee, it does slightly increase chances. This particularly led to mage breeding programmes 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.  
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.


==Trivia==
===Magical Tiers===
* Mages even have slurs among them, though some are defined from outsiders. Magician is a term often used to demean Mages, while Mages themselves refer to novice Mages as Sorcerers.  
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.
* Magic casting can sometimes be harmful to the person. A person who has no control over their own Magic can let loose too much essence, which in turn may cause mutations in them or others around them.  
* '''The First Tier''' belongs to Mages who are only able to affect themselves (think enchanting their own body or soul).
* Magic always attracts Spirits from all Dimensions. A powerful Void Mage whenever casting Magic is always a tasty target for Exist Spirits and Void Spirits alike, this is why many careless Mages end up infested by a Spirit or Demon.  
* '''The Second Tier''' belongs to Mages who can affect external things by touch (think changing the shape of metal with touch).
* 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.
* '''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.

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.