Magical inheritance refers to what type of magic an individual was born with, how powerful their magic is, and how well they can instinctively tap into it. One's magical inheritance does not determine the entirety of how powerful one can become, but is typically the strongest correlation. Even those who become masters of thaumaturgy often have considerable advantages in their journey, both magically in socially, when they possess a stronger magical inheritance.
There are five classifications for magical inheritance, with each type representing a level of power from weakest to strongest: Earthborn, Mystics, Highborn, and the Starborn. There is considerable debate over which magic are more powerful in some cases, though this standard is the most universally adopted and is also officially used by the magical academies.
Earthborn are those born without any natural magic, or at least the recognition of any natural magic. This excludes any magic that is inherent to their race. Nearly everyone on the planet is classified as Earthborn, even those that go on to study and learn magic. They represent over 99% of the metahuman population.
Mystics possess some degree of innate magical power and are capable of accessing it through natural ability; they are naturally in-tune with the powers they possess. Mystics are typically only be capable of a simple minor feat such as seeing auras or causing leaves to shake with telekinetic force, though this can still be enough to gain them admission into schools of magic or earn an apprenticeship. Mystics on the higher end of the power spectrum may be capable of moderate feats such as creating surface illusions or inspiring mental suggestions.
Roughly one in two hundred individuals is a Mystic, though many of them do not discover their abilities; even if they inadvertently use them on occasion.
Highborn are Mystics that are particularly powerful. Like Mystics, they possess innate magical powers that they can access through natural ability. During their youth they typically demonstrate a talent with sorcery and are able to awaken new abilities as they mature. Many of their natural talents may take considerable effort to discover or harness throughout their life, but unlike Mystics with untapped potential they are usually given plentiful opportunities to discover train them. Nearly every Highborn will receive a magical education; either through an apprenticeship, a magical school, or one of the magical academies. However, some powers only awaken under stressful or unusual circumstances; often when instinct kicks in and taps into latent power for the first time.
There is often contention about what classifies someone as Mystic versus a Highborn due to the subjective nature where magical abilities score on the spectrum of power. To complicate these distinctions further, some cultures value certain magic much higher than others. However, anyone that is sufficiently powerful enough to potentially register as a Highborn will have great relevance in the world. They will also be the cause of inspiration or intense jealousies, particularly because they will be treated as upper class citizens and given great privilege with little effort.
Roughly one in 6000 individuals are Highborn. Those that are particularly powerful are often descendents of a magical ancestry or a powerful lineage. There are some exceptions to these correlations; powerful magic users may occasionally be born from lineages with limited or absent magic.
The Starborn are the most powerful, rare, and legendary beings in the realm. They shape the course of history in dramatic ways and are capable of abilities that no other magic users can achieve. It can be safely assumed that there are always less than thirty of them being alive in the world at any time.
Unlike the Mystics and Highborn, there is a lower correlation between the magical lineage of the parents and the birth of a Starborn. Statistically, they are most likely to be born into an Earthborn lineage. However, their descendents will possess the advantages of a strong magical lineage.
There are several forms of Starborn, including: Archdruids, Avatars, Fey, Keepers, Kindred, Oracles, Sandori, Seers, Templars, Wards.
Archdruids are attuned with nature from birth. Unlike other sorcerers, Archdruids don't have to rely on their own energies to cast their magic; they can channel nature's magic as though it was their own. This makes them overwhelmingly powerful in places filled with life and nature, allowing them to channel unlimited energy. However, they are limited and weak in desolate areas, which tend to make them feel uncomfortable.
The magic that Archdruids possess is closely linked to their location, though as long as nature is present they can manifest nearly all nature-based powers through sorcery: animal magic, life magic, healing, energy magic, and more. Animals are drawn to them naturally, and most Archdruids have a handful of familiars and countless animal friends that work with them as friends and companions would.
Archdruids have an innate desire to care for nature and will often tend to magical plants. This also helps support a magical ecosystem for them to draw upon, and certain magical plants may offer additional forms of power within their land.
Magic follows wherever an Archdruid goes. Nature is drawn to them, and their presence alone will slowly heal a desolate land into one blossoming with life. Their presence can also empower the magic of others nearby by sharing the energy of the area. They are also the best healers in the world, capable of curing nearly any natural or magical ailment and repairing entire limbs in minutes.
It is believed that all Archdruids can live forever, as one has never been known to die of natural causes and they never appear to age past a young adult. Instead, all Archdruids will eventually feel a calling that drives them to rejoin nature by transforming with it. This usually happens between forty to seventy years into their life.
When an Archdruid joins with nature, they transform into something of great natural power: a legendary magical plant, a legendary familiar, a ley line or energy node, etc. It is believed that what they transform into depends on the nature of their life and personality; that they choose what they become at some subconscious level.
Some believe that Archdruids are Gaia manifesting into a physical form. Their presence is often worshiped, and it is common for entire societies and cultures to be drawn to them. Though Archdruids have no innate desire to lead, they will often make use of their situation to help nature or its inhabitants.
Avatars transcend the limitations of other sorcerers within a particular area of mastery. They are the unrivaled champions of their domain, and their powers within that field are as powerful and fluid as that magic is known to get. In Astarian cultures, Avatars are typically titled by their domain, such as an Avatar of War or Avatar of Construction. They tend to be rapidly elevated to legendary status.
Seers describe the energy pathways within Avatars as having the general similarities of extremely powerful Highborn, such as the Anointed, but with particular patterns in their energy body that generate ambient energies. Their auras are extremely bright and powerful.
Avatars feel driven to act on their domain, as though it is their purpose and need in life to serve their archetypal role in the world. The strength of this call is stronger than anything the Earthborn would ever describe as driven or ambitious; to an Avatar, their archetype is as essential to their life as food and water. If they unable to regularly feed this passion, they would suffer mental and spiritual anguish akin to physical starvation.
There are usually three to five Avatars alive in the world at any given time, and they are typically the most common type of Starborn.
Fey are attuned to the darkness of the world, cursed with incredible power that feeds their connection. In many ways the Fey are believed to be on the opposite spectrum of Archdruids. They are not inherently evil, but it is a constant struggle to resist the darkness inside of them when it calls as strongly as it does. For as long as a Fey lives, they will feel the chaos and corruption of the world as though it burns through them.
A Fey becomes more powerful, but also more burdened with corrupted intentions, in the presence of darkness and evil. The forces of darkness are terrified of the Fey possessing an indomitable will. A Fey that can handle the darkness placed upon him is the ultimate force against evil, as one with such control can channel evil's own powers to tear them apart in a horrific manner.
Throughout their lives, the spiritual entities of darkness will descend to the Fey in an attempt to corrupt them and pull them to their side. This pull is very difficult to resist. Most Fey will inevitably follow a dark path, especially if their nature is not discovered early in life and managed properly. As a result, the Fey are mostly feared and ostracized by civilization.
Those rare Fey that overcome their dark burdens and serve humanity are granted the rare title of Holy Paladin, whose stories of legend will be remembered for thousands of years to come. Their conquests against darkness are practically unmatched. Many believe that the presence of a Holy Paladin's soul will be leave a lasting imprint through the realm and that they will be elevated as Gods for their service.
Kindred are Soulborn that were karmically bound together with a powerful, often legendary Familiar. The process requires a magical shrine to be created that binds their lives into the realm to maintain the cycle of reincarnation. If the shrine is destroyed, their karmic connection would end and the cycle of reincarnation would stop.
The Familiars of a Kindred are known as Akin. The legends of the Akin are well known throughout the lands. Both the Kindred and the Akin chose together to accept the path of Soulcraft. They are bound throughout their lifetimes, paired as companions.
The connection between Kindred and Akin allows them to share their minds as one. They sense each others thoughts and perceptions, feel each others emotions, anticipate each others movements, and so forth. If one dies, the other will die almost immediately afterward; they are inseparable in this regard. Similarly, when it is time to be reborn, they will each be conceived at similar times.
The Akin will always seek out their Kindred once they are reborn, typically at a relatively young age between six and ten. The Kindred will feel an emptiness that will expand for years until they are finally reunited. Once together, their powers return; eventually growing to full force through their youth into maturity.
Kindred are more independent than Templars, and tend to have different agendas. Though many Kindred have long histories of war, some are notable for other reasons: social and religious movements, cultural importance, scholarly pursuits and discoveries, etc.
Oracles are the most rare of the Starborn; so rare that one is rarely present in the world. They are particularly rare souls that appear once only every few hundred centuries. Oracles possess powers of divination over a magnitude of order more clearly and precisely than master diviners. They can peer into the global consciousness and extract memories, and time is much less of a barrier to them.
Oracles may inadvertently tap into past lives of hundreds of people throughout several ages, including multiple lives that existed at the same time. There is a greater percentage of these lives toward recent centuries, but they may also have several that go back thousands of years with more vague awareness. Oracles retain and can intuitively access some of the knowledge and skills that those lives acquired as though the Oracle had experienced it directly. This collective experience of skills makes them extremely knowledgeable and wise; often allowing them to possess arcane lore that would otherwise be lost to time.
History is recalled more precisely than anyone else since they possess memories of it and can view it more clearly through divination. The lives they can sense are typically those who possessed a strong connection to magic and were well known by the global consciousness. Such lives typically consist of powerful magic users; the Highborn, Wizards, Shamans, Alchemists, and the other Starborn.
Oracles can also use their abilities to see angles of the future, and as such are capable of prophesy. All prophecies have multiple possible outcomes, but may be heavily weighted toward certain ones. Oracles can help steer fate by indicating what must be done to achieve a particular fork in a prophecy.
In addition to their connections with past lives, Oracles can gain insight into the lives of others; both from their past and into their future. This is typically done by looking into the target's eyes and watching their lives unfold in the Oracle's mind's eye. The process only reveals major plot points of their lives, although the Oracle could scan for specific information if they chose to. It is rare for Oracles to describe too much about their future, and some may fear being revealed to an Oracle due to secrets they keep.
Oracles have evolved beyond the concerns of civilization, and typically don't fear death or the repercussions of prophecies as one would expect them to. They deeply care for the world and will seek to guide humanity to an elevated state, but they can be perfectly calm and level-headed even in the midst of a terrible crisis.
Sandori have powerful mental abilities, including: near-perfect memory, heightened intelligence, superior multitasking, and total resistance to mental suggestion or manipulation. Their most important power, however, is their ability to create and maintain hive minds with their subjects; known as Scions. Sandori can telepathically communicate with their Scions, as well as probe the minds of their Scions and observe their perceptions.
Scions tend to receive a lesser degree of mental powers from the connection; typically becoming smarter and more perceptive. They can also allow a Sandori to "take control" and act through them as a conduit. Scions can always tell when a Sandori has taken control of them, but it can be difficult to know if the Sandori is "in their head" or not. Over time, most Scions usually learn to sense it, though have a nearly impossible time trying to identify what a Sandori is probing for or observing.
Distance does not appear to have any influence on the Sandori's powers. Once a Scion has been connected, the Sandori can use their mental abilities with the Scion from anywhere. Only the Sandori can communicate with their Scions; Scions cannot communicate amongst each other or sense other Scions' presence.
When a Sandori attunes their mind to a Scion, their mental connection becomes extremely interconnected. It is a very difficult and painful process to reverse, so Sandori tend to be very careful about the Scions they select. The process of connecting takes several hours and is much easier if the subject is wiling. It is possible for a Sandori to connect unwilling subjects, although it is more difficult and comes with consequences.
Scions are usually willing subjects, though Sandori's mental magic does allow suggestive magic to be used on them without the Scion's knowledge. Trust can be very important in the relationship since Scions can cause disruptions in the connection and inspire pain if they put enough active resistance into it. However, in most cases the Sandori are mentally superior and can retaliate with greater results. As such, some view the relationship as a master to slaves regardless of whether or not they volunteered to begin with.
Sandori don't have a known limit to the number of Scions they can manage, but each Sandori seems to have a practical limit of how many they can mentally deal with. Each Sandori is unique in this number; some can only handle as few as six Scions, while others can handle as many as twenty or thirty. The nature of each Scion also plays a role in how difficult they are to maintain.
Seers are the second most common type of Starborn after the Avatars, with roughly five of them in the world at any time. They possess the ability to see, feel, and intuitively sense energy with unparalleled precision. They can observe and identify all types of magic and alchemy with little to no effort, and are an invaluable asset to anyone who seeks knowledge of magic.
Seers are so highly valued that they are almost always in the employ of kings or magical organizations. Unlike most thaumaturges, Seers barely have to study to understand how magic works. They can develop those skills naturally through observation or by using their intuition. As a result, most Seers end up being extremely talented with thaumaturgy. Many scholars believe that Seers must have been responsible for the creation of the occult, as others would not have possessed enough awareness of magic to have discovered the magical laws as they could.
Seers are easy to identify, as their eyes are unusually bright and possess a magical coloring to them that is unlike other natural colors. Even those without any knowledge of this would clearly see them as being different. Seers have no history of being soul-marked, but some believe that they received some sort of similar marking from the Gods or powerful spirits.
Templar history was forged during the Dark Ages when they served as the most legendary warriors of Astaria. They are known across all lands and have legends that date back to Astaria's past when the extinction of all races was possible. In those times of crisis they defended Astaria as Holy Paladins, Avatars of War, Beastmasters, War Shamans, and other powerful magic users. Since civilization was desperate to maintain these legendary warriors, particularly for the morale of the citizens, they asked their legends to serve as Templars. In doing so, they could allow their souls to be reborn to protect Astaria again.
Each Templar is karmically bound with a legendary relic, such as a weapon or a suit of armor. Amongst the Templars these relics are known as their Icons, though to many citizens they are simply referred to as relics or Templar Relics. Icons are uniquely powerful since the magic and spirits that reside in them are the most powerfully bound to the owner as known to be possible. As long as the Icon remains empowered, its Templar will continue the process of reincarnation into the realm.
After rebirth into a new body, Templars will feel their Icon calling to them as though it were a part of their body and soul. The Templar and the Icon are so intrinsically connected that they can operate as one mind. Icons are nearly as legendary as the Templars who wield them and are often used as symbols of power throughout the lands.
The power of Templars will be obvious from a young age, even before they reunite with their Icon. It will not take long for them to be discovered by the magical communities. Once discovered, Templars are treated as royalty and given aid to reunite with their Icon and build the next legend that they desire. Their families and friends of this lifetime are greatly elevated in status.
All Templars have their own unique histories and birthrights. Deros, the Templar of Titania, has been the unquestioned ruler of Titania through his lifetimes. His contributions to the Astarian wars have been unmatched by any other. When he is reborn, he is immediately placed in charge of all of Titania; or at least as much as is within his capacity to lead at his age.
All magic users would be categorized into at least one generic classification, and usually multiple. The generic classifications are very broad, covering a wide range of users within a given field. These classifications are useful for describing magical groups or organizations, though in practice are less frequently used than the titles of specialized classes.
Terrestrials refer to anyone that doesn't possess any magic; either through Sorcery or through Thaumaturgy. They are completely void of any magical competency. Earthborn are born without magic, and therefore are also Terrestrials unless they learn to wield magic at a later time in life.
Mages refer to someone that has been recognized to possess magic. Even the Earthborn can acquire a reputation as a mage if they train in Thaumaturgy. However, some individuals that possess magic that don't get recognized as mages simply because their magic is never discovered; or they never revealed themselves or successfully convinced anyone of its existence.
Thaumaturges, also frequently known as Occultists, are those who study thaumaturgy: the occult laws of magic. They create magical effects by understanding and exploiting the forces of the metaphysical laws of the universe. These laws are extremely complicated and difficult to master, but can recreate any powers performed through sorcery; as well as expand upon them.
Due to the fluid and elaborate nature of magical energies, different disciplines can often be capable of nearly-identical results despite their differing methodologies. There are many branches and schools of thaumaturgy, most of which fall within the umbrella of the magic academies. Most Thaumaturges have some degree of magical inheritance due to their socioeconomic advantages and opportunities for magical learning, but thaumaturgy can be learned by anyone; including the Earthborn.
Sorcerers refer to a magic user that is capable of casting active magic using their will alone; meaning they don't need to use channeling devices, perform rituals, or require elaborate phrases and components. Sorcerers can simply command their powers to activate, usually focused or directed by a simple gesture or intent. Sorcerers may still practice forms of thaumaturgy that allow them to cast spells outside of their natural sorcery abilities.
Anointed is a term used most frequently amongst certain royals or powerful lineages to distinguish themselves as the most powerful tier of Highborn. Most royals will insist that they are Anointed and expect to be referred to as such, so it is typically used as a political title; not one that represents actual skill or which is acknowledged as factual by magical communities.
If one observes the political rhetoric of the title, it is meant to describe a miniscule fraction of Highborn; those of the most powerful nature, chosen by their lineages and the fates of the world for their greatness. In theory, the number of Anointed roughly match the Starborn. In practice, the number of royals that claim themselves to be Anointed far exceed that number. In many countries, the use of the title must apply only to those royal who have it decreed in their name.
Soulborn are individuals of legend that, in a previous incarnation, underwent a process known as Soulcraft to bind some form of legendary magic to their soul; and in the process, committed themselves to the Terrestrial Plane and future incarnations in Astaria until their karmic seal is broken. There are two primary types of Soulborn: the Templars and the Kindred. All Soulborn are considered to be Starborn.
Most citizens believe the stories of legends that this process was undertaken as a noble sacrifice to serve Astaria through its darkest times. Some even claim the Soulborn to be the vessels of Gods, believing that Soulcraft is the only way for a God to manifest themselves within the Terrestrial Plane. Others believe that it was the act of powerful men wanting to selfishly retain power and avoid facing the uncertainty of afterlife.
Before the Wards began to emerge, fewer than ten individuals had ever successfully achieved the intended effect of a Soulcraft ritual. The process of creating Wards is much easier, and the precision required to produce them is grealty reduced. However, most Thaumaturges outside of Obsidian circles would agree that using Soulcraft to create a Ward is an intentional corruption of the soul.
Since the Dark Ages there have been several failed attempts at Soulcraft, some of which have resulted in catostrophic results that are not fully understood even by those who performed the magic. The emergence of the Reaper, the most corrupted and powerful magic hunter known to exist, was one such consequence from the failed ritual of the legendary demon-slayer Vernicus; a Holy Paladin that had never fully vanquished the dark struggles of his Fey heritage. The legends of the Reaper are passed through tales of horror amongst Astaria's citizens, particularly those that possess magic.
Soulborn cannot remember their past lives, but most of their histories are extremely well documented since their legends and stories preceed them.
Adepts are magic users that possess "passive magic" that doesn't need to be actively cast or which has no external effect. Adepts possess internal powers like enhanced strength and speed, magical perceptions, supernatural resistances, and so forth. Adepts are one of the more common forms of Mystics; they are often born with their magic innately available to them. Most racial powers are also considered to be Adept traits.
Alchemists are magic users that enchant magic into potions, items, and locations to grant them magical characteristics. There are several unique forms of alchemy, each of which are very complex in their own right. A strong degree of intuition and energy channeling power is required. Anyone that succeeds in becoming an Alchemist will undoubtably become an extremely valued member of society, though few can achieve this greatness due to the sheer complexity of the process.
Unlike other magic users, the magic of Alchemists can be made permanent and have a lasting impact on the world. Without Alchemists, no magical artifacts or buildings would exist. Like Shamans, master Alchemists are often considered the most powerful magic users in their own way. It is common for legendary Alchemists to be regarded as amongst the most important contributors of all to magic.
Intuitives are Adepts whose magic is predominently based on the intuitive senses. These can include gifts of empathy (feeling other people's emotions), seeing or feeling energies, having "vibes" or sensing danger, sudden precognition, etc. Having strong forms of intuition can greatly help in learning thaumaturgy; some more than others. Intuitive gifts can range considerably in strength; from being too weak to consciously notice the gift exists to being so overwhelming that it is difficult or painful to cope with.
Wizards are Thaumaturges that cast spells or replicate the passive behaviors of sorcery powers using thaumaturgy. It is common for Wizards to use finely-crafted channeling devices such as wands or staves since these can help direct magical energies in manner similar to Sorceros.
Due to their extensive training, Wizards typically have a larger range of spells available to them than Sorcerers do. However, Wizards must rely on highly refined knowledge, calculated and precise gestures, complex magical phrases, situational awareness, or even components to cast spells. This makes their casting process slow, usually requires both mobililty and speech, and can fail if they aren't careful. However, despite their limitations, they make exceptional utility casters.
Shamans are Thaumaturges that invent, prepare, and perform rituals. Some Shamans focus on fast rituals that may only take a few minutes of preparation, whereas others will prepare extremely complicated and elaborate rituals. Particularly powerful rituals may require multiple participants, elaborate components, unique astrological events, and more.
Due to the potential power of rituals, Shamans are in some ways considered the most powerful magic users in the world. A properly mastered ritual can outperform the level of power that any magic user could cast alone. Legendary rituals can be world-shaping in their influence, and be amongst the most significant influences in Astaria. However, the knowledge to perform such shamanic magic can take a lifetime.
Supernaturals are beings or species of immense power and possess extraordinary magic that defines them. Most supernaturals are feared due to their tendency to be aligned with the forces of chaos, such as Demonkin and certain forms of the Undead.
Specialized classifications help to narrow down the nature of what a magic user primarily does. In some cases a magic user will possess more than one specialization, particularly those that are similar in nature. These classifications tend to be used more frequently to describe individuals than their generic classifications would be; such as describing someone as a Cleric or an Illusionist rather than a Thaumaturge or a Sorcerer.
|Apothecary||Diagnosis and healing of magical and non-magical ailments.|
|Artificer||The design and creation of magical artifacts.|
|Beastmaster||Capturing, dominating, and harnessing beasts for combat.|
|Blackfoot||Use of magic with criminal intent.|
|Brewmaster||The invention of new types of magical potions.|
|Caretaker||Cares for magical animals, or possesses a familiar.|
|Channeler||Transferrance of energies between things within the same realm.|
|Chanter||Magical Languages and Dialects, including for casting purposes.|
|Charmer||Emotional influence, suggestion, or social-based magic.|
|Cleric||Physical forms healing magic.|
|Devotee||Prayer-based magic use.|
|Druid||Nature magic; including life, vegetation, and animals.|
|Elementalist||The manipulation of one or more of the elements.|
|Enchanter||Enchanting techniques such as Scrollcraft, Orbcraft, etc.|
|Energy Healer||Healing energy blockages and chakras to improve energy flow, strengthen auras, etc.|
|Essence Chef||Magical baked goods and solid foods.|
|Fate Weaver||Manifestation magic, or summoning energies to favor certain fates.|
|Golemancer||The design and creation of Golems, Phantoms, and Sentinals.|
|Grower||Tends to magical plants or gardens.|
|Herald||Speaking Canon, allowing them to verify their words are true.|
|Illusionist||The casting and sustaining of illusion magic.|
|Karmic Shaman||Performing Soulcraft or Karmic Artificing; magic that weaves into the target's soul.|
|Medium||Communication with spirits or channeling the voice of spirits.|
|Necromancers||Necromancy and Spirit Magic.|
|Planewalker||The practice of Plane Walking.|
|Potion Brewer||The creation of potions.|
|Primer||The Priming aspect of Alchemy; the cleansing and prepartion of the asset for alchemical use.|
|Psion||Psychic combat, domination, and mental corruption.|
|Ritualist||Participation in rituals as a supportive role, not the primary Shaman.|
|Sacred Architect||The design and creation of Sacred Architecture, Shrines, etc.|
|Sensor||Perception magic, most frequently with vision.|
|Shapeling||Disguise magic, or the alteration of one's physical traits.|
|Shaper||Psychokinetics; the manipulation of physical matter.|
|Summoner||Summoning of some form of creature or spirit.|
|Symbol Mage||The design and construction of Symbol Magic.|
|Telepath||Telepathy, mind probing, and telepathic communication.|
|Thaidoan||Thaido, the magical martial arts & athletics.|
Alchemy is one of the most important aspects of magic in the world. It is divided into a few key forms:
Potion Brewing is the easiest to learn and craft with, but also the easiest to accidentally kill someone with. Potions are most powerful when they are tailored to specific individuals; this also allows them to be safer. General-use potions can be brewed in larger quantities, but requires excruciating attention to detail to avoid killing whoever consumes it.
Crafting new potions is perhaps the most dangerous business as it requires a great deal of trial and error, with intuition being the primary method of observation; and the consequences of failure can have terrible magical side-effects.
Artificing involves weaving magical energies through physical objects to achieve desired results. The materials used influence how easy magic is to channel, how well it can hold the energy, etc. Most organic matter allows energies to pass quickly, but gems are very good at sustaining energies.
"Alchemical materials" are typically used for enchanting purposes due to their relative availability and capacity for enchantment; though any permanent enchantments tend to require magical materials; materials that will forever hold their powers once woven in.
Artificing is an extremely difficult process that often requires several alchemists to achieve, often lead by a Master Alchemist. Many projects also require carefully crafted rituals to acquire the necessary energies; especially for any artifacts of significance.
Symbol Magic is a form of Alchemy that makes heavy use of the occult to study the natural patterns of magic that collect and spread universal energies. Taking full advantage of the form requires an extraordinary knowledge of ley lines, precision and mastery of symbols, knowing how the energy flow in the room or location will influence the symbol, the materials that should be used to produce it, etc.
There are many different forms of magic through Astaria; countless cultures have appeared with different disciplines and methods of accessing this power. Most people can learn to wield at least a small amount of magic with sufficient practice, but powerful magic is extremely difficult and rare. Most magic users are limited in their abilities, with some disciplines being more natural for some than others.
Magical skills are always in high demand, and confer great advantages to those who wield them. Talented magic users tend to be wealthy and influential, and are usually part of the upper class; or in many cases, the ruling class.
Many different ideologies clash about the origins and nature of magic. The cultures of the world are heavily contested on these points; none can agree on its true mechanisms, purpose, or even the proper way to handle it. These feuds often escalate into wars over heresy.
The majority of the population possesses no magic; and those that do would be lucky to possess anything of particular significance. Most who possess magic only have a limited form that is considered more of an interesting skill than anything of particular use in the grand scheme of things. Truly impressive magic is quite rare.
The distribution of magic users in cities is higher than in rural areas. Magic users with significant abilities (or those trying to learn them) tend to move to large cities where their opportunities expand. There are cases where powerful magic users prefer to remain in rural settings or away from cities, though this tends to be uncommon.
|None||> 99%||~80m||Possess no magic other than racial magic from your species.|
|Undiscovered||1 in 200||~280k||Possesses a latent or hidden magic that has not yet been tapped or discovered.|
|Minor||1 in 450||~120k||Supernatural resistance to fire, spirit sight, influence vegetation growth, sense danger, etc.|
|Beneficial||1 in 1200||~45k||Create surface illusions, breathe underwater, etc.|
|Empowering||1 in 3000||~20k||Empathy, magically resist damage, communicate with animals, enhanced strength or speed, etc.|
|Exceptional||1 in 7000||~7500||Multiple abilities or a great power: read thoughts, summon animals, conjure fire, etc.|
|Major||1 in 40k||~3750||Alter appearance, phase through walls, probe thoughts, levitate, influence emotions, etc.|
|Powerful||1 in 300k||~250||Several powers; often an overwhelming one: mental domination, conjuration, invisibility, etc.|
|Epic||1 in 2m||~25||Possess the power of the Anointed, Master Shamans, Legendary Alchemists, etc.|
|Legendary||1 in 5m||~15||Possess the power of the Starborn.|
The majority of the population possesses no magic; and those that do would be lucky to possess anything of particular significance. Most who possess magic only have a limited form that is considered more of an interesting skill than anything of particular use in the grand scheme of things. Truly impressive magic is quite rare.
The distribution of magic users in cities is higher than in rural areas. Magic users with significant abilities (or those trying to learn them) tend to move to large cities where their opportunities expand. There are cases where powerful magic users prefer to remain in rural settings or away from cities, though this tends to be uncommon.
|Undiscovered Talent||> 99%||~80m||Possess no magic other than racial magic from your species.|
|Students of Magic||1 in 2000||~33k||Magic users that are able to attend Magic Schools or have an apprenticeship under the guidance of a master.|
|Academy Students||1 in 11,000||~7300||Magic users that were able to gain admission to and train at one of the Magical Academies.|
|Lesser Alchemists||1 in 40,000||~1600||Alchemists that can create minor forms of alchemy such as simple potions, symbol magic, and minor artifacts.|
|Greater Alchemists||1 in 200,000||~400||Alchemists that can create significant forms of alchemy and contribute to major alchemical projects, relics, etc.|
Astralite is a magical metal that has a particularly strong extra-dimensional connection. Its presence appears to have an influence on other planes of existence, and has the most active Chambis of any known magical material. Astralite is the essential component needed for Karmic Artificing, which is the form of alchemy that is required to perform Soulcraft.
The ore of Astralite is the rarest of magical minerals found in Astaria. It is only found in powerful chasms where the world's energies are strong enough to form it. These areas are also where the most dangerous beasts are born and thrive.
The largest supply of Astralite was in deep caves in the Wild Tropics of Celsia, and in certain mountain ranges in Naipoa. Some Astralite can still be found in Mesa, such as in some of the mining labyrinths of Terra, though in much smaller amounts. There is an extremely low supply of Astralite in Omna, and the Dwarves control the entire limited supply. Arcanus once had reserves of Astralite that they had retained from Celsia after moving to Omna, though it believed their stockpile has now been depleted at this point.
Auro is a precious semi-transparent gemstone that is the most common magical mineral in Astaria. It can be found in small quantities near almost any type of chasm. Dwarves control the majority of the supply due to its higher concentration in the underground mining labyrinths of Terra, though they don't have a strict dominance over it like they do with Mythril and Astralite.
The primary advantage of Auro is that it can hold magic extremely well. As Auro forms, it absorbs the magic of the chasm surrounding it. Those observing Auro can see glimmers of light inside of it that reflect the nature of the magic it has absorbed. Some call this the "aura" of the gem or its archetype. The type of energy stored in Auro can be considered and used when producing magical artifacts.
The energy stored in Auro can be extracted or modified, but most Auro is allowed to maintain its original energies for a variety of purposes; the most important reason being that its formation has a natural perfection to it that could take decades to recreate with alchemy. Additionally, there is enough of an Auro supply that those who can afford it are better off looking for options that are conducive to the magic they wish to create.
With very limited refinement, Auro can be used to store new energies. Aurostones, the most prolific type of magical artifact in the world, are designed to do this. This is a good way to train a variety of magical skills, and nearly all schools of magic will use Auro as a tool for education.
Demonite is a fiery red metal that possess extremely strong fire-aligned magic. It is very light, easy to reforge, and possesses the ability to channel a great deal of energy very rapidly. When powerfully charged with energy, light flames will follow in the wake of its movement. Its properties make it an ideal candidate for use in a variety of magical artifacts, though its acquisition is difficult.
Demonite is named due to it being the magical material that demons use. Such a material has never been identified as being native to anywhere in Astaria. Higher-ranking Demonkin or Tauron often possess it as their armor or weaponry, and in reasonably large quantities.
Titania is understandably well-stocked with Demonite and uses it extensively for their armies. Arcanus and the Wendori also possess their own stockpiles of Demonite, and there is fair supply available that is distributed amongst other nations.
Most other cultures have superstitions believing that Demonite is cursed with bad luck or seeped with evil due to the horrific stories about demonic artifacts. While it is true that demonic artifacts are often imbued with terrifying enchantments, Demonite itself does not possess any inherent evil. Such superstitions are casually dismissed by those who fight prolifically against the demons.
Due to the nature of Demonite and its elemental connection with fire, the scholarly argument that Infernos is an extremely hot planet is strengthened. Many scholars agree that the material is likely the result of heavy pressure in very high temperatures, probably channeled through specific veins of energy in the planet.
Etherium is the most common magical ore found natively in Astaria, and has multiple known forms that correspond with the five elements: Earth, Air, Fire, Water, and Wood.
The metals smelted from Etherium can be used to produce artifacts of any type of magic, though is most conducive to artifacts similar in nature to its related element. It is unlikely that any alchemist would use Etherium on a magical product outside of its natural element, as there would be no advantage to doing so. There is a saying amongst alchemists, "You don't buy a lute to prop open a door."
Sandsteel is a heavy, earth-toned metal in its purest form. Those that wield the metal may feel a strong connection to their bodies, more aware of their own physical stature and presence. The metal has an affinity with magic that relates to protection, warding, resistance, filtering and grounding energies, strength, and inflicting permanent damage.
The ore is found deep underground where mining is difficult. As the strongest and most durable of the Etherium metals, Sandsteel is nearly impossible to break or mold without extraordinary labor; often requiring magical forges designed for its alteration.
Omnis is a light, silvery metal aligned with the element of air. It is particularly conducive to magic relating to the mind, perceptions, travel, illusion, sound, and air. Those who see energy can observe an aura that shines outward from the metal like a torchlight.
Those in the presence of Omnis will feel a sense of calming of their mind. They will feel a greater sense of clarity and be able to more easily sleep, meditate, or enter into altered states of consciousness. Additionally, Mindlock is enhanced when Omnis is present. Even the Earthborn and Terrestrials will possess a certain degree of Mindlock that may match what a mage is capable of.
Unlike many other magical metals, Omnis cannot withstand much physical damage. It is typically used as jewelry, accessories, decor, and fixtures. It is not well-suited to weaponry, armor, or held equipment.
Sunplate is a metal with warm shades of orange and red that feels warm to the touch. Slight trails of heatwaves may follow in the wake of its movement. It is typically mined in underground chasms in areas where there has been volcanic activity.
Sunplate has an affinity for magic dealing with fire, athleticism, and energy. This includes dexterity, gymnastics, mobility, stamina, heat, combat, damage, energy channeling, and more. It is excellent for weaponry and certain armor pieces. Some wizards also like to use it for channeling devices.
Jilakium, originally discovered by the Jilak, is an icy-colored metal aligned with the element of water. If the metal's energies have not been sufficiently redirected it will be chilling to the touch and its presence will cause a visible aura of mist to slowly waft from it. Most alchemists will release this effect for the artifacts they produce with Jilakium. It will still be somewhat cool to the touch, but will no longer release any mist.
Jilakium has an affinity for water, calming, social magic; including ice, liquids, charm, attraction, emotion and mood influence, seduction and sexuality, relaxation, meditation, peacefulness, and more. It is excellent for the creation of proper alchemy sets, particularly those that work with potion brewing.
Aside from the Jilak, other races aren't particularly capable of accessing the ore. It exists in deep, underwater chasms in seas controlled by the Jilak. Even if other races could get there with magical ships, the Jilak wouldn't allow it to be extracted by outsiders. As such, the Jilak have had a firm control over the supply of new Jilakium. However, it has been abundant enough that it can be purchased from other traders in Omna.
Druidis appears in many colors and shades; the most common of which are shades of green and brown. The ore is found in caverns with heavy vegetation and life, which are the result of magical chasms with the wood-alignment forming. These almost always occur in major forests.
The general affinities of Druidis include spells that relate to: health and sickness, medicine, vitality, spirits, summoning, animals, and communication.
Magnus is a shiny chrome-colored self-polarizing metal that acts as a powerful magnetic force with any metals it has been specifically attuned to. Its polarity can be easily toggled to any direction with simple adjustments; usually as easy as touching it with different gemstones or simple mechanics. This makes it a practical tool for mechanical developments.
Mythril is effectively invincible, and distributes energy better than any other magical metal. With only a few leaves of thickness it cannot be physically pierced or damaged once formed; or at least, nothing has yet been discovered which can do so. This allows it to create much thinner and lighter equipment than usual, and also saves on the amount of Mythril that must be used to produce items.
However, its resilience makes it incredibly difficult to forge. The only location in Omna that has been able to smelt and forge Mythril is the Volcano Forge in Hearth, Mesa. Even at the Volcano Forge, with its magically enhanced alchemical factories, it can take several decades for Mythril Ore to slowly reshape into a proper mold. The molds used must be magically enchanted to handle even greater temperatures than Mythril, and may require upkeep to sustain the process and to ensure the mold encompasses all sides of the item in the final stages.
Due to its extraordinary ability to distribute and channel energy, Mythril is a perfect choice for magical weapons and channeling devices. It is often used for major artifacts and relics of great significance that take decades or more to finish, even after the initial molds are complete.
Mythril armor, though discussed for its theory as having great potential, is still viewed as impractical. It's long forging time prevents armor from being tailored to the individual; which, though possible to overcome with other magic, is nevertheless a concern. The primary obstacle is that its energy distribution makes it extremely susceptible to magical attacks. Talented combat mages can overcome wards with strong spells, which would then distribute too strongly through the wearer of Mythril armor.
Shadowvein is heavy, dark gray stone that generates a shadowy aura that is visible to those that can see energy. Its presence greatly dampens all magic in the surrounding area, absorbing any energies that pass near it like a magnet. It is a powerful warding stone that is stronger than Dampwood, and is often used in conjunction with it.
The stone cannot be used to produce magical artifacts, though is often used in the construction of warding chambers, arenas, beast stables, magic prisons, and more.
Waveplate is a light-colored metal whose shape, color, texture, and other simple properties can be easily and rapidly modified using simple spells that most talented alchemists are trained with. It is considered the best metal for holding and maintaining energies, and its malleability with spells makes it an ideal option for designing magical filters. Waveplate is used as a supplemental metal in many types of magical artifacts.
Spells can also be cast through Waveplate, effectively allowing the spell's effect to be distributed between multiple casting points of origin. This makes its additionally supportive for magical artifacts and enables it as one of the best choices for metal-based wands and other channeling devices.
Arachnid Silk is similar to spider silk, but is harvested from Arachnid-class beasts. The silk is extremely strong, but also unbearably sticky and difficult to harvest. Most Arachnids don't produce it since the majority are burrowers and jumpers. Only the manipulative trapper Arachnid produce it as webs, and they can be difficult to capture due to their cunning wit. Such Arachnid are also extremely difficult to tame, which makes them less desirable to keep.
The silk, if harvested and woven properly, is much stronger than any natural rope. A thin line of it, thinner than twine, would resist the weight and force of ten men. There are currently three known Arachnids in the world in captivity that can produce it.
Enchanted Bone is the bone of magical creatures and natural sorcerers, particularly the Highborn. Purity is important when working with Enchanted Bone, but it can be worked on with alchemy until it is capable of storing magic. Only the Bonesmen have the ability to work with Enchanted Bone due to the unique racial magic of the Wendori.
Fairy bee nectar is the magical honey produced by the fairy bees. The honey always has a faint glow to it, barely enough to spot it in the darkness. Every colony of fairy bees produce a unique color, smell, and taste to their version of honey. They also require very specific environments to survive, as well as specific plants they work with and pollinate.
Most magical plants are classified as "alchemical plants," which are less powerful and potent; however, they are still very useful and effective with the production of magical concoctions and ingredients. In all cases, alchemical plants at least have some extract or portion of component that can contain magical properties. This list is not comprehensive, but describes several of the common alchemical plants.
|Blueroot||A plant with blue roots due to absorbing essence from other planes. Is usually found beneath bushes, and very difficult to spot it or distinguish it from other plants.|
|Firebud||A fire-red plant with small buds that remain tightly packed. The pollen within these buds can be extracted. A single drop of extract can be used to make an entire cauldron of stew with a hot spice. It can start fires if not dilluted.|
|Frostbud||An ice-blue plant with frosted buds that remain tightly packed. The pollen within these buds can be extracted. A single drop of extract can keep a cauldron of stew ice-cold and frosted for several months.|
|Goldspire||This plant is usually found in marshes. It is a tall, swamp-like stalk that has a small bead of golden light that rests at the top. The light is actually a light form of pollen, and can be held; but part of the pollen exists in another dimension that holds it together through tethering.|
|Moonweed||Grows in darkness, particularly if moonlight can reach it. However, it weakens in sunlight. It is therefore best to maintain this in magical gardens.|
|Omnicore||A single seed that possesses incredible energy, but has a very thick and difficult-to-crack shell. If the conditions are favorable for reproduction, the inside of the seed will have another that grows just as large; and in some cases as many as three.|
|Rivervein||A plant that is typically found growing in the furthest reaches and tendrils of a riverbed. It is particularly rare, but will slowly pour out energies into its surroundings for the remainder of its life.|
|Shadowvein||Has large leaves that are a very dark green with thick black veins running up them. The leaf has a very slight misty black aura that surrounds it.|
|Spiderleaf||Has a very short root system that can walk. Its leaves are light, sticky, and extremely difficult to notice; often finding areas where it will be nicely camouflaged. Once it consumes a bug for its meal or is tired of its current location, it will find a new habitat. Most spiderleaf have four legs, but it's possible to find six-leafed spiderleaf, which are considered more rare and have more powerful alchemical properties.|
|Tangler||This plant is difficult to locate, as its leaves are hardly distinguishable from many others. However, its root system is unique in that its roots are very long and twist around each other very tightly.|
Dampwood is a magical oak that is naturally warding against magic. It has a slight affect on noise, absorbing nearby sound like a magnet. Talking near the wood is difficult, and it is all but impossible for sound to pass through it.
It is common for Dampwood to be used in light shields that elite units can wield to resist magical attacks, and is also extensively used in stadiums where magical competitions are held. The magical academies and schools also often use it in magical laboratories and training grounds.
Despite its magical nature, Dampwood cannot be used to create wands and other channeling devices.
Druid Vines have a mind of their own and will wrap around things of interest to them; particularly when they are young and more curious. They tangle up their interests, though not in a harmful way, and root themselves around other magical plants. They're limited in movement, but love to explore within their range. They are particularly fascinated by anything new that comes to their habitant.
Druid Vines are slow, moving about the speed of a large worm. They can't quickly wrap around animals, and they don't snare or constrict creatures. After spending time with something new, it will move on to another thing. These vines can grow roughly one meter per month for several years. They often grow near ley lines. If you wake up with Druid Vine tangling you, it is considered very lucky.
Fireveins are flowers that at some point during maturity will light on fire. Once lit, they will stay lit permanently. If the plant does not have good exposure to light and warmth, it will not be able to survive for long. The hotter the climate, the better the condition of the Firevein.
Most Fireveins are some shade or combination of red, orange, and yellow; though a few rare ones will burn blue and crackle with the sounds of electricity. They continue to burn indefinitely until the end of their life, which can last nearly 200 years.
These plants are exceptionally useful for potions, providing a powerful base of energy. Essence of Firevein is a popular extract for potion brewers, though it must be carefully distilled or it can cause energy disruptions within the body.
Ghostleaf Bushes are large green-leafed bushes that grow many thick flowers with white petals. The petals turn semi-transparent in the night. Unless you know about the presence of the bush, they are difficult to locate. Their petals can be harvested once bloomed, and their essence can be extracted for a wide variety of alchemical potions.
Hallowed Reds are delicious apples that can cure sicknesses, diseases, and poisons when consumed. Generally, a full apple should suffice for most sicknesses and simple ailments. It may be possible to solve larger issues through the consumption of more Hallowed Reds, though it has greatly diminishing returns.
Aside from their healing properties, Hallowed Reds are extremely healthy, magically tasty, and can sustain the consumer for a long time. Their extracts are often produced into salves that can be placed directly on wounds, or into potions designed to purge the body of foreign sickness.
Nibblers are small trap-like plants with a head that can eat small bugs. It uses a magical lure to draw its victims close, though is picky about its eating habits and will often wait for days to choose a good meal. Nibblers can't do any serious harm to anything the size of a mouse or larger. It's vapors can be extracted and used in brews. There's not much of it, but the extracts are very powerful.
Seamelon grows underwater and causes subtle movements and distortions in the water around it, and it is one of the primary components for the Storm wines. Consuming the inner fruit allows the user to breathe water for a short period of time. Water magic is also strengthened for a partial duration.
Seamelon is commonly harvested by the Ninshana and the Jilak, as its seeds and extracts are one of the most common bases for many of the simpler potions. The melon's fruit is thick and can be consumed while underwater.
Spellwood is a type of tree whose wood is ideally suited for channeling devices, magical scrolls, and sacred architecture. It channels energies with extraordinary ease, and has a high tethering rate. It is considered the most primed of all naturally-occurring magical substances.
These trees are rarely cut down since they regrow large several branches each year in their maturity. They live for over a thousand years if tended well. Some of the natural curved branches that appear in Spellwood trees are also good at filtering and pooling energies, depending on the forms they take. They can also be created into a wet vege-crete that solidifies and can be used in magical construction.
Skywood has become the leading supplier of Spellwood, and it has become a good export for them. Some believe the name Skywood originated from the intention of the city to become a large forest of Spellwood trees.
Spirit's Cups, of which there are many varieties, are one of the most common alchemical plants. The plants are usually half a meter to a meter tall, and their buds blossom into small cup-like forms surrounded by colored petals. Any water that is placed in its cup, either from rain or by other means, will slowly transform into the same color of the petals over the course of a few months. The water that is transformed with this color possesses light magical properties; as do the petals that are responsible for the transformation.
Spirit's Cups are common in forests and jungles, near wetlands, or in snow-capped mountains. The conditions for Spirit's Cups to thrive are difficult to reproduce, but may flourish in patches of magical chasms and areas strongly aligned with nature.
Whiteroot absorbs and filters emotional energies from an area and releases peaceful, calming emotions; similar to a plant's effect of clearing carbon dioxide from the air and replacing it with oxygen. This makes their presence very welcoming and enjoyable, often attracting wildlife creatures or peaceful spiritual entities.
This plant provides a very powerful extract for potions since it is exceptional at priming and filtering energies naturally. It can also be used to clear one's mind and improve mindlock. Whiteroot can die if it is overwhelmed with too many negative energies in a short period of time.
No need to sleep for days or weeks, depending on the dosage taken. A full dosage lasts nearly a month.
The user's aura is transformed to be a source of comfort for beasts. Most beasts that would normally treat the user as a threat will instead treat them more like a casual stranger. In some cases, they may befriend the user. However, hostilities will still emerge normally if the beast feels threatened. This is typically applied as a topical potion rather than being consumed.
This potion causes an excruciatingly painful transformation of the entire body to perfectly replicate all physical attributes of the person whose blood the potion was designed with. If only a portion of the potion is consumed, the transformation will leave the user as a disfigured reflection of the target. However, the potion feels like drinking shards of glass. It is therefore recommended to use a special device that forces the full potion to be consumed. Knowledge of producing this potion is highly restricted, and Raveneye has actively sought to prevent any knowledge of it.
This extends the life of the drinker and maintains their youth. It is used by the most powerful royals, potentially extending their life by up to 50% if used regularly; despite the overwhelming cost to do so. It also keeps the drinker healthier, and allows them to heal more quickly (up to twice as fast) for several weeks after consumption.
The drinker's mind is flooded with intelligence, memory, and quick wit. They can mentally process complex thoughts hundreds of times faster and without the assistance of paper or tools. Research that would take days instead takes minutes. A full dosage lasts for a full scene, but can take smaller dosages to make it last longer. This potion also grants eidetic memory while it is in effect.
This powder is added to canisters to cause its contents to be rapidly distributed through the air when the canister is broken. The powder is usually added last, and must be closed quickly or it will make the canister flood.
Days or weeks of not needing to eat or drink anything, depending on the dosage taken. A full dosage lasts for nearly a month.
Greatly enhances vision, to the point where the drinker can nearly see in pitch darkness. The user is able to see over five times more clearly; and roughly five times further with normal vision. They suffer no issues with over-exposure, under-exposure, low-light, or poor visibility conditions.
The drinker becomes extremely resistant to non-magical fire, smoke, and heat. Total immunity is gained against nearly all forms of exposure for the duration of the effect.
The drinker becomes extremely resistant to non-magical frost and cold. Total immunity is gained against nearly all forms of exposure for the duration of the effect.
This potion is designed to kill the drinker, as long as they are not using a counter-potion. In low doses it can be used to feign death, but is very dangerous to attempt. A user can train their body to resist it over time, though will still experience extreme pain and discomfort when consumed.
This potion augments physical attributes, modifying them based on the potion's design. It must be tailored to the individual by a master alchemist of great specialization. It is extremely expensive, often used by the House of Maidens. It is not a painful transition (like the Bloodshaker potion); rather, the individual will slowly have the augmentation take place over a few months.
The drinker is given radically strengthened Mindlock, stronger than that of most mages, to the point where they cannot be influenced by any mental effects.
This potion appears thick, black, and bubbly as though it were being heated; but its container will feel eerie and cold. This potion is like Truefire for the dead and undead. When it makes contact with death, green fire will emerge and burn it away; roughly as fast as a natural fire burns through hay. However, Necrofire is finite. The more Necrofire is used, the stronger the fire is, but the fire will burn out if insufficient Necrofire was used. Spirits in the presence of this fire will be engulfed by the green flames, making them clearly visible, but they will not be harmed by it.
This potion is designed to help awaken one's intuition. The effect strengthens the user's intuition enough to make it more noticeable and easier to tap into. Over time, it can be used as a training tool to allow diviners to learn to wield their intuition naturally. Users who possess naturally strong intuition will experience it more strongly. It is frequently used by magical academies for training students or by trained alchemists for priming and shaping when working on artifacts of great importance.
The drinker is supplied with oxygen, and can now breathe underwater or hold their breath without consequence.
The drinker's aura is radically strengthened and warded against magic. However, this causes an equal detriment to casting spells.
This stabilizes the drinker and rapidly heals wounds that were recently taken; usually wounds that were taken in the last few minutes. It may take a few minutes for the wounds to fully heal, but stability will typically be achieved very much sooner. It doesn't stack with multiple uses, but can be applied directly to wounds as a salve for greater effect on that single wound.
This potion must be stored in a special type of glass container. When exposed to a material (metal, stone, glass, wood, etc), it will rapidly spread and chew through it. For walls, this will create a tunnel several feet thick. It can also be used to effectively incinerate people. It burns very hot and acts very quickly; enough to tear through a thick stone wall in less than a minute.
The drinker is now immune to all sicknesses, poisons, drugs, and diseases for the duration of the effect. It will also cleanse any existing toxins from the system. This may also negate a large number of medicinal properties and concoctions that are designed to benefit the user as well.
Most potions come in small, one-use vial with a quick-flip lid that allows the consumer to quickly drain the contents. Some vials are larger, depending on the expected dosage of the potion.
Gillwrap is an edible pill made from the blubber of various sea creatures, usually wrapped in a leaf or petal that conforms to its texture. Gillwrap are bite-sized, though some are larger than others. The potion is injected into the Gillwrap. When swallowed, the contents will be slowly dispersed through the system. This allows the potion to take effect over a longer period of time, and distributes its effect much more evenly. Certain magical drugs often use Gillwrap as their dispensing mechanism.
Elixir flasks are larger, more distinguished flasks than the typical potion vials used. They were originally designed to distinguish potions as elixirs; alchemical concoctions that were designed for a specific target's essence. Some elixir flasks are just well-designed and used for show, though it is most common for it to still serve its original purpose. Elixir flasks are usually provided for free to anyone that would purchase a concoction tailored to their own essence due to its high cost.
Some magical concoctions are not designed to be consumed, but rather to affect an area. Canisters are designed for potions that are slow-release, or which are thrown or crushed to disperse the contents rapidly. Canisters almost always have "Dispersal Powder" mixed in with them to force the potion to distribute rapidly through the air.
Magical drugs use the same techniques as brewing potions, but focus on effects that are more likely to influence the state of consciousness in the consumer. They are produced from the extracts of magical plants in their highest concentrations; it doesn't take much for an enchanted drug to influence someone.
The "Ecstasy" drugs are usually categorized together, and are unanimously considered the most blissful. The user experiences an altered state of consciousness that is filled with ecstasy and wonder without side-effects that are harmful or otherwise considered undesirable. Users cannot be expected to do anything particularly useful while taking any of the ecstasy drugs.
Nicknamed "Void," this drug is a popular choice amongst many addicts. It's a reasonably affordable drug that causes the user to experience a total voiding of emotion; to the point of not even comprehending it. The user instead experiences an intense seriousness and a sharp mental focus. A standard dose lasts for almost ten hours, making the user very adept at working on projects without distraction.
Brainstem also keeps the user awake, alert, and highly focused. They can pursue work with ideal efficiency and at optimal levels, as long as the task is repetitive or the mind can be kept active on a task. The user's mind is freed of any burdens, allowing their mind to dedicate itself to intellectual clarity that may not otherwise be possible.
Social pursuits are all but impossible while on the drug, as it makes the user very dry and uninteresting. They are stripped of emotion and become monotone, humorless, and disinterested in any sort of social interaction.
Nicknamed "Lust," this drug is highly illegal to consume or possess, and its creation would be a penalty of death in most nations. The user undergoes an intense bloodlust, craving the desire to kill and destroy. It is a very addictive drug that causes pain to feel like adrenaline. This often makes the user more dangerous as they take harm. This drug is often produced by Warlocks trying to recruit people to the demonic path.
This Ecstasy drug causes the user to experience vivid hallucinations that replace one's reality with fantastical illusions. The illusions can be felt physically, which inspires a lot of movement and touching by those that use it.
Ghost is made primarily from ghostleaf extract. The concoction is a paste that can be spread on a limb, slowly absorbing through the skin. It takes a while to begin its effects, but eventually the limb will start to behave independently of the rest of the body. The effect can last for several hours.
The results are unpredictable, but most users experience a very pleasant feeling through the affected limbs. It is common for users will play the equivalent of drinking games or sports that involve the arms or legs not under their control.
If a user doses too much, they may start to feel disconnected from their bodies entirely and lose all control. This is known as the "Nomad" state. Nomads may experience astral projection, feeling as though their energy body and mind is being moved through other dimensions. This is considered by some to be dangerous without a guide.
The Nomad state can be addicting if the mind is taken, but light use that only affects the limbs is generally not addictive.
When taken, Mindlapse causes the user's mind to slow down, experiencing an hour of time passage as though it took place in the course of five minutes. The user develops a second stream of consciousness feels like it's passing at much faster speeds, but much of this time is lost.
The heart feels like it's beating thousands of times per second, which is a very blissful experience that can be addicting. However, the drug is not recommended due to its capacity to cause the user to lose a lot of time. With a sufficient dosage, it would be possible to watch plants grow or see the moon make it's daily cycle around the planet.
Users of this Ecstasy drug describe that they can speak with plants, and the plants speak back; and that the world around them is far more alive and vibrant with sentience than they ever realized. Many of the larger plants or trees take on spiritual forms that can walk around and interact at a more personal level.
Necroseed is a highly dangerous drug that draws the user into a state of being that is on the edge between life and death. Their spirit is ejected from their body while retaining the user's normal sentience. When the user is in this form, they will be able to speak to the spirits of the recently deceased; typically those with bodies in the nearby area.
Each use of Necroseed threatens the life of the user, as there is always the chance that he will slip into the grip of death or be unable to return to the body when the drug has finished. Larger doses allow the spirit to remain untethered for a longer time, but also increases the likelihood of death. Memories transfer well in this state, so some people that have lost loved ones insist on using it.
The user can see into the nearby astral realms; including the environments and astral creatures. Because their sight has been awakened, astral creatures are often attracted to the user. Astral creatures are about as prolific as bugs or animals in the wild, with about the same likelihood of being pleasant or unpleasant. Users of this drug may have very different experiences on each use.
In this state, it is difficult to tell what is real and what isn't. Citizens of Astaria no longer appear as they normally do; instead taking shape in an archetypal form that is more suitable to astral perception. Repeat users of this drug will eventually start to understand telepathic interpretations of the astral creatures.
Users of this Ecstasy drug describe seeing the forth dimension as best a mind could describe a dimension it cannot directly observe. Geometric shapes from higher dimensions will flow through each other and distort with supernatural smoothness, and the world will flow around them with an impossible uniformity.
The storm wines, in their pure form, will naturally swirl in whatever container it is stored in. It is typically served in a tall glass to show off the depth of the whirlpool it creates. The deeper the whirlpool, the more purified its state is. Royals will often speak of "the perfect storm." They are amongst the most popular magical drinks among royals.
There are three types of storm wines: Firestorm, Windstorm, and Hailstorm.
Firestorm makes the user feel intensely energetic; filling them with passion, excitement, ambition, and a desire to something physically active. The consumer usually feel so energized that they couldn't actually succeed at burning off the energy.
Windstorm makes the user's body feel very light and filled with the sensation of butterflies in their stomach. The wine doesn't actually influence their weight, but most users will run around, leaping and performing acrobatics as though it does.
Hailstorm fills the user with humor and laughter. They find everything funny, become very talkative and expressive, and greatly reduce their normal social inhibitions if they had any. It is an excellent ice breaker and ensures the user will be very confident.
This Ecstasy drug causes the user to feel the subtle vibrations of the world with extraordinary precision, as though the world is a web and they are the spider. Thaidoans with the gift of Atmos describe this as a similar, though not identical, effect.
This Ecstasy drug is typically used in groups; it causes its users to start speaking a shared "gibberish" language that they can each understand together. Outside observers will think the users to be completely nonfunctional in any capacity, rolling and laughing aimlessly and unable to comprehend the slightest of sensibilities.
There are three major branches of Thaumaturgy: Metaphysics, Shaping and Prime.
Metaphysics refers to the study of magical forces and laws of the higher dimensions. Magic users can cast magic without understanding these laws, though its knowledge can also serve them greatly depending on what sort of magical casting they intend to perform.
Shaping refers to the act of a sentient being directly initiating a process that cause energies to pass between realms. These describe all known methods by which a sentient creature is capable of actually manipulating the higher dimensions from within a realm.
Prime refers to the preparation of a physical object, creature, or spacial medium to alter its energy flow and capacity to channel energies. The use of Priming allow forms of Shaping to be easier (or more difficult, if desired) through whatever medium was altered. Primed mediums are also much better at generating passive magical effects.
Metaphysics is the study of the multidimensional forces and laws of energy. Whereas the classical sciences describe the mechanics of energy within a single realm (such as one within the Terrestrial Plane), Metaphysics describe the mechanics of energy across the fourth and fifth dimensions, and how it interacts with nearby realms.
Quantum studies are an intuitive interpretation of how the laws of Metaphysics influences the classical sciences. Since Metaphysical mechanics operate in higher dimensions than any Plane, proper manipulation of Metaphysics can theoretically allow any possible change within a realm. Understanding how those effects take place falls within Quantum Studies.
Very few Intuitives and Diviners have ever been able to sense the Quantum Mechanics behind how the classical sciences are influenced through Metaphysics. Even Seers can only observe the pooling of energies; they cannot observe to the infinitesimal level that Quantum Mechanics appear to exist in.
Chambis is the process by which energy is passed between realms. All energy is capable of passing through realms, though some forms are much easier than others; particularly those that have not coalesced into tangible forms. Subtle frequencies are much easier to pass with Chambis.
Tethering describes the natural phenomenon by which energy is inclined to return to its original realm. This process typically happens very quickly. When Chambis begins, the energy moves into another dimension, but is typically pulled back very quickly. This quantum attraction is reflected through behaviors observable in classical sciences such as gravity and magnetism.
Discharging is the process by which the Tether is broken and energies are permanently pushed or pulled from other dimensions. Discharging is very difficult and most frequently accessed by particularly powerful spells such as rituals.
A Plane is a three dimensional space that exists within a greater forth dimensional space. Creatures within a Plane would perceive neighboring Planes as occupying the same three dimensional space at a forth-dimensional angle. Planes are influenced by their neighboring planes, allowing them to reflect remarkable similarities between each other.
A world is a planetary body within a Plane, such as the world of Astaria.
A realm is a world within a neighboring Plane, and which overlaps other similar worlds in four dimensional space. The Astral Realms of Astaria are Worlds that overlap Astaria on neighboring Planes and share similarities to Astaria. In the context of magic on Astaria, Astral Realms and Astral Planes are used interchangeably since their distinctions are rarely important; however, they technically refer to either a single world or an entire universe.
All magic relies on the presence of neighboring realms; or realms that are within nearby Planes. A realm is considered "neighboring" if energy can be transferred to it through the forth dimension. A realm can also be considered "distant" if energy can only be transferred to it through the fifth dimension, which is much more difficult to achieve.
Neighboring realms interact with each other in the same way that two physical objects would interact. They remain separate, but are drawn to each through Metaphysical forces.
Astaria has several neighboring realms, some of which are accessible through Rifts. Most of the neighboring realms are not accessible through physical means and are only known as the Astral Planes. Necros is accessible, but dangerous to travel by those within the Terrestrial Plane; it is considered to be the realm of spectres, a world where spiritual activity is more prevalent. Infernos, the realm of demons, is also accessible; and has been the most problematic realm for Astaria to deal with.
The Terrestrial Plane is more static than most of its neighboring realms, which is particularly true of the Astral Planes. This makes magic harder to cast in Astaria, but also provides much more stability on the planet. Many of the Astral Planes are constantly shifting, making stability a serious problem.
Without the presence of the nearby Astral Planes, magic would be nearly impossible. Their fluidity allows energy to be channeled much more easily through neighboring realms. Some Astral Realms are also more adept at moving certain types of energies than others, so the choice of what realms to channel energy between is a relevant decision when casting magic.
Shaping is the direct manipulation of energies between realms, achieved by exploiting the laws of metaphysics. All magic is performed through Shaping techniques, though Prime allows the process of Shaping to be easier.
There are many ways to take advantage of Shaping magic. As far as Metaphysics is concerned, any method by which energy can be moved through the forth or fifth dimensions is a valid option to perform magic. Moving energy through the use of physical gestures or art is just as reasonable as doing it through magical incantations, burning components, expressing thoughts, or exerting will.
To use Shaping techniques, one must understand how energies are transferred into the forth dimension and how they can be charged, manipulated, or distorted to return under their desired conditions.
Sorceros is the metaphysical ability to will things to happen and is represented by one's ability to interact with dimensions outside of their realm. It is the most powerful known expression of Metaphysics, capable of exerting its influence on all known energies and forces. It is the foundation of all active magical casting. The mind processes the magical will through intention, imagination, focus, and the exertion of willpower. It is said that all magic can technically be achieved solely with Sorceros; the rest is just helpful.
All magical spells are cast with some degree of Sorceros. It is an intrinsic side effect when consciously willing something to happen, even if it only happens in trace amounts. Sorceros also helps shape all the "missing pieces" of magic. Total precision with magic would be inconceivable through magical expressions such as verbal commands and gestures alone; without Sorceros to focus the actual precision of the desired effect, the other aspects of spell casting would fall apart.
Sorcery is the ability to cast magic entirely through Sorceros; even without consciously understanding any other knowledge of magic. Sorcery is possible because the caster is naturally powerful with Sorceros. To a Sorcerer, casting magic is just the expression of a natural desire and will; it feels much like physical movement through a spiritual medium.
Spiritual expression is often simplified as a "personality" or one's "nature" at a level deeper than most people are aware of. One's nature does have a deep impact on the aspects of Sorceros, as it is the foundation of their will; it is what drives them and makes them who they are. As a result, sorcery naturally harnesses and is driven by one's archetype; someone who is driven to fight will typically have their magic naturally support that lifestyle in some manner.
Sorceros is considered the most powerful and important aspects of all magical casting, but is very difficult for those without natural talent to strengthen it; even with great knowledge on the subject. Its power comes from deeper than the mind; it comes from the spirit. Though knowledge of Sorceros can help bring one to a deeper understanding of their power, sufficiently altering one's own spiritual nature to harness a new form magic is a giant undertaking.
Those who already possess natural talent with Sorceros can strengthen that talent like any other skill; however, it will be limited by the nature of their spiritual magic. Training a spiritual talent of combat magic won't help a Sorcerer gain powers of illusion or crafting. However, it is possible to have multiple talents with Sorceros. The Starborn seem to be particularly adept at working with any form of Sorceros; that flexibility is their primary advantage over other magic users.
Some believe that the Highborn and other magical beings have spent many lives enduring trials and training that empower their spirit to access Sorceros in their future incarnations.
Incantus, or magical speech and incantations, is the verbal form of lingual magic. Incantus is a powerful expression of will through the voice, and has been regarded as one of the most effective metaphysical mechanics for those without Sorceros. However, it involves more than just understanding how to communicate in a language or give magical commands; it is about understanding the way energy will interpret it.
Energies react very strongly to the way things are said, how they are said, the tones, the inflection, the style of speech, accents, the meanings of words, the context of a phrase, the area in which something is said, the flow and patterns of speech, the cadence and rhythm of speech, and so forth. Even choices that seem irrelevant, such as whether or not to describe something with a particular adjective, can have a significant impact on energies.
Most thaumaturges that cast spells will train in Incantus as a supplement to their abilities. Though it is possible to influence energies without speech, verbal commands have a strong reputation as being highly beneficial for casting magic. True scholars of Incantus will train their voice for many years and learn how to carefully craft words and phrases with precision that no casual speaker would recognize. This grants them a much greater degree of control over their spells.
There are several magical languages, each with their own advantages. Some mundane (non-magical) languages are just lesser forms of the simpler magical languages. Natural speakers of the non-magical form of a magical language won't gain any magical benefits, but they will have an easier time learning the magical form if they ever decide to train with it. However, even the untrained forms of the magical language can subtly influence the surrounding society. As a result, cultures that use those languages will often share similarities to the underlying magical nature of that language.
Linguis, or magical text, refers to written forms of lingual magic. It is the counterpart of Incantus, and in practice is usually spoken of in the context of Incantus. Most magical languages have a written form, though the meanings and behaviors may slightly differ from their spoken forms. Linguis is used to supplement several other forms of magic: Scrollcraft, Symbol Magic, Artificing, Marking, etc. It is common to engrave artifacts or magical buildings with such magical text and command words.
Similar to Incantus, there are many nuances to Linguis that require great precision to truly access the desired effects. Energies react to the ways that characters are accented or slanted, the context of the text, the grammatical structure, the way prefixes or suffixes are added, the way things are described, the positioning and spacing of the characters, the interactions of the words, etc.
Linguis can be used to influence those who are reading it, observing it, or can be used to store energies; such as in the case of Scrollcraft. Most written forms of magical languages possess natural advantages when used; often relating to communication, such as to ensure secrecy or improve understanding.
Scholars of Linguis tend to specialize in certain magical languages. While it is assumed that any language could theoretically be used for any purpose, in practice most magical languages are so heavily focused on a particular nature that they would be mostly ineffective at anything else.
Signus, or magical gestures, describes the physical expressions that are used to supplement the focusing and direction of spells. Since gestures are made using a physical medium, they tend to be particularly helpful for spells that cause physical effects. Even sorcerers will subconsciously gesture toward their targets to direct their energies appropriately.
Many gestures have natural intentions that correspond with them, and are easy to recognize even without any special knowledge: exploding a clenched fist to erupt or be torn apart from the inside, twisting clockwise into a pointed gesture for a sudden sharp focus like stabbing a blade, or wafting a hand as if to fan an area with a spell.
The most powerful mechanic of gestures is their ability to direct where energies are sent (or drawn from) through the use of hands and arms, though many other effects are also possible. Subtle facial expressions can have an impact on spells that require precision in targeting or which have social or emotional implications. Legs and feet can serve as a powerful grounding mechanism, or to instill forces from the earth or spirit. Full body gestures can be used to increase the intensity and power of spells when used.
Nearly all thaumaturges understand the fundamentals of Signus; it is arguably one of the easiest and most productive methods to train to improve casting ability.
There are several forms of magic derived from Signus; including several magical combat styles, athletic forms, and dances.
Chemis, or component use, is the study and application of aspects of the classical sciences to influence the energies of Astral Realms through energy mirroring. When Chemis is applied properly, any neighboring planes will react to the energies of the Chemis, allowing that energy to be manipulated more suitably to the magic being cast. It is akin to causing chemical reactions across dimensions, and understanding the reactions well enough to harness a spell more effectively.
There are many ingredients and styles of Chemis. The study of Chemis is extremely diverse; it's users may be radically different from one another. Alchemy is heavily reliant on the knowledge provided by Chemis; and it could be argued that Alchemy is part of the Chemis branch of Thaumaturgy.
Technically, anything can be used as part of Chemis because all things have an affect on neighboring Astral Realms; even if that affect is very subtle. In practice, the use of Chemis is weighted highly in favor of the "alchemical ingredients." Alchemical ingredients are components that are known to have stronger influence with Chemis and are often aligned with the elemental forms of Chemis.
Earth Chemis is best with sustained powers and is achieved with the presence or handling of rare gems and precious minerals. Fire Chemis make powerful and immediate effects; they're achieved through burning organic matter. Air Chemis applies movement as a method to achieve Chemis reactions; it is less powerful, but supplements all forms. Water Chemis is usually prepared in advance, such as for rituals, and can be used to mix very powerful forms of Chemist together. Life Chemis possesses the most powerful alchemical ingredients, but don't have any methods of activation.
Prime involves the study and application of preparing a medium to improve energy flow. If energy cannot flow properly, such as if its natural mediums are blocked or restricted, it's ability to perform desired functions will be equally convoluted. The act of preparing and modifying a medium's energy flow is known as Priming.
Thesos is the natural state of Sorceros when the conscious mind is not wielding it. Sorceros describes the influence of the conscious will and spirit, whereas Thesos describes the influence of the unconscious will and spirit. One activates Sorceros using the mind's focus, imagination, intent, and force of will. The use of Thesos, however, pertains to one's perception of reality, personal interpretations, innate personality, and beliefs. These are the passive forms of will that persistently influence our reality and shape the natural archetypes and abilities.
Thesos is active at all times, making it arguably the most powerful force of the universe over time. Even in sleep, the unconscious mind is always active.
Belief is a particularly strong focus of will; it is the perception of what one holds to be unquestionably true, to the point where it would disrupt someone to have it be untrue. Belief is a double-edged sword. On the one hand, belief is one of the most powerful ways that a mind and spirit can influence energy; and it can sustain that power at all times for as long as the belief is held. On the other hand, it creates heavy conflict against other beliefs; both those held within one's own mind and against others.
When many people share a similar belief, the influence of that belief will spread powerful through the fields of consciousness; even throughout the entire world. It can immortalize the power of symbols, ideas, and more. If all souls on a single planet shared the same beliefs, that collective will would accumulate that power into an exponential force. It is possible to grant power to something simply by the act of many wills believing it has power.
However, beliefs that are founded without truth or which conflicting beliefs have sown doubt into their natures will eventually become corrupted. This can lead to the greatest turmoils in the lands, both at an energetic level and a physical one. Beliefs are therefore heavily dangerous if not harnessed appropriately. It is powerful to join with those whose belief match your own, but it dangerous and chaotic to deny beliefs which you can no longer support with reason.
If the unconscious mind is burdened by cognitive dissonance, its influence will be similarly chaotic. This is one of the reasons why meditation, mental cleansing, emotional control, and beliefs are important to handle carefully for the magical process. A mind in turmoil will manifest chaotic energies to those who possess, pulling that nature of energy to them.
The simple observation and interpretation of how things work are also considered to function similarly to beliefs, though to lesser degrees. This happens even more powerfully on the Astral Planes, where interpretation can rapidly influence or shape the world.
Cleansing is the most critical aspect of Prime. It involves the purification and cleaning any blocking or restrictive energies within a desired medium, as well as smoothing out and removing any energy distortions. Cleansing has different interpretations within different mediums. Mental and spiritual cleansing, for example, involves the careful construction of beliefs and thought patterns to accommodate a specific archetype of energy movement.
If a medium is energetically restricted or distorted, other forms of Prime won't be particularly useful. A properly Primed energy system will have exceptional energy flow and be able to channel essence without distortions or disruptions.
The nature of Cleansing is highly dependent upon what medium needs to be cleared of blocking energies. For thaumaturges, the mind and body are extremely important to cleanse. Energy Healers are practiced in working on the mind and body, while Alchemists are practiced in working with energy constructs and alchemical assets.
The mind can be cleansed through meditation, release of fears and mental burdens, and finding a "center" or mindset that is conducive to the energies you desire to cast. The body can be cleansed by grounding excess energies that have built up, opening chakras, maintaining a healthy diet, etc. Physical items can be cleansed through energy
Some believe that the spirit can be cleansed through the strengthening of will, clarity of purpose, adherence to a desired nature or archetype, or faith and intention. It is unknown if any of these are true, and different cultures will argue over these practices regularly.
Alchemists often need to prime a physical object to make use of energies. This often involves a physical process, such as purifying the metals being used or just choosing the right materials. The difference between what block of wood to use or how metal was forged can have an impact on Cleansing. Certain gems are naturally pure and energetically cleansed, whereas some minerals are more capable at resisting certain energies; which can also serve very useful purposes.
Weaving is the second aspect of Prime and is typically performed after a medium has been Cleansed. This aspect is used to create new energy pathways, coax energies to pool into specific areas, or to intentionally distort or mold energies as they pass through the medium. Alchemists are masters of Weaving; they have to be to produce magical assets.
Weaving is achieved by designing and creating energy constructs, which are similar in concept to physical objects and mechanical devices prepared within the Astral Dimensions. Alchemists often describe it as adding technology to the Astral. These constructs interact with energies that pass through the medium and behave according to their original design.
The Astral Dimensions are intangible; they are dimensions of ideas and possibilities that overlap with the Terrestrial Plane, and which can have permanence when a force of will is firmly implanted. The Astral Dimensions are deeply affected by the Terrestrial Plane and therefore will often share similarities when viewing it. However, the Astral Dimensions also adjust according to those who are observing it. They may even appear different between different observers, particularly if their mindsets are quite different from one another.
One's mind and body can also receive the advantages of Weaving; it is possible to modify the behavior of chakras, auras, mental patterns, or even biological functions and genetics that are conducive to certain magic.
Weaving advantages also happen at a spiritual level. Several races have magic flowing through them that is considered a form of Weaving. These racial advantages grant them power that is always passively working within them. Anyone that possesses Weaving advantages outside of racial magic are considered Adepts; they also gain the advantage of passive magic, but which was granted from their spirit's archetype.
Attunement is the third aspect of Prime, and can be considered a specific form of Weaving that involves binding two separate entities through an energetic pathway. This is most frequently used to attune oneself to a magical artifacts or location, such as by "tying" its energy pathways to one's energy centers. This process allows the power of the attuned thing to directly influence (or be influenced by) the target of the attunement.
Many magical artifacts require attunement in order to benefit from the artifact's powers. Without this requirement, most magical artifacts would not be able to function; it requires the supplemental power of the wielder to operate.
Only people with sufficient energy available can attune to energies. Attunement typically comes with a price: one only possesses so much energy, and attunement will use a portion of that energy. If one doesn't have a sufficient availability of energy to commit, they will be unable to attune.
Adding or removing an attunement is typically not too difficult if the individual has performed the process before. The first time can be much more difficult. However, magical assets that allow attunement already do most of the work, so there's rarely much that needs to be understood about the process.
Magical Languages are the expression of lingual magic through Incantus (Magical Speech), Linguis (Magical Text), and occassionally other forms of magic such as Signus (Magical Gestures). Lingual magic could technically be used to create any type of magical language, though some are much more native to the mechanics of magical communication. The magical languages known within Astaria have been well-established throughout its history.
Many individuals do not possess the mental fortitude to learn magical languages. Those that do will still require an average of three times longer to gain fluency in a magical language than a natural one; and some are even more complicated.
|High Terran||All metahumans can understand the speaker or read its text. The written form is good for sustaining energy.|
|High Sajanos||The speaker can breathe and speak while underwater, and water creatures can understand the language.|
|Wood Tongue||Can communicate with all wildlife creatures and magically enhance vegetation and food.|
|High Incantus||Wields extraordinary powers of communication: rapid speech, universally understood by any sentient being, shape how the message is delivered, influence others, etc.|
High Terran represents clarity and stability. It uses hard consonants, short words, and a casual cadence. Its grammar has no exceptions and its vocabulary has no ambiguity, making it structured and consistent. This makes it ideal for use in persistent magic such as sustained magic, rituals, and alchemy.
High Terran can be understood by any metahuman race, making it a popular language for universal communication; particularly in less civilized areas. It is one of the easiest magical language to learn. The written form of High Terran is equally consistent, using no exceptions and following patterns. This greatly benefits text magic, symbol magic, and magical inscriptions that rely on sustaining energy.
High Sajanos is the language of water, and is the most "fluid" language of Incantus. Words can provide alternate meanings depending on the context and there is almost no grammatical structure for the language; words are pieced together in nearly any order the speaker desires, as long as they're all accounted for.
All water creature can understand High Sajanos, and those who speak Water Tongue will be able to identify the simple responses of sea creatures by observing their physical or verbal reactions. Water creatures will be naturally drawn to its speaker; or more impacted by the words at the speaker's discretion. Speakers of High Sajanos must learn certain aspects of the language while underwater. As the speaker becomes more adept with the language, their speech underwater will no longer be obstructed; water will flow and shift appropriately where it might otherwise complicate speech. This also allows someone fluent in the language to breathe underwater if they could not before.
Like all magical languages, High Sajanos is very difficult to learn and master; but those that are born with a water element have a much easier time with it. Though it doesn't have a written form, Water Tongue can be expressed as gestures; both underwater as a swimming style and above water as a fluid energy movement form. This allows the language to be communicated without any sound at all while still retaining its other advantages.
Wood Tongue is the language of nature, and very common amongst Leos and Elves. It is a beautiful language that appeals to all listeners, even those who cannot understand what is being said. There are multiple benefits of Wood Tongue, with the most advantageous being the ability to communicate with wildlife animals. Masters of the language can also call or summon animals, both summoning desired animals from an area or calling an animal they are familiar with (such as a pet) from an intuitive distance. Though animals would not have to follow this call, those who achieve this level of mastery find it quite helpful.
Animals tend to be very receptive to those who speak Wood Tongue. Speaking with nature provides benefits as well. Plants that are regularly spoken to with this language will live longer, grow faster, be healtier, bear more fruit, survive in harsher environments, and generally appear more beautiful. Cooking with plants treated by this method is a delicacy; it is healthier and the taste is greatly improved.
The written form of Wood Tongue is performed through the placement and arrangement of plants. A garden can be tended in such a way that it is considered an inscription of the language, allowing its magic to be directly harnessed by the surrounding nature and wildlife. These inscriptions require regularly tending, but grant powerful advantages to nature in the area; as well as can be used to care for magical plants. Most magical plants require this treatment to survive.
High Incantus represents the full expression and intuition of the spirit. It is the most difficult language of Incantus to master; it requires competency in High Terran, High Sajanos, and Wood Tongue before it can be learned. It is wispy, has a fast cadence, and requires incredible precision. Every aspect of the language has significant meaning: the choice of vocabulary, the accents and tones used, the context of the sentence, etc. The language feels very "wispy" and light, and is beautiful to listen to.
Those who speak High Incantus are masters of expression and can wield the language to perform a multitude of feats. Any sentient mind can intuitively understand High Incantus, including spirits and animals, unless the speaker shapes it for certain recipients. The speaker can express complex instructions with very few words, allowing them to speak up to ten times faster than typical languages. They can focus their voice through specific spacial areas such as to whisper to a chosen target in a crowd or be clearly heard by every spectator at a colesium. The beauty of the language has a natural lure to it that subtly influenes those that hear it, drawing them to appreciate the speaker's words; or be more impacted by them, at the speaker's will.
The written form of High Incantus provides the most powerful of magical inscriptions. In addition to its channeled intent, it possesses similar effects of the spoken form: speed reading, can be read by any sentient mind, can have subtle influence over the observer, etc.
Magical Dialects supplement natural languages rather than standing alone as their own language. They are no easier to learn than magical languages, but once learned they can be easily adapted to any other language the user can fluently speak.
Purchasing magical dialects requires a minimum Intelligence of Rank 1 in addition to any other requirements the dialect has.
|Idyllic||The speaker can express much greater intensity and passion, as well as inspire or influence their observers.|
|Enigmos||Enigmos can safely exchange information between individuals, and is incomprehensible to all unwanted parties.|
|Canon||Speaking or writing with Canon reveals if the content is truthful and authentic or not.|
|Necrosian||Spirits and undead can understand the language, as well as can be contacted or influenced by it.|
|Thamos||Can only be spoken by those who possess sorcery, and it reveals the amount of Sorceros they possess.|
Idyllic is a very rare magical dialect that requires a unique combination of creativity, extroversion, and natural talent with expression to learn. Those who are not heavily inclined toward performance are unable to wield its ability in any major capacity. Idyllic has no written form, but it can derive additional power from physical expressions such as dance or gestures; or through supportive stimulation such as music or an appropriately dramatic staging area.
Idyllic is most powerful when the speaker is performing, such as singing or acting. Those who listen to and observe the user will experience their expressions with greater intensity and passion, getting swept away in the emotions of it. This power can be used to make unenjoyable chores feel like pleasant tasks, to raise troop morale, to sway crowds to take action, or to inspire audiences with a supernatural performance. Its lingering effects can make an area impassioned with a particular emotion even after the experience has ended.
Enigmos is a magical dialect that serves as a cipher of the language it channels. Those who understand Enigmos can exchange information between each other without any other parties being able to understand what is being exchanged. The information is incomprehensible to anyone but the intended recipients. Those who are particularly fluent in Enigmos can even disguise the natural language to appear as an entirely natural conversation that can be overheard, though this requires much greater talent.
The written form appears like natural language to any casual observers, but offers the same advantages. Anyone who has studied a fair degree of Enigmos can tell when someone is using Enigmos; but will not be able to understand what is being said or written.
Canon is a magical dialect that, when spoken, reveals if truth is being spoken; or at least what the speaker believes to be the truth. It will reveal anything that the speaker believes to be a lie, half-truth, or attempt to mislead or manipulate. It will even bypass magical concealment to reveal a lie. Conversely, it will reveal when the speaker is telling the truth; which in most cases they will be.
Canon is extremely rare due to its capacity to erase itself if the speaker is ever deceitful. When a speaker of Canon lies or attempts to manipulates someone, even if they are not speaking Canon at the time, their comprehension of Canon fades proportionally to the nature of the lie. This makes it nearly impossible to sustain the language unless they follow a path of utmost honesty at all times. Most that attempt this path will eventually change their mind after the public exposure of this knowledge; in practice, it becomes unrealistically difficult to sustain. As a result, locating a master of Canon is extremely difficult, and there is even greater difficulty in susaining the path.
Arguably the greatest advantage of Canon is its ability to convey the same power through its written form. Those who read messages written in Canon can be certain of its authenticity. This makes it incredibly valuable for certain organizations.
Necrosian is a very powerful magical dialect that allows the speaker to communicate and interact with spirits, non-physical entities, and the unliving. It is useful for many forms of magic, but is particularly popular amongst Necromancers. All spirits and non-physical entities can understand those who speak with Necrosian, and it is the natural language of those in Necros. Within Necros and other spiritual realms, it possesses the ability to communicate with known spirits from any distance within that realm.
Talented users of Necrosian can call spirits, banish a variety of spirits or entities, or to speak to undead creatures. Masters of Necrosian can also use it to exert influence or dominate the minor undead. Understanding Necrosian requires an understanding of how spirits behave, and how each type of spirit or entity is uniquely addressed. Most masters of Necrosian have spent time in Necros developing fluency by speaking with its inhabitants.
The Wendori possess natural racial magic that enables them to intuitively understand a branch of Lesser Necrosian, particularly in the areas that allow communication with the undead.
Thamos is a magical dialect that uses Sorceros as its method of power. Only those who wield sorcery can learn it. Observers will be able to feel the strength of one's Sorceros as though it were being channeled from within the speaker. The more powerful one's Sorceros is, the more powerful this effect is.
Thamos is considered a status symbol amongst magic users in certain societies or within certain organizations. Within such circles it can bestow power or reputation, which can be a strong incentive to learn it. It is commonly spoken by nobility, Avatars, and high magic society. It allows powerful mages to prove their nature without having to perform any magical displays.