Magic

Magic is the leading force of Solaria Verse, and the leading factor behind the societal change. Magic is defined as "the manipulation of elements, objects, and the ability to produce intangible things" in the official magic curriculum. It is separated in three categories — elemental, intangible, tangible, and spiritual. 
== History of Magic ==
=== Overview ===
It is unknown how magic came to be, but ancient records pre-Cataclysm that were found that during the Pangea, there was a significant explosion in the tectonic plates that held a source of magic.
=== Innerworkings ===
Magic is primarily channeled through the usage of crystals, given to different clans in order to control magic. The stronger the clan, the more dominant the power will show up in the genes. Elemental magic is more likely to show through, with a small chance of intangible magic (such as telekinesis) within one's genes, or a subsidiary of said magic type (such as ice magic) if the magic type is strong enough to support it. The crystals act as a conduit and is usually passed down through a child's core and manifested into a necklace in later years as a form of coming-of-age. There is also tangible magic, which is essentially potions and witchcraft-related spells formulated by old clans. Magic education is also heavily distributed in the nation's black market as well, where people can purchase forbidden spells that are mass-produced.
== Magic Ethics and Laws ==
Magic is heavily regulated through different licensing for different usages, but the restrictions placed on general society has led to the decline of magic usage. 
=== Ethics ===
Magic is considered to be a studied and well-rounded curriculum. Because of the high focus of history and ethical usage, it is rather redundant due to restrictions placed on civilians.
In a well-funded educational institution, magic ethics (the catch-all term for legislation) is the studying of magic laws and practical application of magic, and how criminal procedures should be levied regarding offenders.
=== Restrictions ===
There are multiple types of licenses, such as sports licensing, education licensing, and varying levels of advanced usage. A license usually consist of a paper with terms and conditions, as well as a small capsule of bonding dust that restricts the user from performing dangerous spells that is injected into their crystals.
==== Types of Licenses ====
* Sports licenses - these licenses are given to members of athletic programs, which allow them to perform offensive and defensive spells deemed dangerous on a typical level, and users must be trained thoroughly to use it said spells.
* Education licenses - these licenses are given to those with a degree of education, which allows them to perform magic in educational spaces and dire emergencies.
* Commercial licenses - these licenses are given to businesses that allow the interactions between man-made items and magic.
* Entertainment licenses - these licenses allow magic to be used for entertainment effects only. Has a high liability.
* Commonplace licenses - these licenses allow for regular civilian usage, with varying privileges of magic usage. 
== Magic Types ==
<tabber>
|-|Spiritual Magic = Spiritual magic is reserved for the high court of Solaria, a circle of archons with powers that no one else has in Solaria. The high court had essentially been assigned by the previous deity to guide the spirits of others through life, the afterlife, and the resurrection cycle.
|-|Elemental Magic = Elemental magic is one of the common powers residents of Solaria has. With different elements, subsidiary elements are also derivatives and even almost a main power in itself when a clan has become strong enough to stand on its own.
Power 	Description 	Subsidiary Power
Pyrokinesis 	The ability to manipulate fire and other pyrokinetic elements. 	
* Photokinesis - The ability to manipulate light and darkness
* Electrokinesis The ability to manipulate electricity
Hydrokinesis 	The ability to manipulate water and other hydrokinetic elements.	
* Cryokinesis - The ability to manipulate ice
Aerokinesis 	The ability to manipulate air and other aerokinetic elements. 	
* Atmokinesis - The ability to manipulate weather
* Gravitational kinesis - The ability to manipulate gravity
Terrakinesis/Geokinesis	The ability to manipulate earth and other terrakinetic elements.	
* Chlorokinesis - The ability to manipulate plants
* Ferrokinesis - The ability to manipulate metal
|-|Intangible Magic = 
|-|Tangible Magic = 
</tabber>