RP: Virtus Fabulae/Magic

==The Cael Calendar==
The Caelian calendar, like the real-life calendar, has 12 months in total. Unlike our normal calendar however, the months all have an equall number of days; that being 30. Thus Cael has 360 days to a year instead of 365, and lacks any sort of leap-year. The months are named after 12 birth-signs, which in turn decide a person's magical strengths and weaknessess. Each month and birth-sign are named after the Emissaries, powerfull and god-like ethereal beings who rule over the twelve Magicks. The months have a six-day cusp between them, where a person can be superior in two forms of Magic.
 
As of the events of the RP the year is 1320 After Recorded Dates.
Caelian Calendar	Caelian Calendar 	Caelian Calendar	Caelian Calendar 	Caelian Calendar 	Caelian Calendar
Month 	Emissary Title 	Real Month 	Magical Superiority 	Magical Strengths 	Magical Weaknesses
Mus 	Mus, Emissary of Light, Mouse of Illumination 	January 	Cosmic (Light) Magic 	Heat (Fire), Vitamancy (Life), Warding (Protection/Location) 	Chaos (Darkness)
Juvencus 	Juvencus, Emissary of Life, Ox of Restoration 	February 	Vitamancy (Life/Healing) 	Liquid (Water), Cosmic (Light), Tempest (Wind) 	Necromancy (Death/Reanimation), Heat (Fire), Storm (Lightning)
Tigris 	Tigris, Emissary of Liquids, Tiger of the Oceans 	March 	Liquid (Water) Magic 	Storm (Lightning), Ward (Protection/Location) 	Heat (Fire), Storm (Lightning), Earth (Rock/Stone/Mineral)
Lepus 	Lepus, Emissary of the Tempest, Hare of the Sky 	April 	Tempest (Wind) Magic 	Vitamancy (Life), Liquid (Water), Storm (Lightning) Magic 	Earth (Rock/Stone/Mineral), Ward (Protection/Location), Sealing (Imprisoning/Summoning) Magic
Anguis 	Anguis, Emissary of Storms, Dragon of Lightning 	May 	Storm (Lightning/Electric) Magic	Heat (Fire), Tempest (Wind), Necromancy (Death/Reanimation) Magic, Liquid (Water)	Liquid (Water), Earth (Rock/Stone/Mineral), Ward (Protection/Location) Magic
Vipera 	Vipera, Emissary of Heat, Serpent of Flames 	June 	Heat (Fire) Magic 	Storm (Lightning), Ward (Protection/Location), Cosmic (Light) Magic 	Liquid (Water), Frost (Ice), Sealing (Imprisoning/Summoning) Magic
Sonipes 	Sonipes, Emissary of Earth, Horse of the Ground 	July 	Earth (Rock/Stone/Mineral) Magic	 	Liquid (Water)
Capra 	Capra, Emissary of Warding, Ram of Defense 	August 	Ward (Protection/Location) Magic	 	
Simius 	Simius, Emissary of Frost, Primate of Winter 	September 	Frost (Ice) Magic 	 	
Gallus 	Gallus, Emissary of Seals, Cockerel of Incarceration	October 	Sealing (Imprisoning) Magic 	 	
Canius 	Canius, Emissary of Death, Hound of Deterioration 	November 	Necromancy (Death/Reanimation) 	 	
Sus 	Sus, Emissary of Darkness, Elephant of Obscurity 	December 	Chaos (Darkness) Magic 	Necromancy (Death/Reanimation), Frost (Ice), Sealing (Imprisoning/Summoning) 	Cosmic (Light)
==Banned or Secret Magics==
There have been numerous other magical arts that were not passed down to the Caelian Mortals by the 12 Emissaries. Others were created by the Caelians themselves, or were granted by Higher Demons. Those who practice magic of the latter class are titled Daemonists, and the powers bestowed upon them by the Demon Lord are almost always banned from the magical order.
*Sanguimancy (Banned): Also referred to as Blood Magic, Sanguimancy is a frightful, ritual based art that formed the ancient Bloodbound Cult; it was taught to Mortals by the Higher Demon Lordess, Atricolor Caedis.
*Animality (Forgotten): Shape-shifting magic that was first created by those born under the sign of Juvencus. Masterful Sages brought about the transformation techniques in order to become closer to the life forces in nature. Being a difficult magic to perform, the Sages who perfected the art have long since passed away, and only a handful of modern mages still remember Animality magic.
*Temporal Magic (Forgotten/Banned): Control of the fabric of time itself, Temporal Magic was banned less then an hour after its initial discovery by the magical order; this was largely due to the sensitivity of the topic of changing and manipulating the flow of time, and the danger of paradoxes.
*Gambling Magic (Banned during Azure Era; Restored during Crimson Ages): Also know as Tarot and Dice or Chance Magic, Gambling Magic was introduced to man by the Higher Fiend of Chance, Aleatorem. It involved the use of both a tarot of 176 Enchanted Cards, and Twelve Dice. Every card has 864 different effects that is determined by the number rolled by the dice. The effects can be negative, positive, neutral, or even uneventful; causing harm to friend and foe, or even killing the gambler on rare instances (One of the many reasons why the art was banned during the Azure Ages). Gambling Magic is just one big game created and judged by the omnipresent demon himself. The game is played by Aleatorem's Standards, a set of rules stating how the magic is to be used; anyone who breaks the rules of the game is stripped of their soul.
**One Card Game: A One Card Game involves the Gambler drawing a single card to lay upon the "table" or "field", and rolling either three, six, or all twelve of his dice. The more dice rolled; the greater the risk taken.
***One Card Game: Zephyr's Rules: Used by Archsage Kye Zephyr, then later by his apprentice, Zackary Marett. It involves the gambler to draw a single card, but in place of dice, the Card's effect is decided by a coin flip; with a specific negative and possitive effect called by the caster.
**Three Card Game: Similar to the single card variant, but the three cards' effects will be combined.
**Six Card Game: Two draws of three cards; the first draw effects the enemy, the second effects the gambler.
**All or Nothing Game: The gambler rolls two dice; if he rolls a seven, his opponent loses the game. If he rolls a two, he loses. If he rolls anything else, the Gambler must either draw a card to activate a random magical effect, or roll again.