Magic (Aether)

Magic within Aether Chronicles is not your standard magic. While Aether has many schools of magic, one is not limited to what one can cast with such magic. Those of Fire still find a way to manipulate the energies to heal, and those with Life can still create light. The only true limits Mages have are the ones imposed on themselves and a lack of creativity.
== Overview ==
Within the Aether setting, it is only known for casters to have One to Two affinities. As a player, you are allowed up to 2 non-opposite affinities, or just Soul. Opposed schools of magics do not mix well, and a mage cannot safely interact with their opposite, let alone have it as their affinity. 
An important distinction to also have is that Soul does not refer to the literal Soul of a creature, instead, it is the “soul of magic.” Magic in its rawest form appears as Soul and naturally breaks down into the other classes. As such, the rare Soul Magic users will find that they can cast any type of magic, however, it comes with more effort than an actual class-aligned individual. 
The further out towards an edge your affinity is, the more focused and powerful you are with the magic types you wield.  (In other words, a mage with an Arcane affinity is going to be far more potent with Arcane magic than a Fire Mage attempting the same.)
One school of “magic” not traditionally represented in the public or within the College of Magi is Psionics, considered the mirror of Soul. Almost like a film negative, only those from the Umbral can wield what could be considered “Anti-Magic” to achieve similar results of traditional magic.
== Soul ==
Soul Magic as an Affinity has no Polarity; foundational to all other affinities of magic, it has no connection to the idea of a person’s ‘soul’ and instead refers to the soul of Magic, the base forces of Magic, and Manifestation.
Soul Magic’s strength is its versatility, and generalization. A Soul Mage can cast any Affinity of Magic, to a weaker potency than a mage of that Affinity could, and as such also can better interact with the Leylines without fears of mixing Opposing Affinities. It has no Opposing Affinity.
== Parent Affinities ==
These are Affinities that derive from Soul Magic and are connected to fundamental forces of reality. They Each have two Child Affinities that overlap with another Parent Affinity.
=== Life ===
Life Magic is a Positive Affinity which covers the Magics of Existence, and things that Exist. Life Magic has a broad strength of keeping things alive or interacting with the energies that keep alive, additionally it is strong in conjuration magics.
Mages with this Affinity can also tap into its Child Affinities of Holy, and Nature, and their respective Specializations.
Its Opposing Affinity is Death Magic.
=== Death ===
Death Magic is a Negative Affinity which covers the Magics of Non-Existence, and things have Ceased. Death Magic has a broad strength of killing or interacting with the energies that animate the undead, additionally it is strong in destructive magics.
Mages with this Affinity can also tap into its Child Affinities of Blight and Chaos, and their respective Specializations.
Its Opposing Affinity is Life Magic.
=== Growth ===
Growth Magic is a Positive Affinity which covers the Magics of Enhancement, and the processes of Grow. Growth Magic has a broad strength of enhancing or buffing things, additionally it is strong in Transmutative Magics.
Mages with this Affinity can also tap into its Child Affinities of Nature, and Earth, and their respective Specializations.
Its Opposing Affinity is Decay Magic.
=== Decay ===
Decay Magic is a Negative Affinity which covers the Magics of Erosion, and the processes of degradation. Decay Magic has a broad strength of weakening or debuffing things, additionally it is strong in Curses and Hexing Magics.
Mages with this Affinity can also tap into its Child Affinities of Blight, and Fire, and their respective Specializations.
Its Opposing Affinity is Growth Magic.
=== Light ===
Light Magic is a Positive Affinity which covers the magics of Radiance, and illumination. Light Magic has a broad strength in manipulating or producing light, and additionally it is strong in Illusion Magics.
Mages with this affinity can also tap into its Child Affinities of Holy, and Fire, and their respective Specializations.
Its Opposing Affinity is Dark Magic.
=== Dark ===
Dark Magic is a Negative Affinity which covers the Magics of Shadows, and obfuscation. Dark Magic also has a broad strength in manipulating or producing shadows, and additionally it is strong in Subterfuge Magics.
Mages with this affinity can also tap into its Child Affinities of Earth, and Chaos, and their Respective Specializations.
Its Opposing Affinity is Light Magic.
== Child Affinities ==
Child Affinities are Affinities with magics which deviate from their Parent Affinities, they have a connection to the various overlapping elements and forces between their two Parents, but they are independent of their Parents in terms of their Opposing Affinities. 
Each Child Affinity has three Specializations which are refinements of the forces of that Affinity. Specializations share the Opposing Affinity of the Child Affinity.
=== Nature ===
Nature Magic is a Positive Affinity; and the Child of Life and Growth Magics. This Affinity encompasses the living elements of the natural world; plants, animals as well the non living things within the natural world such as wind, rain and water. It has a potent strength in interacting and summoning these elements. It’s Opposing Affinity is Blight Magic. It has the Specializations of 
Creation: The Specialized Affinity of Conjuration/Summoning
Water: The Specialized Affinity of Aquamancy/Purification
Healing: The Specialized Affinity of Restoration/Traumaturgy 
=== Blight ===
Blight Magic is a Negative Affinity; and the Child of Decay and Death Magics. This Affinity encompasses the various things that eat away at nature, and cause sickness. It has a potent strength in sickening, and causing/manipulating various ailments. Its Opposing Affinity is Nature Magic. It has the Specializations of:
Poison: The Specialized Affinity of Toxins/Poisons
Rot: The Specialized Affinity of Funguses/Erosion
Disease: The Specialized Affinity of Illnesses/Parasitism
=== Fire ===
Fire Magic is a Neutral Affinity; and the Child of Decay and Light Magics. This Affinity encompasses Combustion and Energy. It has a potent strength in Pyromancy and Destructive Spells. Its Opposing Affinity is Earth. It has the Specializations of:
Arcane: The Specialized Affinity of Spellcraft/Enchantment
Magma: The Specialized Affinity of Lava/Molten Solids
Heat: The Specialized Affinity of Thermomancy / Cryomancy
=== Earth ===
Earth Magic  is a Neutral Affinity; and the Child of Dark and Growth Magics. This Affinity ecompasses Stability and Structure. It has a potent strength in Geomancy and Fortifying Spells. Its Opposing Affinity is Fire. It has the Specializations of: 
Stone: The Specialized Affinity of Geomancy/Crystallomancy
Metal: The Specialized Affinity of Metallurgy/Rune-Smithing
Protection: The Specialized Affinity of Abjuration/Sealing Magics
=== Holy ===
Holy Magic is a Positive Affinity; and the Child of Light and Life Magics. This Affinity encompasses Divinity and Faith. It has a potent Strength in Divine and Purgative Magics. Its Opposing Affinity is Chaos. It Has the Specializations of:
Lightning: The Specialized Affinity of Electromancy/Smites
Order: The Specialized Affinity of Laws/Covenants
Mind: The Specialized Affinity of Illusions/Divination
=== Chaos ===
Chaos Magic is a Negative Affinity; and the Child of Death and Dark Magics. This Affinity Encompases Change and Risk. It has a potent Strength in Infernal and Transmutive Magics. Its Opposing Affinity is Holy. It Has the Specializations of:
Ruin: The Specialized Affinity of Destruction/Disasters
Disorder: The Specialized Affinity of Aberration/Transmutation
Corruption: The Specialized Affinity of Mutation/Manipulation
== Polarity Clashing ==
All Mages Would Know regardless of level of skill or knowledge, not to mix Opposing Affinities or to let them interact, due to the Catastrophic Explosions that can and will occur. 
The Mixing of Opposing Affinities also causes Mages and the Magically Sensitive to feel physically ill, causing feelings of Nausea, Dizziness, and Migraines, these feelings are unique to the Affinities being mixed and can be used to attempt to identify which Affinities are present/mixing.
== Gallery ==
File:Aether Arcane.png|Arcane Symbol
File:Aether Heat.png|Heat Symbol
File:Aether Magma.png|Magma Symbol
File:Aether Ruin.png|Ruin Symbol
File:Aether Disorder.png|Disorder Symbol
File:Aether Corruption.png|Corruption Symbol
File:Aether Rot.png|Rot Symbol
File:Aether Poison.png|Poison Symbol
File:Aether Disease.png|Disease Symbol
File:Aether Water.png|Water Symbol
File:Aether Healing.png|Healing Symbol
File:Aether Creation.png|Creation Symbol
File:Aether Metal.png|Metal Symbol
File:Aether Protection.png|Protection Symbol
File:Aether Stone.png|Stone Symbol
File:Aether Lightning.png|Lightning Symbol
File:Aether Mind.png|Mind Symbol
File:Aether Order.png|Order Symbol
Category:RP Groups
Category:Aether Chronicles Lore