Magic

"Magic is a thing that shouldn't be and shouldn't have been meddled with, yet by some chance that singular one person who awakened a seemingly god-like ability, magic was discovered. Some are good at using magic, some aren't, and some shouldn't have ever been allowed to set eyes on it,"~Hellspike
Magic is the base for reality and creation and acts as the first language ever made even older than Reality or Meme God. It was first interpreted in Ancient Stryanese which was a way of using a thing's living energy and strength to tap into all of magic to extract a fraction of true magic's power. Using true magic would pretty much destroy the entire Finalverse several *incomprehensible number* times over and then some more, and then some more as well as destroy your body as the pure power from channeling all of magic would disintegrate your very body and turn you into dust.
== All Types of Magic ==
=== The Basic Elements ===
The basic elements of magic are the four main elements fire, air, water, earth and can be used a lot more than you think. Water could be used as ice, be vaporized to use as vapor, and creating clones that are immune to several types of damage. Air magic could suck all the oxygen from an area and completely decimate armies from asphyxiation. Earth magic could be used as metal. Want to know why? Any kind of metal(on Strya) comes from ore, ore is found from the earth/ground, even if you purify it so that no earth remains, it's still technically part of the earth.
==== Fire Magic ====
Fire magic is one of the basic elements and is the primary magic type used for war. Fire magic is also one of the easiest types of magic to learn without hard practice. Fire magic is channeled by concentrating heat and oxygen and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use.
===== Hell Fire =====
Hell Fire is a sub-type of fire magic and is only able to be learned by those who have gone to the Hell level of the Underworld and is significantly stronger than normal fire magic. Hell fire is a bit different in color to normal fire and has four main differences. Hell fire is channeled by hatred and justice, it cannot be put out by normal means so you can't just dump a bucket of water on your head, the flames released from Hell Fire can burn almost anywhere in the Finalverse even underwater, and Hell Fire will shorten the life-span of the user. Why does it shorten your life-span if you use it? Well it's a bit unknown but, apparently because you're using magic from the Underworld and the fact that you're out of the Underworld if you can use it, Death is taking little bits of your life-span in exchange for using the power of the underworld.
==== Ice Fire ====
Ice Fire, is a combination of ice and fire magic (duh) mixed together just right to become it's own magic sub-type. Ice Fire can be extracted as crystals which is what made the Ice Fire Spear, one of the most powerful weapons in Stryan history and is pretty much what the weapon does. It either completely freezes someone or sets them ablaze. The difference between the weapon and the magic sub-type is that with magic, you can use both at once trapping them in a loop of freezing and burning as well as being susceptible to enchantment plus the fact that you can use Ice Fire which is already a sub-type of magic with other sub-types of magic. For instance, you could use Hell Fire and Permafrost as your Ice Fire which is what gives Ice Fire it's status as a ridiculously hard magic sub-type to use and that Ice Fire is ridiculously powerful. The weapon cannot be enchanted because it's already been forged with magic via Bubbles and is already filled to the brim with magical energy.
==== Water Magic ====
Water magic is one of the basic elements and is used the most as transportation magic. Water magic is also incredibly hard to use by new magic learners who have never used magic before. Water magic is channeled by pulling moisture from many sources and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use.
===== Ice Magic =====
Ice magic is a sub-type of water magic and is basically just using water magic except needing to concentrate cold as well as moisture and then tapping into magic using whatever magic language you use. Ice magic is just manipulation, creation, and destruction of normal ice unless you use combination magic and pair magical enchantments with ice magic in which case your ice magic just became around 70 times as deadly as normal.
====== Permafrost ======
Permafrost is a sub-type of a sub-type of magic and yes, I know it sounds weird but bear with me. Permafrost is a variation of ice magic focused more on the damaging part of ice magic and using sheer cold as a weapon. Permafrost uses effects like frostbite, freezing, and severe pain and weaponizes it through tapping into a larger portion of magic. Permafrost sub-type spells are considered more deadly and dangerous than the normal ice magic type and ice magic spells. Permafrost in exchange for great offensive and defensive abilities, loses it's ability to use ice in a more general way. That means no ice transportation, using it as your refrigerator, or walking on water using ice as a temporary floor.
==== Air Magic ====
Air magic is one of the basic elements and is primarily used for war. Air magic is decently hard to use by new magic learners who have never used magic before. Air magic is channeled by focusing the winds and oxygen and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use. Air magic is also the primary magic type used for combination magic which is a subject we'll get into later.
===== Wind Magic =====
Wind magic is a sub-type of air magic and is using violent winds, air currents, and tornadoes needing to concentrate the winds and air currents then control them and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use usually. Wind magic is usually just manipulation, creation, and dispersing of powerful winds though Deus has managed to utilize air magic much differently than others. Wind magic is several times more deadly and dangerous than default air magic and still can be used in the same ways as air magic such as creating vacuums and flying.
==== Earth Magic ====
Earth magic is one of the basic elements and is the magic type that is just generally used for anything. Earth magic is pretty easy to use and learn for new magic learners who have never used magic before. Earth magic is channeled by focusing on the earth/ground around you and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use.
===== Metal Magic =====
Metal is a sub-type of earth magic focused on the metals of the earth/ground around you. Using metal magic is significantly harder to use than normal earth magic because of having to manipulate, create, and destroy purified pieces of earth that are barely still counting as earth rather than manipulating, creating, or destroying pure earth but the benefits of metal magic is definitely worth it. After learning metal magic, all metals are basically your property. You can destroy them no problem, bend them to your will, and have unlimited access to metals of the earth/ground. Metal magic also allows you to control other's blood flow because of the iron in their blood if they even have iron in their blood.
=== Advanced Elements ===
Advanced elements are elements beyond the four default basic elements and are incredibly rare to see. Only a few people in the whole Finalverse can use advanced elements with chances of one capable to use advanced elements emerging 1 in 7201000. Advanced elements are elements that are there just not as used as the default four and because of that are incredibly hard to learn much less use. These advanced elements include: electricity, nature, shadows, blood, sound, ink, and acid. Advanced magic users can only use a few advanced elements with only those who are literal Divine Deities, immortal, and extremely gifted being able to use most of or all of the advanced elements.
==== Electric Magic ====
Electric magic is one of the advanced elements and is used primarily for war with those who can use electric magic being immediately snatched by warlords. Electric magic is incredibly hard to use and can kill someone attempting to learn or use it through extreme shocks. Electric magic is channeled by focusing the right chemicals or transforming kinetic energy into electric energy and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use.
==== Nature Magic ====
Nature magic is one of the advanced elements and is used primarily for gardening and is a lot more common than other advanced magic types. Nature magic is decently hard to use and can cause injuries to someone attempting to learn and use it who haven't taken precautions or aren't strong enough by internal bleeding through sharp wood or poison from plants. Nature magic is channeled by focusing the nature energy around you and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use.
===== String Magic =====
String magic is a sub-type of nature magic that creates, manipulates, and destroys strings and ropes. String magic is available through use of nature magic because strings and ropes are made of natural fibers and said fibers can be found in nature thus making them available through nature magic. String magic is harder to learn and use than nature magic requiring more precise focusing of nature energy and only using the fibers of nature instead of using all of it. String magic is also susceptible to enchantments making it even more powerful. String magic is also combinable most other magic types and a few select sub-types with the right procedure.
==== Shadow Magic ====
Shadow magic is one of the advanced elements and is used primarily for espionage with those who can use it becoming extremely efficient, stealthy, and deadly assassins, infiltrating agents, and spies. Shadow magic is extremely difficult to use and can corrupt the user with their own amplified inner demons, insanity, and hallucinations with those who successfully survive the learning process being most likely mentally scarred for life and are experience loss of emotion. Shadow magic is channeled by concentrating darkness and shadows around you and then tapping into magic using whatever magic language you use though some are stronger than others though more difficult to use.
=== Combination Magics ===
=== Supermagics ===
Supermagics are Magics that transcend what could be called "traditional magic" and start to dip into god-like, reality-warping powers that far outseed even the strongest of advanced Magics and usually control, warp, or destroy a force of the Finalverse such as time, gravity, space, or force magic. Supermagics (unlike most other types of magic) are able to be learned although usually impossible for the normal person through the use of extensive practicing Magics that fit a similar field as a weaker supermagics such as space magic being able to be learned after extensive use of teleportation or light magic. Most supermagics cannot be accessed by even the best of mages apart from the incredibly gifted or powerful (Hell Spike, Bubbles, Spike the First, etc.) and if wanting to be learned by a normal mage must be learned by finding a magic spirit belonging to that supermagic type or finding an inscryption of one of the supermagics that were carved by a practitioner of said supermagic.
=== Ancient Magics ===
== Magic Languages ==
=== Ancient Stryanese ===
=== Runic ===
=== Godspeak ===
=== Draconic Runes ===
== Enchanting ==
=== Enchantment Scrolls ===
== Mages ==
A mage is someone who intensely focuses on learning and mastering the art of magic and who mainly uses magic instead of other weapons like guns, swords, bombs or body and physical techniques.
== Magic Awakenings ==
=== Standard Awakening ===
A magic awakening is an occurrence that mages and other powerful magic users undergo when their magic potential hits the metaphysical cap of magic and will forcefully evolve the mage's magic potential all will unlock the mage's potential and increase his/hers magical capacities by extreme levels. Magic awakening effects change from which magic the mage awakens like how a fire magic awakening may make a mage unable to be burned and increase the temperature of anything he/her is close to, an electric magic awakening may make the mage be able to summon storms and absorb electricity, or how an enhancement magic awakening may passively give the mage physical boosts.
== Magic Spirits ==
Magic Spirits are deceased powerful mages and/or magic users in general that in death embodied and possessed powerful enchanted objects that were came to be known as magic artifacts. Magic Spirits are bonded with their holder when said holder touches the spirit's magic artifact and cannot be separated from each other until either death or the holder is attacked with Anti-Magic. Different spirits give the holder different powers that the spirits had when they were alive and grant them a high-tier immortality making them unable to be killed be anything but high-grade and higher enchanted magic weapons or high-level or higher magic. Magic Spirits are usually found with their corresponding artifact in regions and settings that match with their power (e.g. Flare the Fire King would be found inside the ashes of a burned down ancient city) and can only be seen and interacted with by their holder or other Magic Spirit users with the only exceptions to this rule being incredibly powerful deities, OP characters, Joke Characters, and other characters that are incredibly powerful. Only high-level mages and magic users can have two Magic Spirits at once, otherwise the person who attempted to have two Magic Spirits would have too much magic energy and would either have their body stop working and/or turn into a magic supernova.
The following is a list of most of or all of the current Magic Spirits and their current corresponding magic artifact as well as the current holder, past holders, and where the artifact was found before:
* Spike The First - inhabits the First Dragon Coin and was held by every single Spike-Tail King, is now held by Hell Spike. Was found in the Spike-Tail Kingdom's City of Spikes.
*Glacier of the Artic - inhabits Permafrost, an icicle that never melts, and is currently held by Frost Bone. Was found on the desolate icy wastelands of the Arctic Wasteland.
*Umbra the Shadow Lord - inhabits the Hallowed Scythe and was held by Death and is now held by Lantern after Death separated Umbra from himself. Was found in the Infinite Void falling for more than 100000000 years.
*Flare the Fire King - inhabits Lantern's Pumpkin Mask and is currently held by Lantern. It was found right on top of Lantern's burning face as he was sleeping.
*Bubbles' Dad - inhabits the Sword of the Sea and is currently held by of Bubbles. It was found in The Tide-Winder's capital city's Throne Room on the wedding statue's hands.
*Vox the Loud - inhabits a horn that hasn't been named yet and does not currently have a holder. It was found in a dragon's treasure trove.
*Tempest Lightning Bolt of the Finalverse - inhabits the Swords of the Storm and is currently held by Umbra - The Anti-Hero. It was found in the eye of the Eternal Storms.
*Solis the Bright - inhabits The Sun That Is A Deadly Laser and is currently held by Can Can't. It was found floating around in the vast empty space in the Meme Verse.
*Luna the Crescent Moon - inhabits the Crescent Staves and is currently held by of Lunares. It was found in the core of Perception on an altar of a hidden temple.
*Mors the Black Death - inhabits the Tyrant's Death, an enchanted obsidian ring with a scarlet stone with Death's Mark etched into the middle of the gem and is currently held by Hell Spike. It was found in Death's Palace in the Underworld's thirteenth level.
*Felix the Leprechaun - inhabits Clover's Gem, a small four-leaf clover shaped emerald that's worn as an earring and is currently held by Birch Rose. It was found on an open field in the Sky Domain in the exact center of a massive field of four-leaf clovers.
*Sky the Aether King - inhabits the Sky's Doom Bringer, a 5.6 ft. tall enchanted aether steel staff with an aether gem held in the center of the circular ring at the tip of the staff and is currently in the treasury of Cloud. It was created (not found) in Cloud's Palace.
== Magic Name ==
=== True Magic Name ===
Category:Magic
Category:Unfinished Pages