Magic

> *"A nice placeholder goes here while we wait for our staff team to finish cataloguing our lore. Thank you for your patience in the meantime."* - Name, YR x, ERA x
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Magic existed long before the birth of the Everburning, or [desert homeland placeholder]. The first written account of a magic-wielder occurs 1576 years before YR 1, ERA 1 with Corvina, *the Ethereal*, who is recorded in history as the founder, and first ruler of [desert homeland placeholder]. Corvina's descents, and the individuals who later experienced the same mutation as her would grow to build the elite class, though relationships with other classes eventually allowed magic to flow throughout the general populace. Magic didn't exist in Apros before the arrival of the Everburning, and his followers.

Due to the fact that magic has always been a mutation-based gene that can be passed from parent to child, it occurs more often than not as long as one parent has magical abilities, though *magically inept* horses are not uncommon, with at least 10% of the population being inept.

Magic wielders are abundant in Apros, with wielders using their abilities to perform various jobs, and tasks pertaining to their work. The schools of magic readily accept students to hone their arts for specialized skills, alongside private teachers who occasionally accept apprentices in any of the fields of study.

## Types of Magic

All magic is categorized into different fields of study, such as...

* Pyromancy
* Terramancy
* Aeromancy
* Necromancy
* Aether Control
* Ether Control
* Hydromancy

## Usage

Magic is an integral part to daily life in Apros, whether it is the students at the School of Pyromancy tending to the street lanterns through nighttime, or the skilled work of masons who create the forefront of expansion. There are a multitude of varieties, depending on their usage.

**Rank magic** is free as long as your character isn't magically inept, but must be used in relation to their job. An example of rank magic would be a craftsman who's skill specializes in crafting jewelry, allowing for the manipulation of precious metals, and stones to create beautiful pieces of art, or another being a Hippocampi shipyard worker who's rank magic allows for minor manipulation of water currents to aid in bringing ships to port. Some ranks will come with their rank magic already selected, so please check your rank of interest's individual page before continuing. Rank magic **can not** be used in combat, and is lost if a character changes out of that rank class to another. All characters have **one** rank magic slot as long as they are capable of wielding magic.

**Passive magic** is an acquired magic that cannot be turned off, or harm others, but constantly provides some sort of effect to the user. Examples of a passive magic would be having plants, or fungi growing from their body, glowing body parts (though *mutation passes* can make minor exceptions at staff discretion to avoid wasting the passive magic slot), smoke coming from the body, or an altered state for the entire body (blurry when looked at, ghost-like appearance, so forth). Passive magic can also adjust the environment ever so slightly to have minor alterations for the caster, such as shadows moving towards their body, an abundance of good luck (but not without downsides), or an aging, and decaying acceleration to the flora around them. Passive magic **can not** harm, or benefit anyone other than the caster, or directly affect another other than the caster, nor can it be used in combat. The vast majority of characters will have **one** passive magic slot, but some exceptions are made for **divines, and their vessels,** and in the instance that the Random Event account gives a *magical maiming,* or *curse.*

**Active magic** is the spark to the flame that draws the moths in close, but just as moths are doomed to their death should they fly too close to the flame, so is the same for casters who dive too deep into their abilities. This magic does bend to the will of its caster, but with a stubbornness that must be tamed over time, and dedication. Lifetimes are spent honing skills to mastery levels as each mage finds that they have their own unique abilities, though there can be some overlap in the general scheme of things. Those who are capable of manipulating active magic begin with a general, and basic understanding of their craft at the **novice (1)** level, before gaining better control of their basics as an **advanced beginner (2).** Becoming **competent (3)** is a solid place for most users where they can build their confidence, but also begin to discover the true nature of their abilities. Once a specialization has been deceived upon, and shown that it can be trained, they can now be classified as **adept (4). Expertise (5)** is where most reach their pinnacle at, proving their capability and finding that their magic, and specialization occurs without stress, rolling off the mind just as easily as a sigh before a long day's rest. Reaching the expert classification is a respectable feat in of itself, but the ones who leave others in awe at their wake are the **masters (6).** Masters are capable of the most extreme performances, whether it be generating massive, violent sandstorms through manipulation of the wind, all-consuming hallucinations and illusions that block out reality, or turning back the force of time against their appearance to create the look of eternal youth.

**Active magic leveling,** *with Vox, the Everburning's pyromancy abilities for examples.*

1. **Novice:** The wielder only has the most basic ability to their future specialization, and any usage is chaotic, and prone to failing to be in control of the budding caster. Pyromancers may find themselves regularly being burned in the process of learning to cast, and sometimes being unable to control the severity of their magic once it has been cast forth. Any pyromancy done would be nothing more than small flames, sparks, and occasionally setting the wrong things on fire. *The Everburning finds that he can cast a flame when truly focusing, but the flame can be erratic in casting placement, and causes occasional burns, and fires.*
2. **Advanced Beginner:** At last, the caster can call upon their ability at will, and without requiring all of their focus. There is the occasional mishap, but at this point, users can be sure that things are less likely to go haywire, and if so, they now have the proper skills to handle larger mistakes. *Larger flames can appear at command, but they taunt the caster if they're not mindful. Magic is violent, and neither good, nor evil.* 'Try me, if you dare,' *tempts fate.*
3. **Competent:** Those close to studious mages can now be sure that fate is less likely to be cruel to them, while the mage must now begin to bare the brute of their abilities. Rest assured, you are going somewhere, and becoming confident at that. Mishaps have now become rare, occurring when the limits are pushed too far. *The Everburning can set everything within a 6ft/1.82m radius around his body ablaze, but there is the risk of things going out of control if not monitored.*
4. **Adept:** Having discovered their unique ability, and now capable of honing it toward mastery, the things learned at the earliest levels occur without failure. Users are in full control of their basic abilities, but their specialization can be tricky at the start before smoothing out towards the end of the Adept level. *Having found that he can create the illusion of beings in the shape of his flames, the Everburning works to improve upon holding their form. The flame-shaped creatures burn to the touch, but struggle to move further than 4ft/1.21m from the caster before falling apart to sparks, and flames. By the end of this level, stray flames can't escape the figures to avoid unnecessary fires when giving enough focus.*
5. **Expertise:** The pinnacle for most mages is to reach the level of expert, as most masters find themselves caught up in hang-ups related to that level of ability that the majority don't wish to experience.